Torque3D/Engine/lib/assimp/code/MDC/MDCLoader.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Cleaned up a bunch of old, outdated code in the asset importer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

496 lines
19 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
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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
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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
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the MDC importer class */
#ifndef ASSIMP_BUILD_NO_MDC_IMPORTER
// internal headers
#include "MDC/MDCLoader.h"
#include "MD3/MD3FileData.h"
#include "MDC/MDCNormalTable.h" // shouldn't be included by other units
#include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
#include <memory>
using namespace Assimp;
using namespace Assimp::MDC;
static const aiImporterDesc desc = {
"Return To Castle Wolfenstein Mesh Importer",
"",
"",
"",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"mdc"
};
// ------------------------------------------------------------------------------------------------
void MDC::BuildVertex(const Frame& frame,
const BaseVertex& bvert,
const CompressedVertex& cvert,
aiVector3D& vXYZOut,
aiVector3D& vNorOut)
{
// compute the position
const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd);
vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd);
vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd);
// compute the normal vector .. ehm ... lookup it in the table :-)
vNorOut.x = mdcNormals[cvert.nd][0];
vNorOut.y = mdcNormals[cvert.nd][1];
vNorOut.z = mdcNormals[cvert.nd][2];
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MDCImporter::MDCImporter()
: configFrameID(),
pcHeader(),
mBuffer(),
fileSize()
{
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MDCImporter::~MDCImporter()
{
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MDCImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
const std::string extension = GetExtension(pFile);
if (extension == "mdc")
return true;
// if check for extension is not enough, check for the magic tokens
if (!extension.length() || checkSig) {
uint32_t tokens[1];
tokens[0] = AI_MDC_MAGIC_NUMBER_LE;
return CheckMagicToken(pIOHandler,pFile,tokens,1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* MDCImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Validate the header of the given MDC file
void MDCImporter::ValidateHeader()
{
AI_SWAP4( this->pcHeader->ulVersion );
AI_SWAP4( this->pcHeader->ulFlags );
AI_SWAP4( this->pcHeader->ulNumFrames );
AI_SWAP4( this->pcHeader->ulNumTags );
AI_SWAP4( this->pcHeader->ulNumSurfaces );
AI_SWAP4( this->pcHeader->ulNumSkins );
AI_SWAP4( this->pcHeader->ulOffsetBorderFrames );
if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE &&
pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE)
{
char szBuffer[5];
szBuffer[0] = ((char*)&pcHeader->ulIdent)[0];
szBuffer[1] = ((char*)&pcHeader->ulIdent)[1];
szBuffer[2] = ((char*)&pcHeader->ulIdent)[2];
szBuffer[3] = ((char*)&pcHeader->ulIdent)[3];
szBuffer[4] = '\0';
throw DeadlyImportError("Invalid MDC magic word: should be IDPC, the "
"magic word found is " + std::string( szBuffer ));
}
if (pcHeader->ulVersion != AI_MDC_VERSION) {
ASSIMP_LOG_WARN("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)");
}
if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize ||
pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize)
{
throw DeadlyImportError("Some of the offset values in the MDC header are invalid "
"and point to something behind the file.");
}
if (this->configFrameID >= this->pcHeader->ulNumFrames) {
throw DeadlyImportError("The requested frame is not available");
}
}
// ------------------------------------------------------------------------------------------------
// Validate the header of a given MDC file surface
void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface* pcSurf)
{
AI_SWAP4(pcSurf->ulFlags);
AI_SWAP4(pcSurf->ulNumCompFrames);
AI_SWAP4(pcSurf->ulNumBaseFrames);
AI_SWAP4(pcSurf->ulNumShaders);
AI_SWAP4(pcSurf->ulNumVertices);
AI_SWAP4(pcSurf->ulNumTriangles);
AI_SWAP4(pcSurf->ulOffsetTriangles);
AI_SWAP4(pcSurf->ulOffsetTexCoords);
AI_SWAP4(pcSurf->ulOffsetBaseVerts);
AI_SWAP4(pcSurf->ulOffsetCompVerts);
AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames);
AI_SWAP4(pcSurf->ulOffsetFrameCompFrames);
AI_SWAP4(pcSurf->ulOffsetEnd);
const unsigned int iMax = this->fileSize - (unsigned int)((int8_t*)pcSurf-(int8_t*)pcHeader);
if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax ||
(pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) ||
pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax ||
pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax ||
pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax ||
pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax ||
(pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax))
{
throw DeadlyImportError("Some of the offset values in the MDC surface header "
"are invalid and point somewhere behind the file.");
}
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MDCImporter::SetupProperties(const Importer* pImp)
{
// The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
if(static_cast<unsigned int>(-1) == (configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDC_KEYFRAME,-1))){
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
}
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MDCImporter::InternReadFile(
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
throw DeadlyImportError( "Failed to open MDC file " + pFile + ".");
// check whether the mdc file is large enough to contain the file header
fileSize = (unsigned int)file->FileSize();
if( fileSize < sizeof(MDC::Header))
throw DeadlyImportError( "MDC File is too small.");
std::vector<unsigned char> mBuffer2(fileSize);
file->Read( &mBuffer2[0], 1, fileSize);
mBuffer = &mBuffer2[0];
// validate the file header
this->pcHeader = (BE_NCONST MDC::Header*)this->mBuffer;
this->ValidateHeader();
std::vector<std::string> aszShaders;
// get a pointer to the frame we want to read
BE_NCONST MDC::Frame* pcFrame = (BE_NCONST MDC::Frame*)(this->mBuffer+
this->pcHeader->ulOffsetBorderFrames);
// no need to swap the other members, we won't need them
pcFrame += configFrameID;
AI_SWAP4( pcFrame->localOrigin[0] );
AI_SWAP4( pcFrame->localOrigin[1] );
AI_SWAP4( pcFrame->localOrigin[2] );
// get the number of valid surfaces
BE_NCONST MDC::Surface* pcSurface, *pcSurface2;
pcSurface = pcSurface2 = new (mBuffer + pcHeader->ulOffsetSurfaces) MDC::Surface;
unsigned int iNumShaders = 0;
for (unsigned int i = 0; i < pcHeader->ulNumSurfaces;++i)
{
// validate the surface header
this->ValidateSurfaceHeader(pcSurface2);
if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles)++pScene->mNumMeshes;
iNumShaders += pcSurface2->ulNumShaders;
pcSurface2 = new ((int8_t*)pcSurface2 + pcSurface2->ulOffsetEnd) MDC::Surface;
}
aszShaders.reserve(iNumShaders);
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
// necessary that we don't crash if an exception occurs
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
pScene->mMeshes[i] = NULL;
// now read all surfaces
unsigned int iDefaultMatIndex = UINT_MAX;
for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces;++i)
{
if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles)continue;
aiMesh* pcMesh = pScene->mMeshes[iNum++] = new aiMesh();
pcMesh->mNumFaces = pcSurface->ulNumTriangles;
pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
// store the name of the surface for use as node name.
pcMesh->mName.Set(std::string(pcSurface->ucName
, strnlen(pcSurface->ucName, AI_MDC_MAXQPATH - 1)));
// go to the first shader in the file. ignore the others.
if (pcSurface->ulNumShaders)
{
const MDC::Shader* pcShader = (const MDC::Shader*)((int8_t*)pcSurface + pcSurface->ulOffsetShaders);
pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
// create a new shader
aszShaders.push_back(std::string( pcShader->ucName,
::strnlen(pcShader->ucName, sizeof(pcShader->ucName)) ));
}
// need to create a default material
else if (UINT_MAX == iDefaultMatIndex)
{
pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size();
aszShaders.push_back(std::string());
}
// otherwise assign a reference to the default material
else pcMesh->mMaterialIndex = iDefaultMatIndex;
// allocate output storage for the mesh
aiVector3D* pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
aiVector3D* pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
aiVector3D* pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
aiFace* pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
// create all vertices/faces
BE_NCONST MDC::Triangle* pcTriangle = (BE_NCONST MDC::Triangle*)
((int8_t*)pcSurface+pcSurface->ulOffsetTriangles);
BE_NCONST MDC::TexturCoord* const pcUVs = (BE_NCONST MDC::TexturCoord*)
((int8_t*)pcSurface+pcSurface->ulOffsetTexCoords);
// get a pointer to the uncompressed vertices
int16_t iOfs = *((int16_t*) ((int8_t*) pcSurface +
pcSurface->ulOffsetFrameBaseFrames) + this->configFrameID);
AI_SWAP2(iOfs);
BE_NCONST MDC::BaseVertex* const pcVerts = (BE_NCONST MDC::BaseVertex*)
((int8_t*)pcSurface+pcSurface->ulOffsetBaseVerts) +
((int)iOfs * pcSurface->ulNumVertices * 4);
// do the main swapping stuff ...
#if (defined AI_BUILD_BIG_ENDIAN)
// swap all triangles
for (unsigned int i = 0; i < pcSurface->ulNumTriangles;++i)
{
AI_SWAP4( pcTriangle[i].aiIndices[0] );
AI_SWAP4( pcTriangle[i].aiIndices[1] );
AI_SWAP4( pcTriangle[i].aiIndices[2] );
}
// swap all vertices
for (unsigned int i = 0; i < pcSurface->ulNumVertices*pcSurface->ulNumBaseFrames;++i)
{
AI_SWAP2( pcVerts->normal );
AI_SWAP2( pcVerts->x );
AI_SWAP2( pcVerts->y );
AI_SWAP2( pcVerts->z );
}
// swap all texture coordinates
for (unsigned int i = 0; i < pcSurface->ulNumVertices;++i)
{
AI_SWAP4( pcUVs->u );
AI_SWAP4( pcUVs->v );
}
#endif
const MDC::CompressedVertex* pcCVerts = NULL;
int16_t* mdcCompVert = NULL;
// access compressed frames for large frame numbers, but never for the first
if( this->configFrameID && pcSurface->ulNumCompFrames > 0 )
{
mdcCompVert = (int16_t*) ((int8_t*)pcSurface+pcSurface->ulOffsetFrameCompFrames) + this->configFrameID;
AI_SWAP2P(mdcCompVert);
if( *mdcCompVert >= 0 )
{
pcCVerts = (const MDC::CompressedVertex*)((int8_t*)pcSurface +
pcSurface->ulOffsetCompVerts) + *mdcCompVert * pcSurface->ulNumVertices;
}
else mdcCompVert = NULL;
}
// copy all faces
for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles;++iFace,
++pcTriangle,++pcFaceCur)
{
const unsigned int iOutIndex = iFace*3;
pcFaceCur->mNumIndices = 3;
pcFaceCur->mIndices = new unsigned int[3];
for (unsigned int iIndex = 0; iIndex < 3;++iIndex,
++pcVertCur,++pcUVCur,++pcNorCur)
{
uint32_t quak = pcTriangle->aiIndices[iIndex];
if (quak >= pcSurface->ulNumVertices)
{
ASSIMP_LOG_ERROR("MDC vertex index is out of range");
quak = pcSurface->ulNumVertices-1;
}
// compressed vertices?
if (mdcCompVert)
{
MDC::BuildVertex(*pcFrame,pcVerts[quak],pcCVerts[quak],
*pcVertCur,*pcNorCur);
}
else
{
// copy position
pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING;
pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING;
pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING;
// copy normals
MD3::LatLngNormalToVec3( pcVerts[quak].normal, &pcNorCur->x );
// copy texture coordinates
pcUVCur->x = pcUVs[quak].u;
pcUVCur->y = ai_real( 1.0 )-pcUVs[quak].v; // DX to OGL
}
pcVertCur->x += pcFrame->localOrigin[0] ;
pcVertCur->y += pcFrame->localOrigin[1] ;
pcVertCur->z += pcFrame->localOrigin[2] ;
}
// swap the face order - DX to OGL
pcFaceCur->mIndices[0] = iOutIndex + 2;
pcFaceCur->mIndices[1] = iOutIndex + 1;
pcFaceCur->mIndices[2] = iOutIndex + 0;
}
pcSurface = new ((int8_t*)pcSurface + pcSurface->ulOffsetEnd) MDC::Surface;
}
// create a flat node graph with a root node and one child for each surface
if (!pScene->mNumMeshes)
throw DeadlyImportError( "Invalid MDC file: File contains no valid mesh");
else if (1 == pScene->mNumMeshes)
{
pScene->mRootNode = new aiNode();
if ( nullptr != pScene->mMeshes[0] ) {
pScene->mRootNode->mName = pScene->mMeshes[0]->mName;
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
}
}
else
{
pScene->mRootNode = new aiNode();
pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
pScene->mRootNode->mChildren = new aiNode*[pScene->mNumMeshes];
pScene->mRootNode->mName.Set("<root>");
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
{
aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
pcNode->mParent = pScene->mRootNode;
pcNode->mName = pScene->mMeshes[i]->mName;
pcNode->mNumMeshes = 1;
pcNode->mMeshes = new unsigned int[1];
pcNode->mMeshes[0] = i;
}
}
// create materials
pScene->mNumMaterials = (unsigned int)aszShaders.size();
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
{
aiMaterial* pcMat = new aiMaterial();
pScene->mMaterials[i] = pcMat;
const std::string& name = aszShaders[i];
int iMode = (int)aiShadingMode_Gouraud;
pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
// add a small ambient color value - RtCW seems to have one
aiColor3D clr;
clr.b = clr.g = clr.r = 0.05f;
pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
if (name.length())clr.b = clr.g = clr.r = 1.0f;
else clr.b = clr.g = clr.r = 0.6f;
pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
if (name.length())
{
aiString path;
path.Set(name);
pcMat->AddProperty(&path,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
}
}
#endif // !! ASSIMP_BUILD_NO_MDC_IMPORTER