mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
300 lines
11 KiB
C++
300 lines
11 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file BlenderModifier.cpp
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* @brief Implementation of some blender modifiers (i.e subdivision, mirror).
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*/
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#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
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#include "BlenderModifier.h"
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#include <assimp/SceneCombiner.h>
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#include <assimp/Subdivision.h>
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#include <assimp/scene.h>
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#include <memory>
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#include <functional>
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using namespace Assimp;
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using namespace Assimp::Blender;
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template <typename T> BlenderModifier* god() {
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return new T();
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}
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// add all available modifiers here
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typedef BlenderModifier* (*fpCreateModifier)();
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static const fpCreateModifier creators[] = {
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&god<BlenderModifier_Mirror>,
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&god<BlenderModifier_Subdivision>,
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NULL // sentinel
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};
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// ------------------------------------------------------------------------------------------------
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struct SharedModifierData : ElemBase
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{
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ModifierData modifier;
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};
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// ------------------------------------------------------------------------------------------------
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void BlenderModifierShowcase::ApplyModifiers(aiNode& out, ConversionData& conv_data, const Scene& in, const Object& orig_object )
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{
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size_t cnt = 0u, ful = 0u;
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// NOTE: this cast is potentially unsafe by design, so we need to perform type checks before
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// we're allowed to dereference the pointers without risking to crash. We might still be
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// invoking UB btw - we're assuming that the ModifierData member of the respective modifier
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// structures is at offset sizeof(vftable) with no padding.
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const SharedModifierData* cur = static_cast<const SharedModifierData *> ( orig_object.modifiers.first.get() );
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for (; cur; cur = static_cast<const SharedModifierData *> ( cur->modifier.next.get() ), ++ful) {
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ai_assert(cur->dna_type);
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const Structure* s = conv_data.db.dna.Get( cur->dna_type );
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if (!s) {
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ASSIMP_LOG_WARN_F("BlendModifier: could not resolve DNA name: ",cur->dna_type);
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continue;
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}
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// this is a common trait of all XXXMirrorData structures in BlenderDNA
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const Field* f = s->Get("modifier");
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if (!f || f->offset != 0) {
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ASSIMP_LOG_WARN("BlendModifier: expected a `modifier` member at offset 0");
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continue;
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}
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s = conv_data.db.dna.Get( f->type );
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if (!s || s->name != "ModifierData") {
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ASSIMP_LOG_WARN("BlendModifier: expected a ModifierData structure as first member");
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continue;
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}
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// now, we can be sure that we should be fine to dereference *cur* as
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// ModifierData (with the above note).
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const ModifierData& dat = cur->modifier;
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const fpCreateModifier* curgod = creators;
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std::vector< BlenderModifier* >::iterator curmod = cached_modifiers->begin(), endmod = cached_modifiers->end();
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for (;*curgod;++curgod,++curmod) { // allocate modifiers on the fly
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if (curmod == endmod) {
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cached_modifiers->push_back((*curgod)());
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endmod = cached_modifiers->end();
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curmod = endmod-1;
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}
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BlenderModifier* const modifier = *curmod;
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if(modifier->IsActive(dat)) {
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modifier->DoIt(out,conv_data,*static_cast<const ElemBase *>(cur),in,orig_object);
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cnt++;
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curgod = NULL;
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break;
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}
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}
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if (curgod) {
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ASSIMP_LOG_WARN_F("Couldn't find a handler for modifier: ",dat.name);
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}
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}
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// Even though we managed to resolve some or all of the modifiers on this
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// object, we still can't say whether our modifier implementations were
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// able to fully do their job.
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if (ful) {
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ASSIMP_LOG_DEBUG_F("BlendModifier: found handlers for ",cnt," of ",ful," modifiers on `",orig_object.id.name,
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"`, check log messages above for errors");
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}
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}
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// ------------------------------------------------------------------------------------------------
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bool BlenderModifier_Mirror :: IsActive (const ModifierData& modin)
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{
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return modin.type == ModifierData::eModifierType_Mirror;
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderModifier_Mirror :: DoIt(aiNode& out, ConversionData& conv_data, const ElemBase& orig_modifier,
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const Scene& /*in*/,
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const Object& orig_object )
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{
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// hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
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const MirrorModifierData& mir = static_cast<const MirrorModifierData&>(orig_modifier);
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ai_assert(mir.modifier.type == ModifierData::eModifierType_Mirror);
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conv_data.meshes->reserve(conv_data.meshes->size() + out.mNumMeshes);
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// XXX not entirely correct, mirroring on two axes results in 4 distinct objects in blender ...
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// take all input meshes and clone them
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for (unsigned int i = 0; i < out.mNumMeshes; ++i) {
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aiMesh* mesh;
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SceneCombiner::Copy(&mesh,conv_data.meshes[out.mMeshes[i]]);
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const float xs = mir.flag & MirrorModifierData::Flags_AXIS_X ? -1.f : 1.f;
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const float ys = mir.flag & MirrorModifierData::Flags_AXIS_Y ? -1.f : 1.f;
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const float zs = mir.flag & MirrorModifierData::Flags_AXIS_Z ? -1.f : 1.f;
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if (mir.mirror_ob) {
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const aiVector3D center( mir.mirror_ob->obmat[3][0],mir.mirror_ob->obmat[3][1],mir.mirror_ob->obmat[3][2] );
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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aiVector3D& v = mesh->mVertices[i];
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v.x = center.x + xs*(center.x - v.x);
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v.y = center.y + ys*(center.y - v.y);
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v.z = center.z + zs*(center.z - v.z);
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}
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}
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else {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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aiVector3D& v = mesh->mVertices[i];
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v.x *= xs;v.y *= ys;v.z *= zs;
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}
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}
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if (mesh->mNormals) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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aiVector3D& v = mesh->mNormals[i];
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v.x *= xs;v.y *= ys;v.z *= zs;
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}
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}
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if (mesh->mTangents) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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aiVector3D& v = mesh->mTangents[i];
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v.x *= xs;v.y *= ys;v.z *= zs;
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}
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}
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if (mesh->mBitangents) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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aiVector3D& v = mesh->mBitangents[i];
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v.x *= xs;v.y *= ys;v.z *= zs;
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}
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}
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const float us = mir.flag & MirrorModifierData::Flags_MIRROR_U ? -1.f : 1.f;
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const float vs = mir.flag & MirrorModifierData::Flags_MIRROR_V ? -1.f : 1.f;
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for (unsigned int n = 0; mesh->HasTextureCoords(n); ++n) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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aiVector3D& v = mesh->mTextureCoords[n][i];
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v.x *= us;v.y *= vs;
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}
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}
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// Only reverse the winding order if an odd number of axes were mirrored.
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if (xs * ys * zs < 0) {
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for( unsigned int i = 0; i < mesh->mNumFaces; i++) {
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aiFace& face = mesh->mFaces[i];
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for( unsigned int fi = 0; fi < face.mNumIndices / 2; ++fi)
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std::swap( face.mIndices[fi], face.mIndices[face.mNumIndices - 1 - fi]);
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}
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}
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conv_data.meshes->push_back(mesh);
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}
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unsigned int* nind = new unsigned int[out.mNumMeshes*2];
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std::copy(out.mMeshes,out.mMeshes+out.mNumMeshes,nind);
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std::transform(out.mMeshes,out.mMeshes+out.mNumMeshes,nind+out.mNumMeshes,
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[&out](unsigned int n) { return out.mNumMeshes + n; });
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delete[] out.mMeshes;
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out.mMeshes = nind;
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out.mNumMeshes *= 2;
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ASSIMP_LOG_INFO_F("BlendModifier: Applied the `Mirror` modifier to `",
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orig_object.id.name,"`");
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}
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// ------------------------------------------------------------------------------------------------
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bool BlenderModifier_Subdivision :: IsActive (const ModifierData& modin)
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{
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return modin.type == ModifierData::eModifierType_Subsurf;
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderModifier_Subdivision :: DoIt(aiNode& out, ConversionData& conv_data, const ElemBase& orig_modifier,
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const Scene& /*in*/,
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const Object& orig_object )
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{
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// hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
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const SubsurfModifierData& mir = static_cast<const SubsurfModifierData&>(orig_modifier);
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ai_assert(mir.modifier.type == ModifierData::eModifierType_Subsurf);
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Subdivider::Algorithm algo;
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switch (mir.subdivType)
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{
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case SubsurfModifierData::TYPE_CatmullClarke:
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algo = Subdivider::CATMULL_CLARKE;
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break;
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case SubsurfModifierData::TYPE_Simple:
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ASSIMP_LOG_WARN("BlendModifier: The `SIMPLE` subdivision algorithm is not currently implemented, using Catmull-Clarke");
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algo = Subdivider::CATMULL_CLARKE;
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break;
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default:
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ASSIMP_LOG_WARN_F("BlendModifier: Unrecognized subdivision algorithm: ",mir.subdivType);
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return;
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};
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std::unique_ptr<Subdivider> subd(Subdivider::Create(algo));
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ai_assert(subd);
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if ( conv_data.meshes->empty() ) {
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return;
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}
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aiMesh** const meshes = &conv_data.meshes[conv_data.meshes->size() - out.mNumMeshes];
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std::unique_ptr<aiMesh*[]> tempmeshes(new aiMesh*[out.mNumMeshes]());
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subd->Subdivide(meshes,out.mNumMeshes,tempmeshes.get(),std::max( mir.renderLevels, mir.levels ),true);
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std::copy(tempmeshes.get(),tempmeshes.get()+out.mNumMeshes,meshes);
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ASSIMP_LOG_INFO_F("BlendModifier: Applied the `Subdivision` modifier to `",
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orig_object.id.name,"`");
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}
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#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER
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