mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-28 07:45:40 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
290 lines
10 KiB
C++
290 lines
10 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 quaternion.inl
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* @brief Inline implementation of aiQuaterniont<TReal> operators
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*/
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#pragma once
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#ifndef AI_QUATERNION_INL_INC
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#define AI_QUATERNION_INL_INC
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#ifdef __GNUC__
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# pragma GCC system_header
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#endif
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#ifdef __cplusplus
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#include <assimp/quaternion.h>
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#include <cmath>
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// ---------------------------------------------------------------------------
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template<typename TReal>
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bool aiQuaterniont<TReal>::operator== (const aiQuaterniont& o) const
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{
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return x == o.x && y == o.y && z == o.z && w == o.w;
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}
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// ---------------------------------------------------------------------------
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template<typename TReal>
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bool aiQuaterniont<TReal>::operator!= (const aiQuaterniont& o) const
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{
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return !(*this == o);
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}
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// ---------------------------------------------------------------------------
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template<typename TReal>
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inline bool aiQuaterniont<TReal>::Equal(const aiQuaterniont& o, TReal epsilon) const {
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return
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std::abs(x - o.x) <= epsilon &&
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std::abs(y - o.y) <= epsilon &&
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std::abs(z - o.z) <= epsilon &&
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std::abs(w - o.w) <= epsilon;
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}
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// ---------------------------------------------------------------------------
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// Constructs a quaternion from a rotation matrix
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template<typename TReal>
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inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatrix)
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{
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TReal t = pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
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// large enough
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if( t > static_cast<TReal>(0))
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{
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TReal s = std::sqrt(1 + t) * static_cast<TReal>(2.0);
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x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
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y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
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z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
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w = static_cast<TReal>(0.25) * s;
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} // else we have to check several cases
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else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
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{
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// Column 0:
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TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * static_cast<TReal>(2.0);
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x = static_cast<TReal>(0.25) * s;
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y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
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z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
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w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
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}
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else if( pRotMatrix.b2 > pRotMatrix.c3)
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{
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// Column 1:
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TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * static_cast<TReal>(2.0);
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x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
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y = static_cast<TReal>(0.25) * s;
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z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
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w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
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} else
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{
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// Column 2:
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TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * static_cast<TReal>(2.0);
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x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
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y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
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z = static_cast<TReal>(0.25) * s;
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w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
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}
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}
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// ---------------------------------------------------------------------------
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// Construction from euler angles
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template<typename TReal>
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inline aiQuaterniont<TReal>::aiQuaterniont( TReal fPitch, TReal fYaw, TReal fRoll )
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{
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const TReal fSinPitch(std::sin(fPitch*static_cast<TReal>(0.5)));
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const TReal fCosPitch(std::cos(fPitch*static_cast<TReal>(0.5)));
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const TReal fSinYaw(std::sin(fYaw*static_cast<TReal>(0.5)));
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const TReal fCosYaw(std::cos(fYaw*static_cast<TReal>(0.5)));
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const TReal fSinRoll(std::sin(fRoll*static_cast<TReal>(0.5)));
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const TReal fCosRoll(std::cos(fRoll*static_cast<TReal>(0.5)));
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const TReal fCosPitchCosYaw(fCosPitch*fCosYaw);
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const TReal fSinPitchSinYaw(fSinPitch*fSinYaw);
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x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
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y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
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z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
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w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
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}
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// ---------------------------------------------------------------------------
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// Returns a matrix representation of the quaternion
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template<typename TReal>
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inline aiMatrix3x3t<TReal> aiQuaterniont<TReal>::GetMatrix() const
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{
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aiMatrix3x3t<TReal> resMatrix;
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resMatrix.a1 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (y * y + z * z);
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resMatrix.a2 = static_cast<TReal>(2.0) * (x * y - z * w);
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resMatrix.a3 = static_cast<TReal>(2.0) * (x * z + y * w);
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resMatrix.b1 = static_cast<TReal>(2.0) * (x * y + z * w);
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resMatrix.b2 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + z * z);
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resMatrix.b3 = static_cast<TReal>(2.0) * (y * z - x * w);
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resMatrix.c1 = static_cast<TReal>(2.0) * (x * z - y * w);
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resMatrix.c2 = static_cast<TReal>(2.0) * (y * z + x * w);
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resMatrix.c3 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + y * y);
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return resMatrix;
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}
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// ---------------------------------------------------------------------------
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// Construction from an axis-angle pair
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template<typename TReal>
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inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> axis, TReal angle)
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{
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axis.Normalize();
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const TReal sin_a = std::sin( angle / 2 );
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const TReal cos_a = std::cos( angle / 2 );
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x = axis.x * sin_a;
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y = axis.y * sin_a;
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z = axis.z * sin_a;
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w = cos_a;
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}
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// ---------------------------------------------------------------------------
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// Construction from am existing, normalized quaternion
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template<typename TReal>
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inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> normalized)
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{
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x = normalized.x;
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y = normalized.y;
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z = normalized.z;
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const TReal t = static_cast<TReal>(1.0) - (x*x) - (y*y) - (z*z);
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if (t < static_cast<TReal>(0.0)) {
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w = static_cast<TReal>(0.0);
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}
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else w = std::sqrt (t);
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}
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// ---------------------------------------------------------------------------
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// Performs a spherical interpolation between two quaternions
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// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
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// Congrats, gmtl!
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template<typename TReal>
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inline void aiQuaterniont<TReal>::Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart, const aiQuaterniont& pEnd, TReal pFactor)
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{
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// calc cosine theta
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TReal cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
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// adjust signs (if necessary)
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aiQuaterniont end = pEnd;
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if( cosom < static_cast<TReal>(0.0))
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{
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cosom = -cosom;
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end.x = -end.x; // Reverse all signs
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end.y = -end.y;
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end.z = -end.z;
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end.w = -end.w;
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}
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// Calculate coefficients
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TReal sclp, sclq;
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if( (static_cast<TReal>(1.0) - cosom) > static_cast<TReal>(0.0001)) // 0.0001 -> some epsillon
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{
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// Standard case (slerp)
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TReal omega, sinom;
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omega = std::acos( cosom); // extract theta from dot product's cos theta
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sinom = std::sin( omega);
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sclp = std::sin( (static_cast<TReal>(1.0) - pFactor) * omega) / sinom;
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sclq = std::sin( pFactor * omega) / sinom;
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} else
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{
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// Very close, do linear interp (because it's faster)
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sclp = static_cast<TReal>(1.0) - pFactor;
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sclq = pFactor;
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}
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pOut.x = sclp * pStart.x + sclq * end.x;
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pOut.y = sclp * pStart.y + sclq * end.y;
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pOut.z = sclp * pStart.z + sclq * end.z;
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pOut.w = sclp * pStart.w + sclq * end.w;
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}
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// ---------------------------------------------------------------------------
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template<typename TReal>
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inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Normalize()
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{
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// compute the magnitude and divide through it
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const TReal mag = std::sqrt(x*x + y*y + z*z + w*w);
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if (mag)
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{
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const TReal invMag = static_cast<TReal>(1.0)/mag;
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x *= invMag;
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y *= invMag;
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z *= invMag;
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w *= invMag;
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}
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return *this;
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}
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// ---------------------------------------------------------------------------
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template<typename TReal>
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inline aiQuaterniont<TReal> aiQuaterniont<TReal>::operator* (const aiQuaterniont& t) const
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{
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return aiQuaterniont(w*t.w - x*t.x - y*t.y - z*t.z,
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w*t.x + x*t.w + y*t.z - z*t.y,
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w*t.y + y*t.w + z*t.x - x*t.z,
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w*t.z + z*t.w + x*t.y - y*t.x);
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}
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// ---------------------------------------------------------------------------
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template<typename TReal>
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inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Conjugate ()
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{
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x = -x;
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y = -y;
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z = -z;
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return *this;
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}
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// ---------------------------------------------------------------------------
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template<typename TReal>
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inline aiVector3t<TReal> aiQuaterniont<TReal>::Rotate (const aiVector3t<TReal>& v)
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{
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aiQuaterniont q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
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qinv.Conjugate();
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q = q*q2*qinv;
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return aiVector3t<TReal>(q.x,q.y,q.z);
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}
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#endif
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#endif // AI_QUATERNION_INL_INC
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