mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-20 03:45:26 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
361 lines
13 KiB
C++
361 lines
13 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 matrix3x3.inl
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* @brief Inline implementation of the 3x3 matrix operators
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*/
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#pragma once
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#ifndef AI_MATRIX3X3_INL_INC
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#define AI_MATRIX3X3_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/matrix3x3.h>
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#include <assimp/matrix4x4.h>
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#include <algorithm>
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#include <cmath>
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#include <limits>
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// ------------------------------------------------------------------------------------------------
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// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
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template <typename TReal>
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AI_FORCE_INLINE
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aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix) {
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a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
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b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
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c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m) {
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*this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
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m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
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m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
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m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
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m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
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m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
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m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
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m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
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m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
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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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template <typename TOther>
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aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const {
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return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
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static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
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static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const {
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aiMatrix3x3t<TReal> temp( *this);
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temp *= m;
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return temp;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) {
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switch ( p_iIndex ) {
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case 0:
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return &a1;
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case 1:
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return &b1;
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case 2:
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return &c1;
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default:
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break;
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}
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return &a1;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const {
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switch ( p_iIndex ) {
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case 0:
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return &a1;
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case 1:
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return &b1;
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case 2:
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return &c1;
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default:
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break;
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}
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return &a1;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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bool aiMatrix3x3t<TReal>::operator== (const aiMatrix3x3t<TReal>& m) const {
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return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
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b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
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c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix3x3t<TReal>& m) const {
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return !(*this == m);
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}
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// ---------------------------------------------------------------------------
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template<typename TReal>
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AI_FORCE_INLINE
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bool aiMatrix3x3t<TReal>::Equal(const aiMatrix3x3t<TReal>& m, TReal epsilon) const {
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return
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std::abs(a1 - m.a1) <= epsilon &&
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std::abs(a2 - m.a2) <= epsilon &&
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std::abs(a3 - m.a3) <= epsilon &&
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std::abs(b1 - m.b1) <= epsilon &&
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std::abs(b2 - m.b2) <= epsilon &&
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std::abs(b3 - m.b3) <= epsilon &&
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std::abs(c1 - m.c1) <= epsilon &&
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std::abs(c2 - m.c2) <= epsilon &&
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std::abs(c3 - m.c3) <= epsilon;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose() {
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// (TReal&) don't remove, GCC complains cause of packed fields
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std::swap( (TReal&)a2, (TReal&)b1);
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std::swap( (TReal&)a3, (TReal&)c1);
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std::swap( (TReal&)b3, (TReal&)c2);
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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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AI_FORCE_INLINE
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TReal aiMatrix3x3t<TReal>::Determinant() const {
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return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
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}
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// ----------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse() {
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// Compute the reciprocal determinant
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TReal det = Determinant();
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if(det == static_cast<TReal>(0.0))
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{
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// Matrix not invertible. Setting all elements to nan is not really
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// correct in a mathematical sense; but at least qnans are easy to
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// spot. XXX we might throw an exception instead, which would
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// be even much better to spot :/.
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const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
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*this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
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return *this;
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}
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TReal invdet = static_cast<TReal>(1.0) / det;
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aiMatrix3x3t<TReal> res;
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res.a1 = invdet * (b2 * c3 - b3 * c2);
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res.a2 = -invdet * (a2 * c3 - a3 * c2);
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res.a3 = invdet * (a2 * b3 - a3 * b2);
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res.b1 = -invdet * (b1 * c3 - b3 * c1);
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res.b2 = invdet * (a1 * c3 - a3 * c1);
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res.b3 = -invdet * (a1 * b3 - a3 * b1);
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res.c1 = invdet * (b1 * c2 - b2 * c1);
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res.c2 = -invdet * (a1 * c2 - a2 * c1);
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res.c3 = invdet * (a1 * b2 - a2 * b1);
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*this = res;
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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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AI_FORCE_INLINE
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aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out) {
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out.a1 = out.b2 = std::cos(a);
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out.b1 = std::sin(a);
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out.a2 = - out.b1;
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out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
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out.c3 = 1.f;
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return out;
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}
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// ------------------------------------------------------------------------------------------------
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// Returns a rotation matrix for a rotation around an arbitrary axis.
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template <typename TReal>
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AI_FORCE_INLINE
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aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out) {
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TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
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TReal x = axis.x, y = axis.y, z = axis.z;
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// Many thanks to MathWorld and Wikipedia
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out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
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out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
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out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
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return out;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out) {
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out = aiMatrix3x3t<TReal>();
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out.a3 = v.x;
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out.b3 = v.y;
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return out;
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}
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// ----------------------------------------------------------------------------------------
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/** A function for creating a rotation matrix that rotates a vector called
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* "from" into another vector called "to".
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* Input : from[3], to[3] which both must be *normalized* non-zero vectors
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* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
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* Authors: Tomas Möller, John Hughes
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* "Efficiently Building a Matrix to Rotate One Vector to Another"
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* Journal of Graphics Tools, 4(4):1-4, 1999
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*/
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// ----------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
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const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx) {
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const TReal e = from * to;
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const TReal f = (e < 0)? -e:e;
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if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
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{
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aiVector3D u,v; /* temporary storage vectors */
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aiVector3D x; /* vector most nearly orthogonal to "from" */
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x.x = (from.x > 0.0)? from.x : -from.x;
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x.y = (from.y > 0.0)? from.y : -from.y;
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x.z = (from.z > 0.0)? from.z : -from.z;
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if (x.x < x.y)
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{
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if (x.x < x.z)
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{
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x.x = static_cast<TReal>(1.0);
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x.y = x.z = static_cast<TReal>(0.0);
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}
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else
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{
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x.z = static_cast<TReal>(1.0);
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x.x = x.y = static_cast<TReal>(0.0);
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}
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}
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else
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{
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if (x.y < x.z)
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{
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x.y = static_cast<TReal>(1.0);
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x.x = x.z = static_cast<TReal>(0.0);
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}
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else
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{
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x.z = static_cast<TReal>(1.0);
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x.x = x.y = static_cast<TReal>(0.0);
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}
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}
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u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
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v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
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const TReal c1_ = static_cast<TReal>(2.0) / (u * u);
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const TReal c2_ = static_cast<TReal>(2.0) / (v * v);
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const TReal c3_ = c1_ * c2_ * (u * v);
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for (unsigned int i = 0; i < 3; i++)
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{
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for (unsigned int j = 0; j < 3; j++)
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{
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mtx[i][j] = - c1_ * u[i] * u[j] - c2_ * v[i] * v[j]
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+ c3_ * v[i] * u[j];
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}
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mtx[i][i] += static_cast<TReal>(1.0);
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}
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}
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else /* the most common case, unless "from"="to", or "from"=-"to" */
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{
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const aiVector3D v = from ^ to;
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/* ... use this hand optimized version (9 mults less) */
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const TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
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const TReal hvx = h * v.x;
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const TReal hvz = h * v.z;
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const TReal hvxy = hvx * v.y;
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const TReal hvxz = hvx * v.z;
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const TReal hvyz = hvz * v.y;
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mtx[0][0] = e + hvx * v.x;
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mtx[0][1] = hvxy - v.z;
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mtx[0][2] = hvxz + v.y;
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mtx[1][0] = hvxy + v.z;
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mtx[1][1] = e + h * v.y * v.y;
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mtx[1][2] = hvyz - v.x;
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mtx[2][0] = hvxz - v.y;
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mtx[2][1] = hvyz + v.x;
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mtx[2][2] = e + hvz * v.z;
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}
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return mtx;
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}
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#endif // __cplusplus
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#endif // AI_MATRIX3X3_INL_INC
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