mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
338 lines
11 KiB
C++
338 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 Implementation of the post processing step to remove
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* any parts of the mesh structure from the imported data.
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*/
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#include "RemoveVCProcess.h"
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#include <assimp/postprocess.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.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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RemoveVCProcess::RemoveVCProcess() :
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configDeleteFlags()
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, mScene()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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RemoveVCProcess::~RemoveVCProcess()
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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 RemoveVCProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_RemoveComponent) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Small helper function to delete all elements in a T** aray using delete
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template <typename T>
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inline void ArrayDelete(T**& in, unsigned int& num)
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{
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for (unsigned int i = 0; i < num; ++i)
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delete in[i];
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delete[] in;
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in = NULL;
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num = 0;
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}
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#if 0
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// ------------------------------------------------------------------------------------------------
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// Updates the node graph - removes all nodes which have the "remove" flag set and the
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// "don't remove" flag not set. Nodes with meshes are never deleted.
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bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
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{
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bool b = false;
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std::list<aiNode*> mine;
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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{
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if(UpdateNodeGraph(node->mChildren[i],mine,false))
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b = true;
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}
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// somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
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// so we can do a simple comparison against MSB here
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if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
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{
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// this node needs to be removed
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if(node->mNumChildren)
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{
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childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
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// set all children to NULL to make sure they are not deleted when we delete ourself
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for (unsigned int i = 0; i < node->mNumChildren;++i)
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node->mChildren[i] = NULL;
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}
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b = true;
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delete node;
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}
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else
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{
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AI_RC_UNMASK(node->mNumMeshes);
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childsOfParent.push_back(node);
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if (b)
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{
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// reallocate the array of our children here
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node->mNumChildren = (unsigned int)mine.size();
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aiNode** const children = new aiNode*[mine.size()];
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aiNode** ptr = children;
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for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
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it != end; ++it)
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{
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*ptr++ = *it;
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}
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delete[] node->mChildren;
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node->mChildren = children;
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return false;
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}
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}
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return b;
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}
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#endif
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void RemoveVCProcess::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("RemoveVCProcess begin");
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bool bHas = false; //,bMasked = false;
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mScene = pScene;
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// handle animations
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if ( configDeleteFlags & aiComponent_ANIMATIONS)
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{
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bHas = true;
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ArrayDelete(pScene->mAnimations,pScene->mNumAnimations);
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}
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// handle textures
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if ( configDeleteFlags & aiComponent_TEXTURES)
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{
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bHas = true;
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ArrayDelete(pScene->mTextures,pScene->mNumTextures);
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}
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// handle materials
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if ( configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials)
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{
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bHas = true;
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for (unsigned int i = 1;i < pScene->mNumMaterials;++i)
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delete pScene->mMaterials[i];
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pScene->mNumMaterials = 1;
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aiMaterial* helper = (aiMaterial*) pScene->mMaterials[0];
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ai_assert(NULL != helper);
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helper->Clear();
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// gray
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aiColor3D clr(0.6f,0.6f,0.6f);
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helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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// add a small ambient color value
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clr = aiColor3D(0.05f,0.05f,0.05f);
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helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
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aiString s;
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s.Set("Dummy_MaterialsRemoved");
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helper->AddProperty(&s,AI_MATKEY_NAME);
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}
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// handle light sources
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if ( configDeleteFlags & aiComponent_LIGHTS)
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{
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bHas = true;
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ArrayDelete(pScene->mLights,pScene->mNumLights);
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}
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// handle camneras
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if ( configDeleteFlags & aiComponent_CAMERAS)
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{
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bHas = true;
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ArrayDelete(pScene->mCameras,pScene->mNumCameras);
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}
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// handle meshes
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if (configDeleteFlags & aiComponent_MESHES)
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{
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bHas = true;
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ArrayDelete(pScene->mMeshes,pScene->mNumMeshes);
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}
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else
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{
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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if( ProcessMesh( pScene->mMeshes[a]))
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bHas = true;
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}
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}
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// now check whether the result is still a full scene
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if (!pScene->mNumMeshes || !pScene->mNumMaterials)
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{
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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ASSIMP_LOG_DEBUG("Setting AI_SCENE_FLAGS_INCOMPLETE flag");
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// If we have no meshes anymore we should also clear another flag ...
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if (!pScene->mNumMeshes)
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pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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}
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if (bHas) {
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ASSIMP_LOG_INFO("RemoveVCProcess finished. Data structure cleanup has been done.");
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} else {
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ASSIMP_LOG_DEBUG("RemoveVCProcess finished. Nothing to be done ...");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the step
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void RemoveVCProcess::SetupProperties(const Importer* pImp)
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{
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configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,0x0);
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if (!configDeleteFlags)
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{
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ASSIMP_LOG_WARN("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero.");
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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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bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
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{
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bool ret = false;
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// if all materials have been deleted let the material
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// index of the mesh point to the created default material
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if ( configDeleteFlags & aiComponent_MATERIALS)
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pMesh->mMaterialIndex = 0;
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// handle normals
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if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals)
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{
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delete[] pMesh->mNormals;
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pMesh->mNormals = NULL;
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ret = true;
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}
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// handle tangents and bitangents
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if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents)
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{
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delete[] pMesh->mTangents;
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pMesh->mTangents = NULL;
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delete[] pMesh->mBitangents;
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pMesh->mBitangents = NULL;
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ret = true;
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}
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// handle texture coordinates
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bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
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for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real)
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{
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if (!pMesh->mTextureCoords[i])break;
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if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b)
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{
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delete [] pMesh->mTextureCoords[i];
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pMesh->mTextureCoords[i] = NULL;
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ret = true;
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if (!b)
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{
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// collapse the rest of the array
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
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pMesh->mTextureCoords[a-1] = pMesh->mTextureCoords[a];
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pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS-1] = NULL;
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continue;
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}
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}
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++i;
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}
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// handle vertex colors
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b = (0 != (configDeleteFlags & aiComponent_COLORS));
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for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real)
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{
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if (!pMesh->mColors[i])break;
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if (configDeleteFlags & aiComponent_COLORSn(i) || b)
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{
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delete [] pMesh->mColors[i];
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pMesh->mColors[i] = NULL;
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ret = true;
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if (!b)
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{
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// collapse the rest of the array
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
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pMesh->mColors[a-1] = pMesh->mColors[a];
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pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS-1] = NULL;
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continue;
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}
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}
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++i;
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}
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// handle bones
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if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones)
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{
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ArrayDelete(pMesh->mBones,pMesh->mNumBones);
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ret = true;
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}
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return ret;
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}
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