mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
185 lines
6.8 KiB
C++
185 lines
6.8 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 Implementation of the post processing step to invert
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* all normals in meshes with infacing normals.
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*/
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// internal headers
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#include "FixNormalsStep.h"
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#include <assimp/StringUtils.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <stdio.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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FixInfacingNormalsProcess::FixInfacingNormalsProcess()
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{
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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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FixInfacingNormalsProcess::~FixInfacingNormalsProcess()
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{
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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 FixInfacingNormalsProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_FixInfacingNormals) != 0;
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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 FixInfacingNormalsProcess::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess begin");
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bool bHas( false );
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for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
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if (ProcessMesh(pScene->mMeshes[a], a)) {
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bHas = true;
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}
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}
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if (bHas) {
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ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess finished. Found issues.");
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} else {
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ASSIMP_LOG_DEBUG("FixInfacingNormalsProcess finished. No changes to the scene.");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Apply the step to the mesh
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bool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index)
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{
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ai_assert(nullptr != pcMesh);
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// Nothing to do if there are no model normals
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if (!pcMesh->HasNormals()) {
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return false;
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}
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// Compute the bounding box of both the model vertices + normals and
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// the unmodified model vertices. Then check whether the first BB
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// is smaller than the second. In this case we can assume that the
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// normals need to be flipped, although there are a few special cases ..
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// convex, concave, planar models ...
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aiVector3D vMin0 (1e10f,1e10f,1e10f);
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aiVector3D vMin1 (1e10f,1e10f,1e10f);
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aiVector3D vMax0 (-1e10f,-1e10f,-1e10f);
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aiVector3D vMax1 (-1e10f,-1e10f,-1e10f);
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for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
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{
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vMin1.x = std::min(vMin1.x,pcMesh->mVertices[i].x);
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vMin1.y = std::min(vMin1.y,pcMesh->mVertices[i].y);
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vMin1.z = std::min(vMin1.z,pcMesh->mVertices[i].z);
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vMax1.x = std::max(vMax1.x,pcMesh->mVertices[i].x);
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vMax1.y = std::max(vMax1.y,pcMesh->mVertices[i].y);
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vMax1.z = std::max(vMax1.z,pcMesh->mVertices[i].z);
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const aiVector3D vWithNormal = pcMesh->mVertices[i] + pcMesh->mNormals[i];
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vMin0.x = std::min(vMin0.x,vWithNormal.x);
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vMin0.y = std::min(vMin0.y,vWithNormal.y);
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vMin0.z = std::min(vMin0.z,vWithNormal.z);
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vMax0.x = std::max(vMax0.x,vWithNormal.x);
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vMax0.y = std::max(vMax0.y,vWithNormal.y);
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vMax0.z = std::max(vMax0.z,vWithNormal.z);
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}
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const float fDelta0_x = (vMax0.x - vMin0.x);
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const float fDelta0_y = (vMax0.y - vMin0.y);
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const float fDelta0_z = (vMax0.z - vMin0.z);
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const float fDelta1_x = (vMax1.x - vMin1.x);
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const float fDelta1_y = (vMax1.y - vMin1.y);
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const float fDelta1_z = (vMax1.z - vMin1.z);
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// Check whether the boxes are overlapping
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if ((fDelta0_x > 0.0f) != (fDelta1_x > 0.0f))return false;
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if ((fDelta0_y > 0.0f) != (fDelta1_y > 0.0f))return false;
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if ((fDelta0_z > 0.0f) != (fDelta1_z > 0.0f))return false;
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// Check whether this is a planar surface
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const float fDelta1_yz = fDelta1_y * fDelta1_z;
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if (fDelta1_x < 0.05f * std::sqrt( fDelta1_yz ))return false;
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if (fDelta1_y < 0.05f * std::sqrt( fDelta1_z * fDelta1_x ))return false;
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if (fDelta1_z < 0.05f * std::sqrt( fDelta1_y * fDelta1_x ))return false;
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// now compare the volumes of the bounding boxes
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if (std::fabs(fDelta0_x * fDelta0_y * fDelta0_z) < std::fabs(fDelta1_x * fDelta1_yz)) {
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if (!DefaultLogger::isNullLogger()) {
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ASSIMP_LOG_INFO_F("Mesh ", index, ": Normals are facing inwards (or the mesh is planar)", index);
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}
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// Invert normals
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for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
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pcMesh->mNormals[i] *= -1.0f;
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// ... and flip faces
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for (unsigned int i = 0; i < pcMesh->mNumFaces;++i)
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{
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aiFace& face = pcMesh->mFaces[i];
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for( unsigned int b = 0; b < face.mNumIndices / 2; b++)
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std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
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}
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return true;
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}
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return false;
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}
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