mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
302 lines
11 KiB
C++
302 lines
11 KiB
C++
/*
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---------------------------------------------------------------------------
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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 following
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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 FindDegenerates.cpp
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* @brief Implementation of the FindDegenerates post-process step.
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*/
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// internal headers
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#include "ProcessHelper.h"
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#include "FindDegenerates.h"
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#include <assimp/Exceptional.h>
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using namespace Assimp;
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//remove mesh at position 'index' from the scene
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static void removeMesh(aiScene* pScene, unsigned const index);
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//correct node indices to meshes and remove references to deleted mesh
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static void updateSceneGraph(aiNode* pNode, unsigned const index);
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FindDegeneratesProcess::FindDegeneratesProcess()
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: mConfigRemoveDegenerates( false )
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, mConfigCheckAreaOfTriangle( false ){
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FindDegeneratesProcess::~FindDegeneratesProcess() {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const {
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return 0 != (pFlags & aiProcess_FindDegenerates);
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import configuration
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void FindDegeneratesProcess::SetupProperties(const Importer* pImp) {
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// Get the current value of AI_CONFIG_PP_FD_REMOVE
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mConfigRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE,0));
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mConfigCheckAreaOfTriangle = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_CHECKAREA) );
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void FindDegeneratesProcess::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("FindDegeneratesProcess begin");
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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//Do not process point cloud, ExecuteOnMesh works only with faces data
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if ((pScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType::aiPrimitiveType_POINT) && ExecuteOnMesh(pScene->mMeshes[i])) {
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removeMesh(pScene, i);
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--i; //the current i is removed, do not skip the next one
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}
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}
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ASSIMP_LOG_DEBUG("FindDegeneratesProcess finished");
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}
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static void removeMesh(aiScene* pScene, unsigned const index) {
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//we start at index and copy the pointers one position forward
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//save the mesh pointer to delete it later
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auto delete_me = pScene->mMeshes[index];
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for (unsigned i = index; i < pScene->mNumMeshes - 1; ++i) {
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pScene->mMeshes[i] = pScene->mMeshes[i+1];
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}
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pScene->mMeshes[pScene->mNumMeshes - 1] = nullptr;
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--(pScene->mNumMeshes);
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delete delete_me;
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//removing a mesh also requires updating all references to it in the scene graph
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updateSceneGraph(pScene->mRootNode, index);
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}
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static void updateSceneGraph(aiNode* pNode, unsigned const index) {
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for (unsigned i = 0; i < pNode->mNumMeshes; ++i) {
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if (pNode->mMeshes[i] > index) {
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--(pNode->mMeshes[i]);
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continue;
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}
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if (pNode->mMeshes[i] == index) {
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for (unsigned j = i; j < pNode->mNumMeshes -1; ++j) {
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pNode->mMeshes[j] = pNode->mMeshes[j+1];
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}
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--(pNode->mNumMeshes);
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--i;
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continue;
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}
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}
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//recurse to all children
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for (unsigned i = 0; i < pNode->mNumChildren; ++i) {
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updateSceneGraph(pNode->mChildren[i], index);
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}
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}
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static ai_real heron( ai_real a, ai_real b, ai_real c ) {
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ai_real s = (a + b + c) / 2;
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ai_real area = pow((s * ( s - a ) * ( s - b ) * ( s - c ) ), (ai_real)0.5 );
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return area;
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}
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static ai_real distance3D( const aiVector3D &vA, aiVector3D &vB ) {
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const ai_real lx = ( vB.x - vA.x );
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const ai_real ly = ( vB.y - vA.y );
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const ai_real lz = ( vB.z - vA.z );
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ai_real a = lx*lx + ly*ly + lz*lz;
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ai_real d = pow( a, (ai_real)0.5 );
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return d;
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}
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static ai_real calculateAreaOfTriangle( const aiFace& face, aiMesh* mesh ) {
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ai_real area = 0;
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aiVector3D vA( mesh->mVertices[ face.mIndices[ 0 ] ] );
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aiVector3D vB( mesh->mVertices[ face.mIndices[ 1 ] ] );
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aiVector3D vC( mesh->mVertices[ face.mIndices[ 2 ] ] );
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ai_real a( distance3D( vA, vB ) );
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ai_real b( distance3D( vB, vC ) );
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ai_real c( distance3D( vC, vA ) );
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area = heron( a, b, c );
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return area;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported mesh
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bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
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mesh->mPrimitiveTypes = 0;
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std::vector<bool> remove_me;
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if (mConfigRemoveDegenerates) {
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remove_me.resize( mesh->mNumFaces, false );
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}
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unsigned int deg = 0, limit;
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for ( unsigned int a = 0; a < mesh->mNumFaces; ++a ) {
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aiFace& face = mesh->mFaces[a];
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bool first = true;
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// check whether the face contains degenerated entries
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for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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// Polygons with more than 4 points are allowed to have double points, that is
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// simulating polygons with holes just with concave polygons. However,
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// double points may not come directly after another.
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limit = face.mNumIndices;
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if (face.mNumIndices > 4) {
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limit = std::min( limit, i+2 );
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}
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for (unsigned int t = i+1; t < limit; ++t) {
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if (mesh->mVertices[face.mIndices[ i ] ] == mesh->mVertices[ face.mIndices[ t ] ]) {
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// we have found a matching vertex position
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// remove the corresponding index from the array
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--face.mNumIndices;
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--limit;
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for (unsigned int m = t; m < face.mNumIndices; ++m) {
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face.mIndices[ m ] = face.mIndices[ m+1 ];
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}
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--t;
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// NOTE: we set the removed vertex index to an unique value
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// to make sure the developer gets notified when his
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// application attempts to access this data.
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face.mIndices[ face.mNumIndices ] = 0xdeadbeef;
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if(first) {
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++deg;
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first = false;
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}
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if ( mConfigRemoveDegenerates ) {
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remove_me[ a ] = true;
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goto evil_jump_outside; // hrhrhrh ... yeah, this rocks baby!
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}
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}
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}
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if ( mConfigCheckAreaOfTriangle ) {
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if ( face.mNumIndices == 3 ) {
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ai_real area = calculateAreaOfTriangle( face, mesh );
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if ( area < 1e-6 ) {
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if ( mConfigRemoveDegenerates ) {
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remove_me[ a ] = true;
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++deg;
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goto evil_jump_outside;
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}
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// todo: check for index which is corrupt.
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}
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}
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}
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}
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// We need to update the primitive flags array of the mesh.
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switch (face.mNumIndices)
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{
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case 1u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case 2u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case 3u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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default:
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mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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break;
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};
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evil_jump_outside:
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continue;
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}
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// If AI_CONFIG_PP_FD_REMOVE is true, remove degenerated faces from the import
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if (mConfigRemoveDegenerates && deg) {
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unsigned int n = 0;
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for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
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{
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aiFace& face_src = mesh->mFaces[a];
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if (!remove_me[a]) {
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aiFace& face_dest = mesh->mFaces[n++];
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// Do a manual copy, keep the index array
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face_dest.mNumIndices = face_src.mNumIndices;
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face_dest.mIndices = face_src.mIndices;
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if (&face_src != &face_dest) {
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// clear source
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face_src.mNumIndices = 0;
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face_src.mIndices = nullptr;
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}
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}
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else {
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// Otherwise delete it if we don't need this face
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delete[] face_src.mIndices;
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face_src.mIndices = nullptr;
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face_src.mNumIndices = 0;
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}
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}
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// Just leave the rest of the array unreferenced, we don't care for now
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mesh->mNumFaces = n;
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if (!mesh->mNumFaces) {
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//The whole mesh consists of degenerated faces
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//signal upward, that this mesh should be deleted.
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ASSIMP_LOG_DEBUG("FindDegeneratesProcess removed a mesh full of degenerated primitives");
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return true;
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}
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}
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if (deg && !DefaultLogger::isNullLogger()) {
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ASSIMP_LOG_WARN_F( "Found ", deg, " degenerated primitives");
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}
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return false;
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}
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