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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
424 lines
15 KiB
C++
424 lines
15 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 Defines a post processing step to search an importer's output
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for data that is obviously invalid */
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#ifndef ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS
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// internal headers
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#include "FindInvalidDataProcess.h"
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#include "ProcessHelper.h"
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#include <assimp/Exceptional.h>
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#include <assimp/qnan.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FindInvalidDataProcess::FindInvalidDataProcess()
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: configEpsilon(0.0)
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, mIgnoreTexCoods( false ){
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FindInvalidDataProcess::~FindInvalidDataProcess() {
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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 FindInvalidDataProcess::IsActive( unsigned int pFlags) const {
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return 0 != (pFlags & aiProcess_FindInvalidData);
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import configuration
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void FindInvalidDataProcess::SetupProperties(const Importer* pImp) {
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// Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY
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configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));
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mIgnoreTexCoods = pImp->GetPropertyBool(AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS, false);
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}
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// ------------------------------------------------------------------------------------------------
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// Update mesh references in the node graph
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void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping) {
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if (node->mNumMeshes) {
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unsigned int out = 0;
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for (unsigned int a = 0; a < node->mNumMeshes;++a) {
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unsigned int ref = node->mMeshes[a];
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if (UINT_MAX != (ref = meshMapping[ref])) {
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node->mMeshes[out++] = ref;
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}
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}
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// just let the members that are unused, that's much cheaper
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// than a full array realloc'n'copy party ...
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if(!(node->mNumMeshes = out)) {
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delete[] node->mMeshes;
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node->mMeshes = NULL;
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}
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}
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// recursively update all children
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for (unsigned int i = 0; i < node->mNumChildren;++i) {
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UpdateMeshReferences(node->mChildren[i],meshMapping);
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}
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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 FindInvalidDataProcess::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("FindInvalidDataProcess begin");
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bool out = false;
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std::vector<unsigned int> meshMapping(pScene->mNumMeshes);
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unsigned int real = 0;
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// Process meshes
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
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int result;
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if ((result = ProcessMesh( pScene->mMeshes[a]))) {
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out = true;
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if (2 == result) {
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// remove this mesh
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delete pScene->mMeshes[a];
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AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]);
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meshMapping[a] = UINT_MAX;
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continue;
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}
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}
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pScene->mMeshes[real] = pScene->mMeshes[a];
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meshMapping[a] = real++;
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}
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// Process animations
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for (unsigned int a = 0; a < pScene->mNumAnimations;++a) {
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ProcessAnimation( pScene->mAnimations[a]);
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}
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if (out) {
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if ( real != pScene->mNumMeshes) {
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if (!real) {
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throw DeadlyImportError("No meshes remaining");
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}
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// we need to remove some meshes.
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// therefore we'll also need to remove all references
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// to them from the scenegraph
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UpdateMeshReferences(pScene->mRootNode,meshMapping);
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pScene->mNumMeshes = real;
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}
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ASSIMP_LOG_INFO("FindInvalidDataProcess finished. Found issues ...");
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} else {
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ASSIMP_LOG_DEBUG("FindInvalidDataProcess finished. Everything seems to be OK.");
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}
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline
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const char* ValidateArrayContents(const T* /*arr*/, unsigned int /*size*/,
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const std::vector<bool>& /*dirtyMask*/, bool /*mayBeIdentical = false*/, bool /*mayBeZero = true*/)
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{
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return nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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template <>
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inline
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const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero ) {
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bool b = false;
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < size;++i) {
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if (dirtyMask.size() && dirtyMask[i]) {
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continue;
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}
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++cnt;
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const aiVector3D& v = arr[i];
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if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z)) {
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return "INF/NAN was found in a vector component";
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}
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if (!mayBeZero && !v.x && !v.y && !v.z ) {
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return "Found zero-length vector";
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}
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if (i && v != arr[i-1])b = true;
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}
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if (cnt > 1 && !b && !mayBeIdentical) {
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return "All vectors are identical";
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}
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return nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline
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bool ProcessArray(T*& in, unsigned int num,const char* name,
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const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true) {
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const char* err = ValidateArrayContents(in,num,dirtyMask,mayBeIdentical,mayBeZero);
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if (err) {
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ASSIMP_LOG_ERROR_F( "FindInvalidDataProcess fails on mesh ", name, ": ", err);
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delete[] in;
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in = NULL;
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return true;
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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AI_FORCE_INLINE bool EpsilonCompare(const T& n, const T& s, ai_real epsilon);
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE bool EpsilonCompare(ai_real n, ai_real s, ai_real epsilon) {
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return std::fabs(n-s)>epsilon;
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}
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// ------------------------------------------------------------------------------------------------
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template <>
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bool EpsilonCompare<aiVectorKey>(const aiVectorKey& n, const aiVectorKey& s, ai_real epsilon) {
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return
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EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
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EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
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EpsilonCompare(n.mValue.z,s.mValue.z,epsilon);
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}
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// ------------------------------------------------------------------------------------------------
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template <>
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bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, ai_real epsilon) {
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return
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EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
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EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
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EpsilonCompare(n.mValue.z,s.mValue.z,epsilon) &&
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EpsilonCompare(n.mValue.w,s.mValue.w,epsilon);
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline
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bool AllIdentical(T* in, unsigned int num, ai_real epsilon) {
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if (num <= 1) {
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return true;
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}
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if (fabs(epsilon) > 0.f) {
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for (unsigned int i = 0; i < num-1;++i) {
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if (!EpsilonCompare(in[i],in[i+1],epsilon)) {
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return false;
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}
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}
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} else {
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for (unsigned int i = 0; i < num-1;++i) {
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if (in[i] != in[i+1]) {
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return false;
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}
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}
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Search an animation for invalid content
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void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim) {
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// Process all animation channels
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for ( unsigned int a = 0; a < anim->mNumChannels; ++a ) {
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ProcessAnimationChannel( anim->mChannels[a]);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim) {
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ai_assert( nullptr != anim );
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if (anim->mNumPositionKeys == 0 && anim->mNumRotationKeys == 0 && anim->mNumScalingKeys == 0) {
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ai_assert_entry();
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return;
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}
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// Check whether all values in a tracks are identical - in this case
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// we can remove al keys except one.
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// POSITIONS
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int i = 0;
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if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon)) {
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aiVectorKey v = anim->mPositionKeys[0];
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// Reallocate ... we need just ONE element, it makes no sense to reuse the array
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delete[] anim->mPositionKeys;
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anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys = 1];
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anim->mPositionKeys[0] = v;
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i = 1;
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}
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// ROTATIONS
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if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon)) {
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aiQuatKey v = anim->mRotationKeys[0];
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// Reallocate ... we need just ONE element, it makes no sense to reuse the array
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delete[] anim->mRotationKeys;
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anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys = 1];
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anim->mRotationKeys[0] = v;
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i = 1;
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}
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// SCALINGS
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if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon)) {
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aiVectorKey v = anim->mScalingKeys[0];
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// Reallocate ... we need just ONE element, it makes no sense to reuse the array
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delete[] anim->mScalingKeys;
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anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys = 1];
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anim->mScalingKeys[0] = v;
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i = 1;
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}
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if ( 1 == i ) {
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ASSIMP_LOG_WARN("Simplified dummy tracks with just one key");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Search a mesh for invalid contents
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int FindInvalidDataProcess::ProcessMesh(aiMesh* pMesh)
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{
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bool ret = false;
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std::vector<bool> dirtyMask(pMesh->mNumVertices, pMesh->mNumFaces != 0);
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// Ignore elements that are not referenced by vertices.
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// (they are, for example, caused by the FindDegenerates step)
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for (unsigned int m = 0; m < pMesh->mNumFaces; ++m) {
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const aiFace& f = pMesh->mFaces[m];
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for (unsigned int i = 0; i < f.mNumIndices; ++i) {
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dirtyMask[f.mIndices[i]] = false;
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}
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}
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// Process vertex positions
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if (pMesh->mVertices && ProcessArray(pMesh->mVertices, pMesh->mNumVertices, "positions", dirtyMask)) {
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ASSIMP_LOG_ERROR("Deleting mesh: Unable to continue without vertex positions");
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return 2;
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}
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// process texture coordinates
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if (!mIgnoreTexCoods) {
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i]; ++i) {
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if (ProcessArray(pMesh->mTextureCoords[i], pMesh->mNumVertices, "uvcoords", dirtyMask)) {
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pMesh->mNumUVComponents[i] = 0;
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// delete all subsequent texture coordinate sets.
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for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
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delete[] pMesh->mTextureCoords[a];
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pMesh->mTextureCoords[a] = NULL;
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pMesh->mNumUVComponents[a] = 0;
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}
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ret = true;
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}
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}
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}
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// -- we don't validate vertex colors, it's difficult to say whether
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// they are invalid or not.
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// Normals and tangents are undefined for point and line faces.
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if (pMesh->mNormals || pMesh->mTangents) {
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if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes ||
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aiPrimitiveType_LINE & pMesh->mPrimitiveTypes)
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{
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if (aiPrimitiveType_TRIANGLE & pMesh->mPrimitiveTypes ||
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aiPrimitiveType_POLYGON & pMesh->mPrimitiveTypes)
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{
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// We need to update the lookup-table
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for (unsigned int m = 0; m < pMesh->mNumFaces;++m) {
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const aiFace& f = pMesh->mFaces[ m ];
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if (f.mNumIndices < 3) {
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dirtyMask[f.mIndices[0]] = true;
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if (f.mNumIndices == 2) {
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dirtyMask[f.mIndices[1]] = true;
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}
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}
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}
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}
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// Normals, tangents and bitangents are undefined for
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// the whole mesh (and should not even be there)
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else {
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return ret;
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}
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}
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// Process mesh normals
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if (pMesh->mNormals && ProcessArray(pMesh->mNormals,pMesh->mNumVertices,
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"normals",dirtyMask,true,false))
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ret = true;
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// Process mesh tangents
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if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,"tangents",dirtyMask)) {
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delete[] pMesh->mBitangents; pMesh->mBitangents = NULL;
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ret = true;
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}
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// Process mesh bitangents
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if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,"bitangents",dirtyMask)) {
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delete[] pMesh->mTangents; pMesh->mTangents = NULL;
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ret = true;
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}
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}
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return ret ? 1 : 0;
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}
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#endif // !! ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS
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