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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
12 KiB
C++
271 lines
12 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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/** @file SkeletonMeshBuilder.cpp
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* @brief Implementation of a little class to construct a dummy mesh for a skeleton
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*/
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#include <assimp/scene.h>
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#include <assimp/SkeletonMeshBuilder.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// The constructor processes the given scene and adds a mesh there.
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SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root, bool bKnobsOnly)
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{
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// nothing to do if there's mesh data already present at the scene
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if( pScene->mNumMeshes > 0 || pScene->mRootNode == NULL)
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return;
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if (!root)
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root = pScene->mRootNode;
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mKnobsOnly = bKnobsOnly;
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// build some faces around each node
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CreateGeometry( root );
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// create a mesh to hold all the generated faces
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh*[1];
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pScene->mMeshes[0] = CreateMesh();
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// and install it at the root node
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root->mNumMeshes = 1;
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root->mMeshes = new unsigned int[1];
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root->mMeshes[0] = 0;
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// create a dummy material for the mesh
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if(pScene->mNumMaterials==0){
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pScene->mNumMaterials = 1;
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = CreateMaterial();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively builds a simple mesh representation for the given node
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void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
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{
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// add a joint entry for the node.
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const unsigned int vertexStartIndex = static_cast<unsigned int>(mVertices.size());
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// now build the geometry.
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if( pNode->mNumChildren > 0 && !mKnobsOnly)
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{
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// If the node has children, we build little pointers to each of them
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for( unsigned int a = 0; a < pNode->mNumChildren; a++)
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{
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// find a suitable coordinate system
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const aiMatrix4x4& childTransform = pNode->mChildren[a]->mTransformation;
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aiVector3D childpos( childTransform.a4, childTransform.b4, childTransform.c4);
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ai_real distanceToChild = childpos.Length();
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if( distanceToChild < 0.0001)
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continue;
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aiVector3D up = aiVector3D( childpos).Normalize();
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aiVector3D orth( 1.0, 0.0, 0.0);
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if( std::fabs( orth * up) > 0.99)
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orth.Set( 0.0, 1.0, 0.0);
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aiVector3D front = (up ^ orth).Normalize();
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aiVector3D side = (front ^ up).Normalize();
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unsigned int localVertexStart = static_cast<unsigned int>(mVertices.size());
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mVertices.push_back( -front * distanceToChild * (ai_real)0.1);
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mVertices.push_back( childpos);
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mVertices.push_back( -side * distanceToChild * (ai_real)0.1);
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mVertices.push_back( -side * distanceToChild * (ai_real)0.1);
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mVertices.push_back( childpos);
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mVertices.push_back( front * distanceToChild * (ai_real)0.1);
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mVertices.push_back( front * distanceToChild * (ai_real)0.1);
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mVertices.push_back( childpos);
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mVertices.push_back( side * distanceToChild * (ai_real)0.1);
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mVertices.push_back( side * distanceToChild * (ai_real)0.1);
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mVertices.push_back( childpos);
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mVertices.push_back( -front * distanceToChild * (ai_real)0.1);
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mFaces.push_back( Face( localVertexStart + 0, localVertexStart + 1, localVertexStart + 2));
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mFaces.push_back( Face( localVertexStart + 3, localVertexStart + 4, localVertexStart + 5));
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mFaces.push_back( Face( localVertexStart + 6, localVertexStart + 7, localVertexStart + 8));
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mFaces.push_back( Face( localVertexStart + 9, localVertexStart + 10, localVertexStart + 11));
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}
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}
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else
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{
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// if the node has no children, it's an end node. Put a little knob there instead
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aiVector3D ownpos( pNode->mTransformation.a4, pNode->mTransformation.b4, pNode->mTransformation.c4);
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ai_real sizeEstimate = ownpos.Length() * ai_real( 0.18 );
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mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
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mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
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mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
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mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, -sizeEstimate));
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mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
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mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
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mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( sizeEstimate, 0.0, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
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mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, -sizeEstimate, 0.0));
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mVertices.push_back( aiVector3D( 0.0, 0.0, sizeEstimate));
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mVertices.push_back( aiVector3D( -sizeEstimate, 0.0, 0.0));
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mFaces.push_back( Face( vertexStartIndex + 0, vertexStartIndex + 1, vertexStartIndex + 2));
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mFaces.push_back( Face( vertexStartIndex + 3, vertexStartIndex + 4, vertexStartIndex + 5));
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mFaces.push_back( Face( vertexStartIndex + 6, vertexStartIndex + 7, vertexStartIndex + 8));
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mFaces.push_back( Face( vertexStartIndex + 9, vertexStartIndex + 10, vertexStartIndex + 11));
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mFaces.push_back( Face( vertexStartIndex + 12, vertexStartIndex + 13, vertexStartIndex + 14));
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mFaces.push_back( Face( vertexStartIndex + 15, vertexStartIndex + 16, vertexStartIndex + 17));
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mFaces.push_back( Face( vertexStartIndex + 18, vertexStartIndex + 19, vertexStartIndex + 20));
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mFaces.push_back( Face( vertexStartIndex + 21, vertexStartIndex + 22, vertexStartIndex + 23));
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}
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unsigned int numVertices = static_cast<unsigned int>(mVertices.size() - vertexStartIndex);
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if( numVertices > 0)
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{
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// create a bone affecting all the newly created vertices
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aiBone* bone = new aiBone;
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mBones.push_back( bone);
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bone->mName = pNode->mName;
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// calculate the bone offset matrix by concatenating the inverse transformations of all parents
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bone->mOffsetMatrix = aiMatrix4x4( pNode->mTransformation).Inverse();
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for( aiNode* parent = pNode->mParent; parent != NULL; parent = parent->mParent)
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bone->mOffsetMatrix = aiMatrix4x4( parent->mTransformation).Inverse() * bone->mOffsetMatrix;
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// add all the vertices to the bone's influences
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bone->mNumWeights = numVertices;
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bone->mWeights = new aiVertexWeight[numVertices];
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for( unsigned int a = 0; a < numVertices; a++)
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bone->mWeights[a] = aiVertexWeight( vertexStartIndex + a, 1.0);
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// HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
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// them to the array, but I'm tired now and I'm annoyed.
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aiMatrix4x4 boneToMeshTransform = aiMatrix4x4( bone->mOffsetMatrix).Inverse();
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for( unsigned int a = vertexStartIndex; a < mVertices.size(); a++)
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mVertices[a] = boneToMeshTransform * mVertices[a];
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}
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// and finally recurse into the children list
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for( unsigned int a = 0; a < pNode->mNumChildren; a++)
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CreateGeometry( pNode->mChildren[a]);
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the mesh from the internally accumulated stuff and returns it.
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aiMesh* SkeletonMeshBuilder::CreateMesh()
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{
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aiMesh* mesh = new aiMesh();
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// add points
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mesh->mNumVertices = static_cast<unsigned int>(mVertices.size());
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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std::copy( mVertices.begin(), mVertices.end(), mesh->mVertices);
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mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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// add faces
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mesh->mNumFaces = static_cast<unsigned int>(mFaces.size());
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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for( unsigned int a = 0; a < mesh->mNumFaces; a++)
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{
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const Face& inface = mFaces[a];
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aiFace& outface = mesh->mFaces[a];
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outface.mNumIndices = 3;
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outface.mIndices = new unsigned int[3];
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outface.mIndices[0] = inface.mIndices[0];
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outface.mIndices[1] = inface.mIndices[1];
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outface.mIndices[2] = inface.mIndices[2];
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// Compute per-face normals ... we don't want the bones to be smoothed ... they're built to visualize
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// the skeleton, so it's good if there's a visual difference to the rest of the geometry
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aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
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(mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]]));
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if (nor.Length() < 1e-5) /* ensure that FindInvalidData won't remove us ...*/
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nor = aiVector3D(1.0,0.0,0.0);
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for (unsigned int n = 0; n < 3; ++n)
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mesh->mNormals[inface.mIndices[n]] = nor;
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}
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// add the bones
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mesh->mNumBones = static_cast<unsigned int>(mBones.size());
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mesh->mBones = new aiBone*[mesh->mNumBones];
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std::copy( mBones.begin(), mBones.end(), mesh->mBones);
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// default
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mesh->mMaterialIndex = 0;
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return mesh;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates a dummy material and returns it.
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aiMaterial* SkeletonMeshBuilder::CreateMaterial()
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{
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aiMaterial* matHelper = new aiMaterial;
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// Name
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aiString matName( std::string( "SkeletonMaterial"));
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matHelper->AddProperty( &matName, AI_MATKEY_NAME);
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// Prevent backface culling
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const int no_cull = 1;
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matHelper->AddProperty(&no_cull,1,AI_MATKEY_TWOSIDED);
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return matHelper;
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}
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