mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
249 lines
8.1 KiB
C++
249 lines
8.1 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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#include "TargetAnimation.h"
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#include <algorithm>
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#include <assimp/ai_assert.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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KeyIterator::KeyIterator(const std::vector<aiVectorKey>* _objPos,
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const std::vector<aiVectorKey>* _targetObjPos,
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const aiVector3D* defaultObjectPos /*= NULL*/,
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const aiVector3D* defaultTargetPos /*= NULL*/)
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: reachedEnd (false)
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, curTime (-1.)
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, objPos (_objPos)
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, targetObjPos (_targetObjPos)
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, nextObjPos (0)
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, nextTargetObjPos(0)
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{
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// Generate default transformation tracks if necessary
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if (!objPos || objPos->empty())
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{
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defaultObjPos.resize(1);
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defaultObjPos.front().mTime = 10e10;
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if (defaultObjectPos)
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defaultObjPos.front().mValue = *defaultObjectPos;
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objPos = & defaultObjPos;
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}
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if (!targetObjPos || targetObjPos->empty())
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{
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defaultTargetObjPos.resize(1);
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defaultTargetObjPos.front().mTime = 10e10;
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if (defaultTargetPos)
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defaultTargetObjPos.front().mValue = *defaultTargetPos;
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targetObjPos = & defaultTargetObjPos;
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}
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}
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// ------------------------------------------------------------------------------------------------
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template <class T>
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inline T Interpolate(const T& one, const T& two, ai_real val)
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{
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return one + (two-one)*val;
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}
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// ------------------------------------------------------------------------------------------------
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void KeyIterator::operator ++()
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{
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// If we are already at the end of all keyframes, return
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if (reachedEnd) {
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return;
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}
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// Now search in all arrays for the time value closest
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// to our current position on the time line
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double d0,d1;
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d0 = objPos->at ( std::min ( nextObjPos, static_cast<unsigned int>(objPos->size()-1)) ).mTime;
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d1 = targetObjPos->at( std::min ( nextTargetObjPos, static_cast<unsigned int>(targetObjPos->size()-1)) ).mTime;
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// Easiest case - all are identical. In this
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// case we don't need to interpolate so we can
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// return earlier
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if ( d0 == d1 )
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{
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curTime = d0;
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curPosition = objPos->at(nextObjPos).mValue;
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curTargetPosition = targetObjPos->at(nextTargetObjPos).mValue;
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// increment counters
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if (objPos->size() != nextObjPos-1)
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++nextObjPos;
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if (targetObjPos->size() != nextTargetObjPos-1)
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++nextTargetObjPos;
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}
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// An object position key is closest to us
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else if (d0 < d1)
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{
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curTime = d0;
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// interpolate the other
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if (1 == targetObjPos->size() || !nextTargetObjPos) {
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curTargetPosition = targetObjPos->at(0).mValue;
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}
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else
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{
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const aiVectorKey& last = targetObjPos->at(nextTargetObjPos);
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const aiVectorKey& first = targetObjPos->at(nextTargetObjPos-1);
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curTargetPosition = Interpolate(first.mValue, last.mValue, (ai_real) (
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(curTime-first.mTime) / (last.mTime-first.mTime) ));
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}
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if (objPos->size() != nextObjPos-1)
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++nextObjPos;
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}
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// A target position key is closest to us
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else
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{
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curTime = d1;
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// interpolate the other
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if (1 == objPos->size() || !nextObjPos) {
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curPosition = objPos->at(0).mValue;
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}
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else
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{
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const aiVectorKey& last = objPos->at(nextObjPos);
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const aiVectorKey& first = objPos->at(nextObjPos-1);
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curPosition = Interpolate(first.mValue, last.mValue, (ai_real) (
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(curTime-first.mTime) / (last.mTime-first.mTime)));
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}
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if (targetObjPos->size() != nextTargetObjPos-1)
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++nextTargetObjPos;
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}
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if (nextObjPos >= objPos->size()-1 &&
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nextTargetObjPos >= targetObjPos->size()-1)
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{
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// We reached the very last keyframe
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reachedEnd = true;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void TargetAnimationHelper::SetTargetAnimationChannel (
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const std::vector<aiVectorKey>* _targetPositions)
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{
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ai_assert(NULL != _targetPositions);
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targetPositions = _targetPositions;
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}
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// ------------------------------------------------------------------------------------------------
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void TargetAnimationHelper::SetMainAnimationChannel (
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const std::vector<aiVectorKey>* _objectPositions)
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{
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ai_assert(NULL != _objectPositions);
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objectPositions = _objectPositions;
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}
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// ------------------------------------------------------------------------------------------------
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void TargetAnimationHelper::SetFixedMainAnimationChannel(
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const aiVector3D& fixed)
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{
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objectPositions = NULL; // just to avoid confusion
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fixedMain = fixed;
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}
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// ------------------------------------------------------------------------------------------------
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void TargetAnimationHelper::Process(std::vector<aiVectorKey>* distanceTrack)
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{
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ai_assert(NULL != targetPositions && NULL != distanceTrack);
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// TODO: in most cases we won't need the extra array
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std::vector<aiVectorKey> real;
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std::vector<aiVectorKey>* fill = (distanceTrack == objectPositions ? &real : distanceTrack);
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fill->reserve(std::max( objectPositions->size(), targetPositions->size() ));
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// Iterate through all object keys and interpolate their values if necessary.
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// Then get the corresponding target position, compute the difference
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// vector between object and target position. Then compute a rotation matrix
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// that rotates the base vector of the object coordinate system at that time
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// to match the diff vector.
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KeyIterator iter(objectPositions,targetPositions,&fixedMain);
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for (;!iter.Finished();++iter)
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{
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const aiVector3D& position = iter.GetCurPosition();
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const aiVector3D& tposition = iter.GetCurTargetPosition();
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// diff vector
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aiVector3D diff = tposition - position;
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ai_real f = diff.Length();
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// output distance vector
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if (f)
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{
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fill->push_back(aiVectorKey());
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aiVectorKey& v = fill->back();
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v.mTime = iter.GetCurTime();
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v.mValue = diff;
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diff /= f;
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}
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else
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{
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// FIXME: handle this
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}
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// diff is now the vector in which our camera is pointing
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}
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if (real.size()) {
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*distanceTrack = real;
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}
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}
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