mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
415 lines
15 KiB
C++
415 lines
15 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file MakeLeftHandedProcess.cpp
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* @brief Implementation of the post processing step to convert all
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* imported data to a left-handed coordinate system.
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*
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* Face order & UV flip are also implemented here, for the sake of a
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* better location.
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*/
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#include "ConvertToLHProcess.h"
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/DefaultLogger.hpp>
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using namespace Assimp;
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#ifndef ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
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namespace {
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template <typename aiMeshType>
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void flipUVs(aiMeshType* pMesh) {
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if (pMesh == nullptr) { return; }
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// mirror texture y coordinate
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for (unsigned int tcIdx = 0; tcIdx < AI_MAX_NUMBER_OF_TEXTURECOORDS; tcIdx++) {
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if (!pMesh->HasTextureCoords(tcIdx)) {
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break;
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}
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for (unsigned int vIdx = 0; vIdx < pMesh->mNumVertices; vIdx++) {
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pMesh->mTextureCoords[tcIdx][vIdx].y = 1.0f - pMesh->mTextureCoords[tcIdx][vIdx].y;
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}
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}
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}
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} // namespace
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MakeLeftHandedProcess::MakeLeftHandedProcess()
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: BaseProcess() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MakeLeftHandedProcess::~MakeLeftHandedProcess() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool MakeLeftHandedProcess::IsActive( unsigned int pFlags) const
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{
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return 0 != (pFlags & aiProcess_MakeLeftHanded);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void MakeLeftHandedProcess::Execute( aiScene* pScene)
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{
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// Check for an existent root node to proceed
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ai_assert(pScene->mRootNode != NULL);
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ASSIMP_LOG_DEBUG("MakeLeftHandedProcess begin");
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// recursively convert all the nodes
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ProcessNode( pScene->mRootNode, aiMatrix4x4());
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// process the meshes accordingly
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for ( unsigned int a = 0; a < pScene->mNumMeshes; ++a ) {
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ProcessMesh( pScene->mMeshes[ a ] );
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}
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// process the materials accordingly
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for ( unsigned int a = 0; a < pScene->mNumMaterials; ++a ) {
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ProcessMaterial( pScene->mMaterials[ a ] );
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}
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// transform all animation channels as well
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for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
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{
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aiAnimation* anim = pScene->mAnimations[a];
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for( unsigned int b = 0; b < anim->mNumChannels; b++)
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{
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aiNodeAnim* nodeAnim = anim->mChannels[b];
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ProcessAnimation( nodeAnim);
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}
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}
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ASSIMP_LOG_DEBUG("MakeLeftHandedProcess finished");
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively converts a node, all of its children and all of its meshes
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void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation)
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{
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// mirror all base vectors at the local Z axis
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pNode->mTransformation.c1 = -pNode->mTransformation.c1;
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pNode->mTransformation.c2 = -pNode->mTransformation.c2;
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pNode->mTransformation.c3 = -pNode->mTransformation.c3;
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pNode->mTransformation.c4 = -pNode->mTransformation.c4;
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// now invert the Z axis again to keep the matrix determinant positive.
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// The local meshes will be inverted accordingly so that the result should look just fine again.
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pNode->mTransformation.a3 = -pNode->mTransformation.a3;
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pNode->mTransformation.b3 = -pNode->mTransformation.b3;
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pNode->mTransformation.c3 = -pNode->mTransformation.c3;
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pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways...
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// continue for all children
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for( size_t a = 0; a < pNode->mNumChildren; ++a ) {
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ProcessNode( pNode->mChildren[ a ], pParentGlobalRotation * pNode->mTransformation );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single mesh to left handed coordinates.
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void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh) {
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if ( nullptr == pMesh ) {
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ASSIMP_LOG_ERROR( "Nullptr to mesh found." );
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return;
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}
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// mirror positions, normals and stuff along the Z axis
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for( size_t a = 0; a < pMesh->mNumVertices; ++a)
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{
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pMesh->mVertices[a].z *= -1.0f;
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if (pMesh->HasNormals()) {
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pMesh->mNormals[a].z *= -1.0f;
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}
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if( pMesh->HasTangentsAndBitangents())
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{
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pMesh->mTangents[a].z *= -1.0f;
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pMesh->mBitangents[a].z *= -1.0f;
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}
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}
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// mirror anim meshes positions, normals and stuff along the Z axis
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for (size_t m = 0; m < pMesh->mNumAnimMeshes; ++m)
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{
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for (size_t a = 0; a < pMesh->mAnimMeshes[m]->mNumVertices; ++a)
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{
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pMesh->mAnimMeshes[m]->mVertices[a].z *= -1.0f;
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if (pMesh->mAnimMeshes[m]->HasNormals()) {
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pMesh->mAnimMeshes[m]->mNormals[a].z *= -1.0f;
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}
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if (pMesh->mAnimMeshes[m]->HasTangentsAndBitangents())
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{
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pMesh->mAnimMeshes[m]->mTangents[a].z *= -1.0f;
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pMesh->mAnimMeshes[m]->mBitangents[a].z *= -1.0f;
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}
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}
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}
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// mirror offset matrices of all bones
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for( size_t a = 0; a < pMesh->mNumBones; ++a)
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{
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aiBone* bone = pMesh->mBones[a];
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bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3;
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bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3;
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bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3;
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bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1;
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bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2;
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bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4;
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}
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// mirror bitangents as well as they're derived from the texture coords
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if( pMesh->HasTangentsAndBitangents())
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{
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for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
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pMesh->mBitangents[a] *= -1.0f;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single material to left handed coordinates.
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void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat) {
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if ( nullptr == _mat ) {
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ASSIMP_LOG_ERROR( "Nullptr to aiMaterial found." );
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return;
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}
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aiMaterial* mat = (aiMaterial*)_mat;
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for (unsigned int a = 0; a < mat->mNumProperties;++a) {
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aiMaterialProperty* prop = mat->mProperties[a];
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// Mapping axis for UV mappings?
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if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) {
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ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
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aiVector3D* pff = (aiVector3D*)prop->mData;
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pff->z *= -1.f;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts the given animation to LH coordinates.
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void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim)
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{
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// position keys
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for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
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pAnim->mPositionKeys[a].mValue.z *= -1.0f;
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// rotation keys
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for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
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{
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/* That's the safe version, but the float errors add up. So we try the short version instead
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aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
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rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
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rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
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aiQuaternion rotquat( rotmat);
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pAnim->mRotationKeys[a].mValue = rotquat;
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*/
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pAnim->mRotationKeys[a].mValue.x *= -1.0f;
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pAnim->mRotationKeys[a].mValue.y *= -1.0f;
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}
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}
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#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
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#ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS
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// # FlipUVsProcess
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FlipUVsProcess::FlipUVsProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FlipUVsProcess::~FlipUVsProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool FlipUVsProcess::IsActive( unsigned int pFlags) const
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{
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return 0 != (pFlags & aiProcess_FlipUVs);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void FlipUVsProcess::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("FlipUVsProcess begin");
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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ProcessMesh(pScene->mMeshes[i]);
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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ProcessMaterial(pScene->mMaterials[i]);
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ASSIMP_LOG_DEBUG("FlipUVsProcess finished");
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single material
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void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
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{
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aiMaterial* mat = (aiMaterial*)_mat;
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for (unsigned int a = 0; a < mat->mNumProperties;++a) {
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aiMaterialProperty* prop = mat->mProperties[a];
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if( !prop ) {
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ASSIMP_LOG_DEBUG( "Property is null" );
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continue;
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}
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// UV transformation key?
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if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) {
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ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); /* something is wrong with the validation if we end up here */
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aiUVTransform* uv = (aiUVTransform*)prop->mData;
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// just flip it, that's everything
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uv->mTranslation.y *= -1.f;
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uv->mRotation *= -1.f;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single mesh
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void FlipUVsProcess::ProcessMesh( aiMesh* pMesh)
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{
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flipUVs(pMesh);
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for (unsigned int idx = 0; idx < pMesh->mNumAnimMeshes; idx++) {
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flipUVs(pMesh->mAnimMeshes[idx]);
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}
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}
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#endif // !ASSIMP_BUILD_NO_FLIPUVS_PROCESS
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#ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
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// # FlipWindingOrderProcess
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FlipWindingOrderProcess::FlipWindingOrderProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FlipWindingOrderProcess::~FlipWindingOrderProcess()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool FlipWindingOrderProcess::IsActive( unsigned int pFlags) const
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{
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return 0 != (pFlags & aiProcess_FlipWindingOrder);
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void FlipWindingOrderProcess::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("FlipWindingOrderProcess begin");
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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ProcessMesh(pScene->mMeshes[i]);
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ASSIMP_LOG_DEBUG("FlipWindingOrderProcess finished");
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single mesh
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void FlipWindingOrderProcess::ProcessMesh( aiMesh* pMesh)
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{
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// invert the order of all faces in this mesh
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for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
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{
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aiFace& face = pMesh->mFaces[a];
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for (unsigned int b = 0; b < face.mNumIndices / 2; b++) {
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std::swap(face.mIndices[b], face.mIndices[face.mNumIndices - 1 - b]);
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}
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}
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// invert the order of all components in this mesh anim meshes
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for (unsigned int m = 0; m < pMesh->mNumAnimMeshes; m++) {
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aiAnimMesh* animMesh = pMesh->mAnimMeshes[m];
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unsigned int numVertices = animMesh->mNumVertices;
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if (animMesh->HasPositions()) {
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for (unsigned int a = 0; a < numVertices; a++)
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{
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std::swap(animMesh->mVertices[a], animMesh->mVertices[numVertices - 1 - a]);
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}
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}
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if (animMesh->HasNormals()) {
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for (unsigned int a = 0; a < numVertices; a++)
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{
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std::swap(animMesh->mNormals[a], animMesh->mNormals[numVertices - 1 - a]);
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}
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}
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) {
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if (animMesh->HasTextureCoords(i)) {
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for (unsigned int a = 0; a < numVertices; a++)
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{
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std::swap(animMesh->mTextureCoords[i][a], animMesh->mTextureCoords[i][numVertices - 1 - a]);
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}
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}
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}
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if (animMesh->HasTangentsAndBitangents()) {
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for (unsigned int a = 0; a < numVertices; a++)
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{
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std::swap(animMesh->mTangents[a], animMesh->mTangents[numVertices - 1 - a]);
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std::swap(animMesh->mBitangents[a], animMesh->mBitangents[numVertices - 1 - a]);
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}
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}
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for (unsigned int v = 0; v < AI_MAX_NUMBER_OF_COLOR_SETS; v++) {
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if (animMesh->HasVertexColors(v)) {
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for (unsigned int a = 0; a < numVertices; a++)
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{
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std::swap(animMesh->mColors[v][a], animMesh->mColors[v][numVertices - 1 - a]);
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}
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}
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}
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}
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}
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#endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
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