mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
407 lines
16 KiB
C++
407 lines
16 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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#if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)
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#include "PlyExporter.h"
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#include <memory>
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#include <cmath>
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#include <assimp/Exceptional.h>
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#include <assimp/scene.h>
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#include <assimp/version.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/qnan.h>
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//using namespace Assimp;
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namespace Assimp {
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// make sure type_of returns consistent output across different platforms
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// also consider using: typeid(VAR).name()
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template <typename T> const char* type_of(T&) { return "unknown"; }
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template<> const char* type_of(float&) { return "float"; }
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template<> const char* type_of(double&) { return "double"; }
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp
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void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
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{
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// invoke the exporter
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PlyExporter exporter(pFile, pScene);
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if (exporter.mOutput.fail()) {
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throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
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}
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// we're still here - export successfully completed. Write the file.
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std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .ply file: " + std::string(pFile));
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}
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outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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}
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void ExportScenePlyBinary(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
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{
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// invoke the exporter
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PlyExporter exporter(pFile, pScene, true);
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// we're still here - export successfully completed. Write the file.
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std::unique_ptr<IOStream> outfile(pIOSystem->Open(pFile, "wb"));
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if (outfile == NULL) {
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throw DeadlyExportError("could not open output .ply file: " + std::string(pFile));
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}
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outfile->Write(exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()), 1);
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}
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#define PLY_EXPORT_HAS_NORMALS 0x1
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#define PLY_EXPORT_HAS_TANGENTS_BITANGENTS 0x2
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#define PLY_EXPORT_HAS_TEXCOORDS 0x4
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#define PLY_EXPORT_HAS_COLORS (PLY_EXPORT_HAS_TEXCOORDS << AI_MAX_NUMBER_OF_TEXTURECOORDS)
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// ------------------------------------------------------------------------------------------------
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PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool binary)
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: filename(_filename)
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, endl("\n")
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{
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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const std::locale& l = std::locale("C");
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mOutput.imbue(l);
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mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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unsigned int faces = 0u, vertices = 0u, components = 0u;
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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const aiMesh& m = *pScene->mMeshes[i];
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faces += m.mNumFaces;
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vertices += m.mNumVertices;
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if (m.HasNormals()) {
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components |= PLY_EXPORT_HAS_NORMALS;
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}
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if (m.HasTangentsAndBitangents()) {
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components |= PLY_EXPORT_HAS_TANGENTS_BITANGENTS;
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}
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for (unsigned int t = 0; m.HasTextureCoords(t); ++t) {
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components |= PLY_EXPORT_HAS_TEXCOORDS << t;
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}
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for (unsigned int t = 0; m.HasVertexColors(t); ++t) {
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components |= PLY_EXPORT_HAS_COLORS << t;
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}
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}
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mOutput << "ply" << endl;
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if (binary) {
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#if (defined AI_BUILD_BIG_ENDIAN)
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mOutput << "format binary_big_endian 1.0" << endl;
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#else
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mOutput << "format binary_little_endian 1.0" << endl;
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#endif
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}
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else {
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mOutput << "format ascii 1.0" << endl;
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}
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mOutput << "comment Created by Open Asset Import Library - http://assimp.sf.net (v"
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<< aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
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<< aiGetVersionRevision() << ")" << endl;
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// Look through materials for a diffuse texture, and add it if found
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for ( unsigned int i = 0; i < pScene->mNumMaterials; ++i )
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{
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const aiMaterial* const mat = pScene->mMaterials[i];
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aiString s;
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if ( AI_SUCCESS == mat->Get( AI_MATKEY_TEXTURE_DIFFUSE( 0 ), s ) )
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{
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mOutput << "comment TextureFile " << s.data << endl;
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}
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}
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// TODO: probably want to check here rather than just assume something
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// definitely not good to always write float even if we might have double precision
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ai_real tmp = 0.0;
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const char * typeName = type_of(tmp);
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mOutput << "element vertex " << vertices << endl;
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mOutput << "property " << typeName << " x" << endl;
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mOutput << "property " << typeName << " y" << endl;
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mOutput << "property " << typeName << " z" << endl;
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if(components & PLY_EXPORT_HAS_NORMALS) {
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mOutput << "property " << typeName << " nx" << endl;
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mOutput << "property " << typeName << " ny" << endl;
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mOutput << "property " << typeName << " nz" << endl;
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}
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// write texcoords first, just in case an importer does not support tangents
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// bitangents and just skips over the rest of the line upon encountering
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// unknown fields (Ply leaves pretty much every vertex component open,
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// but in reality most importers only know about vertex positions, normals
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// and texture coordinates).
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for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
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if (!c) {
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mOutput << "property " << typeName << " s" << endl;
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mOutput << "property " << typeName << " t" << endl;
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}
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else {
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mOutput << "property " << typeName << " s" << c << endl;
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mOutput << "property " << typeName << " t" << c << endl;
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}
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}
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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if (!c) {
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mOutput << "property " << "uchar" << " red" << endl;
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mOutput << "property " << "uchar" << " green" << endl;
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mOutput << "property " << "uchar" << " blue" << endl;
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mOutput << "property " << "uchar" << " alpha" << endl;
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}
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else {
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mOutput << "property " << "uchar" << " red" << c << endl;
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mOutput << "property " << "uchar" << " green" << c << endl;
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mOutput << "property " << "uchar" << " blue" << c << endl;
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mOutput << "property " << "uchar" << " alpha" << c << endl;
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}
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}
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if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
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mOutput << "property " << typeName << " tx" << endl;
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mOutput << "property " << typeName << " ty" << endl;
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mOutput << "property " << typeName << " tz" << endl;
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mOutput << "property " << typeName << " bx" << endl;
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mOutput << "property " << typeName << " by" << endl;
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mOutput << "property " << typeName << " bz" << endl;
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}
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mOutput << "element face " << faces << endl;
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// uchar seems to be the most common type for the number of indices per polygon and int seems to be most common for the vertex indices.
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// For instance, MeshLab fails to load meshes in which both types are uint. Houdini seems to have problems as well.
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// Obviously, using uchar will not work for meshes with polygons with more than 255 indices, but how realistic is this case?
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mOutput << "property list uchar int vertex_index" << endl;
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mOutput << "end_header" << endl;
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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if (binary) {
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WriteMeshVertsBinary(pScene->mMeshes[i], components);
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}
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else {
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WriteMeshVerts(pScene->mMeshes[i], components);
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}
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}
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for (unsigned int i = 0, ofs = 0; i < pScene->mNumMeshes; ++i) {
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if (binary) {
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WriteMeshIndicesBinary(pScene->mMeshes[i], ofs);
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}
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else {
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WriteMeshIndices(pScene->mMeshes[i], ofs);
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}
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ofs += pScene->mMeshes[i]->mNumVertices;
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}
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}
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// ------------------------------------------------------------------------------------------------
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PlyExporter::~PlyExporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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void PlyExporter::WriteMeshVerts(const aiMesh* m, unsigned int components)
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{
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static const ai_real inf = std::numeric_limits<ai_real>::infinity();
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// If a component (for instance normal vectors) is present in at least one mesh in the scene,
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// then default values are written for meshes that do not contain this component.
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for (unsigned int i = 0; i < m->mNumVertices; ++i) {
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mOutput <<
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m->mVertices[i].x << " " <<
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m->mVertices[i].y << " " <<
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m->mVertices[i].z
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;
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if(components & PLY_EXPORT_HAS_NORMALS) {
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if (m->HasNormals() && is_not_qnan(m->mNormals[i].x) && std::fabs(m->mNormals[i].x) != inf) {
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mOutput <<
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" " << m->mNormals[i].x <<
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" " << m->mNormals[i].y <<
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" " << m->mNormals[i].z;
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}
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else {
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mOutput << " 0.0 0.0 0.0";
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}
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}
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for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
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if (m->HasTextureCoords(c)) {
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mOutput <<
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" " << m->mTextureCoords[c][i].x <<
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" " << m->mTextureCoords[c][i].y;
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}
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else {
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mOutput << " -1.0 -1.0";
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}
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}
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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if (m->HasVertexColors(c)) {
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mOutput <<
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" " << (int)(m->mColors[c][i].r * 255) <<
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" " << (int)(m->mColors[c][i].g * 255) <<
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" " << (int)(m->mColors[c][i].b * 255) <<
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" " << (int)(m->mColors[c][i].a * 255);
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}
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else {
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mOutput << " 0 0 0";
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}
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}
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if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
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if (m->HasTangentsAndBitangents()) {
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mOutput <<
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" " << m->mTangents[i].x <<
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" " << m->mTangents[i].y <<
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" " << m->mTangents[i].z <<
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" " << m->mBitangents[i].x <<
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" " << m->mBitangents[i].y <<
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" " << m->mBitangents[i].z
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;
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}
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else {
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mOutput << " 0.0 0.0 0.0 0.0 0.0 0.0";
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}
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}
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mOutput << endl;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void PlyExporter::WriteMeshVertsBinary(const aiMesh* m, unsigned int components)
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{
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// If a component (for instance normal vectors) is present in at least one mesh in the scene,
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// then default values are written for meshes that do not contain this component.
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aiVector3D defaultNormal(0, 0, 0);
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aiVector2D defaultUV(-1, -1);
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aiColor4D defaultColor(-1, -1, -1, -1);
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for (unsigned int i = 0; i < m->mNumVertices; ++i) {
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mOutput.write(reinterpret_cast<const char*>(&m->mVertices[i].x), 12);
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if (components & PLY_EXPORT_HAS_NORMALS) {
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if (m->HasNormals()) {
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mOutput.write(reinterpret_cast<const char*>(&m->mNormals[i].x), 12);
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}
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else {
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mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
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}
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}
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for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
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if (m->HasTextureCoords(c)) {
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mOutput.write(reinterpret_cast<const char*>(&m->mTextureCoords[c][i].x), 8);
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}
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else {
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mOutput.write(reinterpret_cast<const char*>(&defaultUV.x), 8);
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}
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}
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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if (m->HasVertexColors(c)) {
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mOutput.write(reinterpret_cast<const char*>(&m->mColors[c][i].r), 16);
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}
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else {
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mOutput.write(reinterpret_cast<const char*>(&defaultColor.r), 16);
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}
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}
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if (components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
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if (m->HasTangentsAndBitangents()) {
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mOutput.write(reinterpret_cast<const char*>(&m->mTangents[i].x), 12);
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mOutput.write(reinterpret_cast<const char*>(&m->mBitangents[i].x), 12);
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}
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else {
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mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
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mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void PlyExporter::WriteMeshIndices(const aiMesh* m, unsigned int offset)
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{
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for (unsigned int i = 0; i < m->mNumFaces; ++i) {
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const aiFace& f = m->mFaces[i];
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mOutput << f.mNumIndices;
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for(unsigned int c = 0; c < f.mNumIndices; ++c) {
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mOutput << " " << (f.mIndices[c] + offset);
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}
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mOutput << endl;
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}
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}
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// Generic method in case we want to use different data types for the indices or make this configurable.
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template<typename NumIndicesType, typename IndexType>
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void WriteMeshIndicesBinary_Generic(const aiMesh* m, unsigned int offset, std::ostringstream& output)
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{
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for (unsigned int i = 0; i < m->mNumFaces; ++i) {
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const aiFace& f = m->mFaces[i];
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NumIndicesType numIndices = static_cast<NumIndicesType>(f.mNumIndices);
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output.write(reinterpret_cast<const char*>(&numIndices), sizeof(NumIndicesType));
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for (unsigned int c = 0; c < f.mNumIndices; ++c) {
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IndexType index = f.mIndices[c] + offset;
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output.write(reinterpret_cast<const char*>(&index), sizeof(IndexType));
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}
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}
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}
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void PlyExporter::WriteMeshIndicesBinary(const aiMesh* m, unsigned int offset)
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{
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WriteMeshIndicesBinary_Generic<unsigned char, int>(m, offset, mOutput);
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}
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} // end of namespace Assimp
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#endif // !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)
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