Torque3D/Engine/lib/assimp/code/Irr/IRRShared.cpp
Areloch 6ade6f08ce Updated Assimp
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Cleaned up a bunch of old, outdated code in the asset importer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
2020-03-19 09:47:38 -05:00

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file IRRShared.cpp
* @brief Shared utilities for the IRR and IRRMESH loaders
*/
//This section should be excluded only if both the Irrlicht AND the Irrlicht Mesh importers were omitted.
#if !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER))
#include "IRRShared.h"
#include <assimp/ParsingUtils.h>
#include <assimp/fast_atof.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/material.h>
using namespace Assimp;
using namespace irr;
using namespace irr::io;
// Transformation matrix to convert from Assimp to IRR space
const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4 (
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
// ------------------------------------------------------------------------------------------------
// read a property in hexadecimal format (i.e. ffffffff)
void IrrlichtBase::ReadHexProperty (HexProperty& out)
{
for (int i = 0; i < reader->getAttributeCount();++i)
{
if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
{
out.name = std::string( reader->getAttributeValue(i) );
}
else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
{
// parse the hexadecimal value
out.value = strtoul16(reader->getAttributeValue(i));
}
}
}
// ------------------------------------------------------------------------------------------------
// read a decimal property
void IrrlichtBase::ReadIntProperty (IntProperty& out)
{
for (int i = 0; i < reader->getAttributeCount();++i)
{
if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
{
out.name = std::string( reader->getAttributeValue(i) );
}
else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
{
// parse the ecimal value
out.value = strtol10(reader->getAttributeValue(i));
}
}
}
// ------------------------------------------------------------------------------------------------
// read a string property
void IrrlichtBase::ReadStringProperty (StringProperty& out)
{
for (int i = 0; i < reader->getAttributeCount();++i)
{
if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
{
out.name = std::string( reader->getAttributeValue(i) );
}
else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
{
// simple copy the string
out.value = std::string (reader->getAttributeValue(i));
}
}
}
// ------------------------------------------------------------------------------------------------
// read a boolean property
void IrrlichtBase::ReadBoolProperty (BoolProperty& out)
{
for (int i = 0; i < reader->getAttributeCount();++i)
{
if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
{
out.name = std::string( reader->getAttributeValue(i) );
}
else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
{
// true or false, case insensitive
out.value = (ASSIMP_stricmp( reader->getAttributeValue(i),
"true") ? false : true);
}
}
}
// ------------------------------------------------------------------------------------------------
// read a float property
void IrrlichtBase::ReadFloatProperty (FloatProperty& out)
{
for (int i = 0; i < reader->getAttributeCount();++i)
{
if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
{
out.name = std::string( reader->getAttributeValue(i) );
}
else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
{
// just parse the float
out.value = fast_atof( reader->getAttributeValue(i) );
}
}
}
// ------------------------------------------------------------------------------------------------
// read a vector property
void IrrlichtBase::ReadVectorProperty (VectorProperty& out)
{
for (int i = 0; i < reader->getAttributeCount();++i)
{
if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
{
out.name = std::string( reader->getAttributeValue(i) );
}
else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
{
// three floats, separated with commas
const char* ptr = reader->getAttributeValue(i);
SkipSpaces(&ptr);
ptr = fast_atoreal_move<float>( ptr,(float&)out.value.x );
SkipSpaces(&ptr);
if (',' != *ptr)
{
ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
}
else SkipSpaces(ptr+1,&ptr);
ptr = fast_atoreal_move<float>( ptr,(float&)out.value.y );
SkipSpaces(&ptr);
if (',' != *ptr)
{
ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
}
else SkipSpaces(ptr+1,&ptr);
ptr = fast_atoreal_move<float>( ptr,(float&)out.value.z );
}
}
}
// ------------------------------------------------------------------------------------------------
// Convert a string to a proper aiMappingMode
int ConvertMappingMode(const std::string& mode)
{
if (mode == "texture_clamp_repeat")
{
return aiTextureMapMode_Wrap;
}
else if (mode == "texture_clamp_mirror")
return aiTextureMapMode_Mirror;
return aiTextureMapMode_Clamp;
}
// ------------------------------------------------------------------------------------------------
// Parse a material from the XML file
aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
{
aiMaterial* mat = new aiMaterial();
aiColor4D clr;
aiString s;
matFlags = 0; // zero output flags
int cnt = 0; // number of used texture channels
unsigned int nd = 0;
// Continue reading from the file
while (reader->read())
{
switch (reader->getNodeType())
{
case EXN_ELEMENT:
// Hex properties
if (!ASSIMP_stricmp(reader->getNodeName(),"color"))
{
HexProperty prop;
ReadHexProperty(prop);
if (prop.name == "Diffuse")
{
ColorFromARGBPacked(prop.value,clr);
mat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
}
else if (prop.name == "Ambient")
{
ColorFromARGBPacked(prop.value,clr);
mat->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
}
else if (prop.name == "Specular")
{
ColorFromARGBPacked(prop.value,clr);
mat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR);
}
// NOTE: The 'emissive' property causes problems. It is
// often != 0, even if there is obviously no light
// emitted by the described surface. In fact I think
// IRRLICHT ignores this property, too.
#if 0
else if (prop.name == "Emissive")
{
ColorFromARGBPacked(prop.value,clr);
mat->AddProperty(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
}
#endif
}
// Float properties
else if (!ASSIMP_stricmp(reader->getNodeName(),"float"))
{
FloatProperty prop;
ReadFloatProperty(prop);
if (prop.name == "Shininess")
{
mat->AddProperty(&prop.value,1,AI_MATKEY_SHININESS);
}
}
// Bool properties
else if (!ASSIMP_stricmp(reader->getNodeName(),"bool"))
{
BoolProperty prop;
ReadBoolProperty(prop);
if (prop.name == "Wireframe")
{
int val = (prop.value ? true : false);
mat->AddProperty(&val,1,AI_MATKEY_ENABLE_WIREFRAME);
}
else if (prop.name == "GouraudShading")
{
int val = (prop.value ? aiShadingMode_Gouraud
: aiShadingMode_NoShading);
mat->AddProperty(&val,1,AI_MATKEY_SHADING_MODEL);
}
else if (prop.name == "BackfaceCulling")
{
int val = (!prop.value);
mat->AddProperty(&val,1,AI_MATKEY_TWOSIDED);
}
}
// String properties - textures and texture related properties
else if (!ASSIMP_stricmp(reader->getNodeName(),"texture") ||
!ASSIMP_stricmp(reader->getNodeName(),"enum"))
{
StringProperty prop;
ReadStringProperty(prop);
if (prop.value.length())
{
// material type (shader)
if (prop.name == "Type")
{
if (prop.value == "solid")
{
// default material ...
}
else if (prop.value == "trans_vertex_alpha")
{
matFlags = AI_IRRMESH_MAT_trans_vertex_alpha;
}
else if (prop.value == "lightmap")
{
matFlags = AI_IRRMESH_MAT_lightmap;
}
else if (prop.value == "solid_2layer")
{
matFlags = AI_IRRMESH_MAT_solid_2layer;
}
else if (prop.value == "lightmap_m2")
{
matFlags = AI_IRRMESH_MAT_lightmap_m2;
}
else if (prop.value == "lightmap_m4")
{
matFlags = AI_IRRMESH_MAT_lightmap_m4;
}
else if (prop.value == "lightmap_light")
{
matFlags = AI_IRRMESH_MAT_lightmap_light;
}
else if (prop.value == "lightmap_light_m2")
{
matFlags = AI_IRRMESH_MAT_lightmap_light_m2;
}
else if (prop.value == "lightmap_light_m4")
{
matFlags = AI_IRRMESH_MAT_lightmap_light_m4;
}
else if (prop.value == "lightmap_add")
{
matFlags = AI_IRRMESH_MAT_lightmap_add;
}
// Normal and parallax maps are treated equally
else if (prop.value == "normalmap_solid" ||
prop.value == "parallaxmap_solid")
{
matFlags = AI_IRRMESH_MAT_normalmap_solid;
}
else if (prop.value == "normalmap_trans_vertex_alpha" ||
prop.value == "parallaxmap_trans_vertex_alpha")
{
matFlags = AI_IRRMESH_MAT_normalmap_tva;
}
else if (prop.value == "normalmap_trans_add" ||
prop.value == "parallaxmap_trans_add")
{
matFlags = AI_IRRMESH_MAT_normalmap_ta;
}
else {
ASSIMP_LOG_WARN("IRRMat: Unrecognized material type: " + prop.value);
}
}
// Up to 4 texture channels are supported
if (prop.name == "Texture1")
{
// Always accept the primary texture channel
++cnt;
s.Set(prop.value);
mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
else if (prop.name == "Texture2" && cnt == 1)
{
// 2-layer material lightmapped?
if (matFlags & AI_IRRMESH_MAT_lightmap) {
++cnt;
s.Set(prop.value);
mat->AddProperty(&s,AI_MATKEY_TEXTURE_LIGHTMAP(0));
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
}
// alternatively: normal or parallax mapping
else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) {
++cnt;
s.Set(prop.value);
mat->AddProperty(&s,AI_MATKEY_TEXTURE_NORMALS(0));
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
} else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {// or just as second diffuse texture
++cnt;
s.Set(prop.value);
mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(1));
++nd;
// set the corresponding material flag
matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
} else {
ASSIMP_LOG_WARN("IRRmat: Skipping second texture");
}
} else if (prop.name == "Texture3" && cnt == 2) {
// Irrlicht does not seem to use these channels.
++cnt;
s.Set(prop.value);
mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(nd+1));
} else if (prop.name == "Texture4" && cnt == 3) {
// Irrlicht does not seem to use these channels.
++cnt;
s.Set(prop.value);
mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(nd+2));
}
// Texture mapping options
if (prop.name == "TextureWrap1" && cnt >= 1)
{
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
}
else if (prop.name == "TextureWrap2" && cnt >= 2)
{
int map = ConvertMappingMode(prop.value);
if (matFlags & AI_IRRMESH_MAT_lightmap) {
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(0));
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(0));
}
else if (matFlags & (AI_IRRMESH_MAT_normalmap_solid)) {
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_NORMALS(0));
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_NORMALS(0));
}
else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
}
}
else if (prop.name == "TextureWrap3" && cnt >= 3)
{
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd+1));
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd+1));
}
else if (prop.name == "TextureWrap4" && cnt >= 4)
{
int map = ConvertMappingMode(prop.value);
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd+2));
mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd+2));
}
}
}
break;
case EXN_ELEMENT_END:
/* Assume there are no further nested nodes in <material> elements
*/
if (/* IRRMESH */ !ASSIMP_stricmp(reader->getNodeName(),"material") ||
/* IRR */ !ASSIMP_stricmp(reader->getNodeName(),"attributes"))
{
// Now process lightmapping flags
// We should have at least one textur to do that ..
if (cnt && matFlags & AI_IRRMESH_MAT_lightmap)
{
float f = 1.f;
unsigned int unmasked = matFlags&~AI_IRRMESH_MAT_lightmap;
// Additive lightmap?
int op = (unmasked & AI_IRRMESH_MAT_lightmap_add
? aiTextureOp_Add : aiTextureOp_Multiply);
// Handle Irrlicht's lightmapping scaling factor
if (unmasked & AI_IRRMESH_MAT_lightmap_m2 ||
unmasked & AI_IRRMESH_MAT_lightmap_light_m2)
{
f = 2.f;
}
else if (unmasked & AI_IRRMESH_MAT_lightmap_m4 ||
unmasked & AI_IRRMESH_MAT_lightmap_light_m4)
{
f = 4.f;
}
mat->AddProperty( &f, 1, AI_MATKEY_TEXBLEND_LIGHTMAP(0));
mat->AddProperty( &op,1, AI_MATKEY_TEXOP_LIGHTMAP(0));
}
return mat;
}
default:
// GCC complains here ...
break;
}
}
ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete");
return mat;
}
#endif // !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER))