mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
215 lines
7.6 KiB
C++
215 lines
7.6 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 BlenderTessellator.h
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* @brief A simple tessellation wrapper
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*/
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#ifndef INCLUDED_AI_BLEND_TESSELLATOR_H
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#define INCLUDED_AI_BLEND_TESSELLATOR_H
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// Use these to toggle between GLU Tessellate or poly2tri
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// Note (acg) keep GLU Tessellate disabled by default - if it is turned on,
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// assimp needs to be linked against GLU, which is currently not yet
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// made configurable in CMake and potentially not wanted by most users
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// as it requires a Gl environment.
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#ifndef ASSIMP_BLEND_WITH_GLU_TESSELLATE
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# define ASSIMP_BLEND_WITH_GLU_TESSELLATE 0
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#endif
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#ifndef ASSIMP_BLEND_WITH_POLY_2_TRI
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# define ASSIMP_BLEND_WITH_POLY_2_TRI 1
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#endif
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#include <assimp/LogAux.h>
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#if ASSIMP_BLEND_WITH_GLU_TESSELLATE
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#if defined( WIN32 ) || defined( _WIN32 ) || defined( _MSC_VER )
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#include <windows.h>
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#endif
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#include <GL/glu.h>
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namespace Assimp
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{
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class BlenderBMeshConverter;
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// TinyFormatter.h
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namespace Formatter
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{
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template < typename T,typename TR, typename A > class basic_formatter;
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typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
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}
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// BlenderScene.h
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namespace Blender
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{
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struct MLoop;
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struct MVert;
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struct VertexGL
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{
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GLdouble X;
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GLdouble Y;
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GLdouble Z;
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int index;
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int magic;
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VertexGL( GLdouble X, GLdouble Y, GLdouble Z, int index, int magic ): X( X ), Y( Y ), Z( Z ), index( index ), magic( magic ) { }
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};
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struct DrawCallGL
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{
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GLenum drawMode;
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int baseVertex;
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int vertexCount;
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DrawCallGL( GLenum drawMode, int baseVertex ): drawMode( drawMode ), baseVertex( baseVertex ), vertexCount( 0 ) { }
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};
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struct TessDataGL
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{
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std::vector< DrawCallGL > drawCalls;
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std::vector< VertexGL > vertices;
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};
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}
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class BlenderTessellatorGL: public LogFunctions< BlenderTessellatorGL >
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{
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public:
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BlenderTessellatorGL( BlenderBMeshConverter& converter );
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~BlenderTessellatorGL( );
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void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
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private:
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void AssertVertexCount( int vertexCount );
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void GenerateLoopVerts( std::vector< Blender::VertexGL >& polyLoopGL, const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
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void Tesssellate( std::vector< Blender::VertexGL >& polyLoopGL, Blender::TessDataGL& tessData );
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void TriangulateDrawCalls( const Blender::TessDataGL& tessData );
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void MakeFacesFromTris( const Blender::VertexGL* vertices, int vertexCount );
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void MakeFacesFromTriStrip( const Blender::VertexGL* vertices, int vertexCount );
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void MakeFacesFromTriFan( const Blender::VertexGL* vertices, int vertexCount );
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static void TessellateBegin( GLenum drawModeGL, void* userData );
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static void TessellateEnd( void* userData );
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static void TessellateVertex( const void* vtxData, void* userData );
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static void TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData );
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static void TessellateEdgeFlag( GLboolean edgeFlag, void* userData );
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static void TessellateError( GLenum errorCode, void* userData );
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BlenderBMeshConverter* converter;
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};
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} // end of namespace Assimp
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#endif // ASSIMP_BLEND_WITH_GLU_TESSELLATE
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#if ASSIMP_BLEND_WITH_POLY_2_TRI
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#ifdef ASSIMP_USE_HUNTER
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# include <poly2tri/poly2tri.h>
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#else
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# include "../contrib/poly2tri/poly2tri/poly2tri.h"
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#endif
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namespace Assimp
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{
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class BlenderBMeshConverter;
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// TinyFormatter.h
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namespace Formatter
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{
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template < typename T,typename TR, typename A > class basic_formatter;
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typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
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}
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// BlenderScene.h
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namespace Blender
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{
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struct MLoop;
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struct MVert;
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struct PointP2T
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{
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aiVector3D point3D;
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p2t::Point point2D;
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int magic;
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int index;
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};
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struct PlaneP2T
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{
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aiVector3D centre;
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aiVector3D normal;
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};
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}
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class BlenderTessellatorP2T: public LogFunctions< BlenderTessellatorP2T >
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{
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public:
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BlenderTessellatorP2T( BlenderBMeshConverter& converter );
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~BlenderTessellatorP2T( );
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void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
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private:
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void AssertVertexCount( int vertexCount );
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void Copy3DVertices( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices, std::vector< Blender::PointP2T >& targetVertices ) const;
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aiMatrix4x4 GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const;
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void TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const;
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void ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const;
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inline Blender::PointP2T& GetActualPointStructure( p2t::Point& point ) const;
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void MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const;
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// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
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float FindLargestMatrixElem( const aiMatrix3x3& mtx ) const;
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aiMatrix3x3 ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const;
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aiVector3D GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const;
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Blender::PlaneP2T FindLLSQPlane( const std::vector< Blender::PointP2T >& points ) const;
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BlenderBMeshConverter* converter;
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};
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} // end of namespace Assimp
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#endif // ASSIMP_BLEND_WITH_POLY_2_TRI
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#endif // INCLUDED_AI_BLEND_TESSELLATOR_H
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