mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
230 lines
8 KiB
C++
230 lines
8 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 PolyTools.h, various utilities for our dealings with arbitrary polygons */
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#ifndef AI_POLYTOOLS_H_INCLUDED
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#define AI_POLYTOOLS_H_INCLUDED
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#include <assimp/material.h>
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#include <assimp/ai_assert.h>
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namespace Assimp {
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// -------------------------------------------------------------------------------
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/** Compute the signed area of a triangle.
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* The function accepts an unconstrained template parameter for use with
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* both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
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template <typename T>
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inline double GetArea2D(const T& v1, const T& v2, const T& v3)
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{
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return 0.5 * (v1.x * ((double)v3.y - v2.y) + v2.x * ((double)v1.y - v3.y) + v3.x * ((double)v2.y - v1.y));
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}
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// -------------------------------------------------------------------------------
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/** Test if a given point p2 is on the left side of the line formed by p0-p1.
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* The function accepts an unconstrained template parameter for use with
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* both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
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template <typename T>
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inline bool OnLeftSideOfLine2D(const T& p0, const T& p1,const T& p2)
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{
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return GetArea2D(p0,p2,p1) > 0;
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}
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// -------------------------------------------------------------------------------
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/** Test if a given point is inside a given triangle in R2.
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* The function accepts an unconstrained template parameter for use with
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* both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
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template <typename T>
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inline bool PointInTriangle2D(const T& p0, const T& p1,const T& p2, const T& pp)
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{
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// Point in triangle test using baryzentric coordinates
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const aiVector2D v0 = p1 - p0;
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const aiVector2D v1 = p2 - p0;
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const aiVector2D v2 = pp - p0;
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double dot00 = v0 * v0;
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double dot01 = v0 * v1;
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double dot02 = v0 * v2;
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double dot11 = v1 * v1;
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double dot12 = v1 * v2;
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const double invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
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dot11 = (dot11 * dot02 - dot01 * dot12) * invDenom;
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dot00 = (dot00 * dot12 - dot01 * dot02) * invDenom;
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return (dot11 > 0) && (dot00 > 0) && (dot11 + dot00 < 1);
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}
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// -------------------------------------------------------------------------------
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/** Check whether the winding order of a given polygon is counter-clockwise.
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* The function accepts an unconstrained template parameter, but is intended
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* to be used only with aiVector2D and aiVector3D (z axis is ignored, only
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* x and y are taken into account).
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* @note Code taken from http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/applet1.html and translated to C++
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*/
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template <typename T>
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inline bool IsCCW(T* in, size_t npoints) {
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double aa, bb, cc, b, c, theta;
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double convex_turn;
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double convex_sum = 0;
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ai_assert(npoints >= 3);
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for (size_t i = 0; i < npoints - 2; i++) {
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aa = ((in[i+2].x - in[i].x) * (in[i+2].x - in[i].x)) +
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((-in[i+2].y + in[i].y) * (-in[i+2].y + in[i].y));
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bb = ((in[i+1].x - in[i].x) * (in[i+1].x - in[i].x)) +
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((-in[i+1].y + in[i].y) * (-in[i+1].y + in[i].y));
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cc = ((in[i+2].x - in[i+1].x) *
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(in[i+2].x - in[i+1].x)) +
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((-in[i+2].y + in[i+1].y) *
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(-in[i+2].y + in[i+1].y));
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b = std::sqrt(bb);
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c = std::sqrt(cc);
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theta = std::acos((bb + cc - aa) / (2 * b * c));
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if (OnLeftSideOfLine2D(in[i],in[i+2],in[i+1])) {
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// if (convex(in[i].x, in[i].y,
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// in[i+1].x, in[i+1].y,
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// in[i+2].x, in[i+2].y)) {
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convex_turn = AI_MATH_PI_F - theta;
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convex_sum += convex_turn;
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}
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else {
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convex_sum -= AI_MATH_PI_F - theta;
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}
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}
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aa = ((in[1].x - in[npoints-2].x) *
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(in[1].x - in[npoints-2].x)) +
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((-in[1].y + in[npoints-2].y) *
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(-in[1].y + in[npoints-2].y));
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bb = ((in[0].x - in[npoints-2].x) *
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(in[0].x - in[npoints-2].x)) +
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((-in[0].y + in[npoints-2].y) *
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(-in[0].y + in[npoints-2].y));
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cc = ((in[1].x - in[0].x) * (in[1].x - in[0].x)) +
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((-in[1].y + in[0].y) * (-in[1].y + in[0].y));
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b = std::sqrt(bb);
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c = std::sqrt(cc);
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theta = std::acos((bb + cc - aa) / (2 * b * c));
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//if (convex(in[npoints-2].x, in[npoints-2].y,
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// in[0].x, in[0].y,
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// in[1].x, in[1].y)) {
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if (OnLeftSideOfLine2D(in[npoints-2],in[1],in[0])) {
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convex_turn = AI_MATH_PI_F - theta;
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convex_sum += convex_turn;
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}
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else {
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convex_sum -= AI_MATH_PI_F - theta;
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}
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return convex_sum >= (2 * AI_MATH_PI_F);
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}
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// -------------------------------------------------------------------------------
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/** Compute the normal of an arbitrary polygon in R3.
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*
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* The code is based on Newell's formula, that is a polygons normal is the ratio
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* of its area when projected onto the three coordinate axes.
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*
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* @param out Receives the output normal
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* @param num Number of input vertices
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* @param x X data source. x[ofs_x*n] is the n'th element.
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* @param y Y data source. y[ofs_y*n] is the y'th element
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* @param z Z data source. z[ofs_z*n] is the z'th element
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*
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* @note The data arrays must have storage for at least num+2 elements. Using
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* this method is much faster than the 'other' NewellNormal()
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*/
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template <int ofs_x, int ofs_y, int ofs_z, typename TReal>
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inline void NewellNormal (aiVector3t<TReal>& out, int num, TReal* x, TReal* y, TReal* z)
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{
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// Duplicate the first two vertices at the end
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x[(num+0)*ofs_x] = x[0];
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x[(num+1)*ofs_x] = x[ofs_x];
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y[(num+0)*ofs_y] = y[0];
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y[(num+1)*ofs_y] = y[ofs_y];
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z[(num+0)*ofs_z] = z[0];
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z[(num+1)*ofs_z] = z[ofs_z];
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TReal sum_xy = 0.0, sum_yz = 0.0, sum_zx = 0.0;
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TReal *xptr = x +ofs_x, *xlow = x, *xhigh = x + ofs_x*2;
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TReal *yptr = y +ofs_y, *ylow = y, *yhigh = y + ofs_y*2;
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TReal *zptr = z +ofs_z, *zlow = z, *zhigh = z + ofs_z*2;
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for (int tmp=0; tmp < num; tmp++) {
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sum_xy += (*xptr) * ( (*yhigh) - (*ylow) );
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sum_yz += (*yptr) * ( (*zhigh) - (*zlow) );
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sum_zx += (*zptr) * ( (*xhigh) - (*xlow) );
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xptr += ofs_x;
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xlow += ofs_x;
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xhigh += ofs_x;
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yptr += ofs_y;
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ylow += ofs_y;
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yhigh += ofs_y;
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zptr += ofs_z;
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zlow += ofs_z;
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zhigh += ofs_z;
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}
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out = aiVector3t<TReal>(sum_yz,sum_zx,sum_xy);
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}
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} // ! Assimp
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#endif
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