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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
271 lines
10 KiB
C++
271 lines
10 KiB
C++
/*
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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
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following 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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#include "ScenePreprocessor.h"
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#include <assimp/ai_assert.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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using namespace Assimp;
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// ---------------------------------------------------------------------------------------------
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void ScenePreprocessor::ProcessScene ()
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{
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ai_assert(scene != NULL);
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// Process all meshes
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for (unsigned int i = 0; i < scene->mNumMeshes;++i)
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ProcessMesh(scene->mMeshes[i]);
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// - nothing to do for nodes for the moment
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// - nothing to do for textures for the moment
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// - nothing to do for lights for the moment
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// - nothing to do for cameras for the moment
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// Process all animations
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for (unsigned int i = 0; i < scene->mNumAnimations;++i)
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ProcessAnimation(scene->mAnimations[i]);
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// Generate a default material if none was specified
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if (!scene->mNumMaterials && scene->mNumMeshes) {
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scene->mMaterials = new aiMaterial*[2];
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aiMaterial* helper;
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aiString name;
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scene->mMaterials[scene->mNumMaterials] = helper = new aiMaterial();
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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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// setup the default name to make this material identifiable
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name.Set(AI_DEFAULT_MATERIAL_NAME);
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helper->AddProperty(&name,AI_MATKEY_NAME);
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ASSIMP_LOG_DEBUG("ScenePreprocessor: Adding default material \'" AI_DEFAULT_MATERIAL_NAME "\'");
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for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
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scene->mMeshes[i]->mMaterialIndex = scene->mNumMaterials;
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}
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scene->mNumMaterials++;
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}
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}
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// ---------------------------------------------------------------------------------------------
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void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
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{
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// If aiMesh::mNumUVComponents is *not* set assign the default value of 2
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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if (!mesh->mTextureCoords[i]) {
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mesh->mNumUVComponents[i] = 0;
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} else {
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if (!mesh->mNumUVComponents[i])
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mesh->mNumUVComponents[i] = 2;
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aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices;
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// Ensure unused components are zeroed. This will make 1D texture channels work
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// as if they were 2D channels .. just in case an application doesn't handle
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// this case
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if (2 == mesh->mNumUVComponents[i]) {
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for (; p != end; ++p)
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p->z = 0.f;
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}
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else if (1 == mesh->mNumUVComponents[i]) {
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for (; p != end; ++p)
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p->z = p->y = 0.f;
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}
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else if (3 == mesh->mNumUVComponents[i]) {
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// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
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for (; p != end; ++p) {
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if (p->z != 0)
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break;
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}
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if (p == end) {
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ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
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mesh->mNumUVComponents[i] = 2;
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}
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}
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}
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}
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// If the information which primitive types are there in the
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// mesh is currently not available, compute it.
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if (!mesh->mPrimitiveTypes) {
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for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
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aiFace& face = mesh->mFaces[a];
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switch (face.mNumIndices)
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{
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case 3u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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case 2u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case 1u:
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mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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default:
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mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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break;
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}
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}
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}
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// If tangents and normals are given but no bitangents compute them
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if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
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mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
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for (unsigned int i = 0; i < mesh->mNumVertices;++i) {
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mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
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}
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}
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}
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// ---------------------------------------------------------------------------------------------
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void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
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{
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double first = 10e10, last = -10e10;
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for (unsigned int i = 0; i < anim->mNumChannels;++i) {
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aiNodeAnim* channel = anim->mChannels[i];
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/* If the exact duration of the animation is not given
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* compute it now.
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*/
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if (anim->mDuration == -1.) {
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// Position keys
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for (unsigned int j = 0; j < channel->mNumPositionKeys;++j) {
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aiVectorKey& key = channel->mPositionKeys[j];
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first = std::min (first, key.mTime);
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last = std::max (last, key.mTime);
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}
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// Scaling keys
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for (unsigned int j = 0; j < channel->mNumScalingKeys;++j ) {
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aiVectorKey& key = channel->mScalingKeys[j];
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first = std::min (first, key.mTime);
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last = std::max (last, key.mTime);
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}
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// Rotation keys
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for (unsigned int j = 0; j < channel->mNumRotationKeys;++j ) {
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aiQuatKey& key = channel->mRotationKeys[ j ];
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first = std::min (first, key.mTime);
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last = std::max (last, key.mTime);
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}
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}
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/* Check whether the animation channel has no rotation
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* or position tracks. In this case we generate a dummy
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* track from the information we have in the transformation
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* matrix of the corresponding node.
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*/
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if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
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// Find the node that belongs to this animation
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aiNode* node = scene->mRootNode->FindNode(channel->mNodeName);
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if (node) // ValidateDS will complain later if 'node' is NULL
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{
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// Decompose the transformation matrix of the node
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aiVector3D scaling, position;
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aiQuaternion rotation;
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node->mTransformation.Decompose(scaling, rotation,position);
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// No rotation keys? Generate a dummy track
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if (!channel->mNumRotationKeys) {
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ai_assert(!channel->mRotationKeys);
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channel->mNumRotationKeys = 1;
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channel->mRotationKeys = new aiQuatKey[1];
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aiQuatKey& q = channel->mRotationKeys[0];
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q.mTime = 0.;
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q.mValue = rotation;
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ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy rotation track has been generated");
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} else {
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ai_assert(channel->mRotationKeys);
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}
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// No scaling keys? Generate a dummy track
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if (!channel->mNumScalingKeys) {
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ai_assert(!channel->mScalingKeys);
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channel->mNumScalingKeys = 1;
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channel->mScalingKeys = new aiVectorKey[1];
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aiVectorKey& q = channel->mScalingKeys[0];
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q.mTime = 0.;
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q.mValue = scaling;
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ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy scaling track has been generated");
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} else {
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ai_assert(channel->mScalingKeys);
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}
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// No position keys? Generate a dummy track
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if (!channel->mNumPositionKeys) {
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ai_assert(!channel->mPositionKeys);
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channel->mNumPositionKeys = 1;
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channel->mPositionKeys = new aiVectorKey[1];
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aiVectorKey& q = channel->mPositionKeys[0];
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q.mTime = 0.;
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q.mValue = position;
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ASSIMP_LOG_DEBUG("ScenePreprocessor: Dummy position track has been generated");
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} else {
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ai_assert(channel->mPositionKeys);
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}
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}
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}
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}
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if (anim->mDuration == -1.) {
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ASSIMP_LOG_DEBUG("ScenePreprocessor: Setting animation duration");
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anim->mDuration = last - std::min( first, 0. );
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}
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}
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