Torque3D/Engine/lib/assimp/code/Common/ScenePreprocessor.cpp
Areloch 6ade6f08ce Updated Assimp
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Cleaned up a bunch of old, outdated code in the asset importer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
2020-03-19 09:47:38 -05:00

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10 KiB
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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include "ScenePreprocessor.h"
#include <assimp/ai_assert.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
using namespace Assimp;
// ---------------------------------------------------------------------------------------------
void ScenePreprocessor::ProcessScene ()
{
ai_assert(scene != NULL);
// Process all meshes
for (unsigned int i = 0; i < scene->mNumMeshes;++i)
ProcessMesh(scene->mMeshes[i]);
// - nothing to do for nodes for the moment
// - nothing to do for textures for the moment
// - nothing to do for lights for the moment
// - nothing to do for cameras for the moment
// Process all animations
for (unsigned int i = 0; i < scene->mNumAnimations;++i)
ProcessAnimation(scene->mAnimations[i]);
// Generate a default material if none was specified
if (!scene->mNumMaterials && scene->mNumMeshes) {
scene->mMaterials = new aiMaterial*[2];
aiMaterial* helper;
aiString name;
scene->mMaterials[scene->mNumMaterials] = helper = new aiMaterial();
aiColor3D clr(0.6f,0.6f,0.6f);
helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
// setup the default name to make this material identifiable
name.Set(AI_DEFAULT_MATERIAL_NAME);
helper->AddProperty(&name,AI_MATKEY_NAME);
ASSIMP_LOG_DEBUG("ScenePreprocessor: Adding default material \'" AI_DEFAULT_MATERIAL_NAME "\'");
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
scene->mMeshes[i]->mMaterialIndex = scene->mNumMaterials;
}
scene->mNumMaterials++;
}
}
// ---------------------------------------------------------------------------------------------
void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
{
// If aiMesh::mNumUVComponents is *not* set assign the default value of 2
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if (!mesh->mTextureCoords[i]) {
mesh->mNumUVComponents[i] = 0;
} else {
if (!mesh->mNumUVComponents[i])
mesh->mNumUVComponents[i] = 2;
aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices;
// Ensure unused components are zeroed. This will make 1D texture channels work
// as if they were 2D channels .. just in case an application doesn't handle
// this case
if (2 == mesh->mNumUVComponents[i]) {
for (; p != end; ++p)
p->z = 0.f;
}
else if (1 == mesh->mNumUVComponents[i]) {
for (; p != end; ++p)
p->z = p->y = 0.f;
}
else if (3 == mesh->mNumUVComponents[i]) {
// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
for (; p != end; ++p) {
if (p->z != 0)
break;
}
if (p == end) {
ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
mesh->mNumUVComponents[i] = 2;
}
}
}
}
// If the information which primitive types are there in the
// mesh is currently not available, compute it.
if (!mesh->mPrimitiveTypes) {
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
aiFace& face = mesh->mFaces[a];
switch (face.mNumIndices)
{
case 3u:
mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
case 2u:
mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
break;
case 1u:
mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
break;
default:
mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
break;
}
}
}
// If tangents and normals are given but no bitangents compute them
if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
for (unsigned int i = 0; i < mesh->mNumVertices;++i) {
mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
}
}
}
// ---------------------------------------------------------------------------------------------
void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
{
double first = 10e10, last = -10e10;
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
aiNodeAnim* channel = anim->mChannels[i];
/* If the exact duration of the animation is not given
* compute it now.
*/
if (anim->mDuration == -1.) {
// Position keys
for (unsigned int j = 0; j < channel->mNumPositionKeys;++j) {
aiVectorKey& key = channel->mPositionKeys[j];
first = std::min (first, key.mTime);
last = std::max (last, key.mTime);
}
// Scaling keys
for (unsigned int j = 0; j < channel->mNumScalingKeys;++j ) {
aiVectorKey& key = channel->mScalingKeys[j];
first = std::min (first, key.mTime);
last = std::max (last, key.mTime);
}
// Rotation keys
for (unsigned int j = 0; j < channel->mNumRotationKeys;++j ) {
aiQuatKey& key = channel->mRotationKeys[ j ];
first = std::min (first, key.mTime);
last = std::max (last, key.mTime);
}
}
/* Check whether the animation channel has no rotation
* or position tracks. In this case we generate a dummy
* track from the information we have in the transformation
* matrix of the corresponding node.
*/
if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
// Find the node that belongs to this animation
aiNode* node = scene->mRootNode->FindNode(channel->mNodeName);
if (node) // ValidateDS will complain later if 'node' is NULL
{
// Decompose the transformation matrix of the node
aiVector3D scaling, position;
aiQuaternion rotation;
node->mTransformation.Decompose(scaling, rotation,position);
// No rotation keys? Generate a dummy track
if (!channel->mNumRotationKeys) {
ai_assert(!channel->mRotationKeys);
channel->mNumRotationKeys = 1;
channel->mRotationKeys = new aiQuatKey[1];
aiQuatKey& q = channel->mRotationKeys[0];
q.mTime = 0.;
q.mValue = rotation;
ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy rotation track has been generated");
} else {
ai_assert(channel->mRotationKeys);
}
// No scaling keys? Generate a dummy track
if (!channel->mNumScalingKeys) {
ai_assert(!channel->mScalingKeys);
channel->mNumScalingKeys = 1;
channel->mScalingKeys = new aiVectorKey[1];
aiVectorKey& q = channel->mScalingKeys[0];
q.mTime = 0.;
q.mValue = scaling;
ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy scaling track has been generated");
} else {
ai_assert(channel->mScalingKeys);
}
// No position keys? Generate a dummy track
if (!channel->mNumPositionKeys) {
ai_assert(!channel->mPositionKeys);
channel->mNumPositionKeys = 1;
channel->mPositionKeys = new aiVectorKey[1];
aiVectorKey& q = channel->mPositionKeys[0];
q.mTime = 0.;
q.mValue = position;
ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy position track has been generated");
} else {
ai_assert(channel->mPositionKeys);
}
}
}
}
if (anim->mDuration == -1.) {
ASSIMP_LOG_DEBUG("ScenePreprocessor: Setting animation duration");
anim->mDuration = last - std::min( first, 0. );
}
}