mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
278 lines
12 KiB
C++
278 lines
12 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 FindInstancesProcess.cpp
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* @brief Implementation of the aiProcess_FindInstances postprocessing step
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*/
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#include "FindInstancesProcess.h"
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#include <memory>
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#include <stdio.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FindInstancesProcess::FindInstancesProcess()
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: configSpeedFlag (false)
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FindInstancesProcess::~FindInstancesProcess()
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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 FindInstancesProcess::IsActive( unsigned int pFlags) const
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{
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// FindInstances makes absolutely no sense together with PreTransformVertices
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// fixme: spawn error message somewhere else?
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return 0 != (pFlags & aiProcess_FindInstances) && 0 == (pFlags & aiProcess_PreTransformVertices);
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties for the step
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void FindInstancesProcess::SetupProperties(const Importer* pImp)
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{
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// AI_CONFIG_FAVOUR_SPEED
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configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
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}
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// ------------------------------------------------------------------------------------------------
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// Compare the bones of two meshes
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bool CompareBones(const aiMesh* orig, const aiMesh* inst)
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{
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for (unsigned int i = 0; i < orig->mNumBones;++i) {
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aiBone* aha = orig->mBones[i];
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aiBone* oha = inst->mBones[i];
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if (aha->mNumWeights != oha->mNumWeights ||
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aha->mOffsetMatrix != oha->mOffsetMatrix) {
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return false;
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}
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// compare weight per weight ---
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for (unsigned int n = 0; n < aha->mNumWeights;++n) {
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if (aha->mWeights[n].mVertexId != oha->mWeights[n].mVertexId ||
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(aha->mWeights[n].mWeight - oha->mWeights[n].mWeight) < 10e-3f) {
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return false;
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}
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}
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Update mesh indices in the node graph
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void UpdateMeshIndices(aiNode* node, unsigned int* lookup)
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{
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for (unsigned int n = 0; n < node->mNumMeshes;++n)
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node->mMeshes[n] = lookup[node->mMeshes[n]];
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for (unsigned int n = 0; n < node->mNumChildren;++n)
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UpdateMeshIndices(node->mChildren[n],lookup);
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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 FindInstancesProcess::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("FindInstancesProcess begin");
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if (pScene->mNumMeshes) {
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// use a pseudo hash for all meshes in the scene to quickly find
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// the ones which are possibly equal. This step is executed early
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// in the pipeline, so we could, depending on the file format,
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// have several thousand small meshes. That's too much for a brute
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// everyone-against-everyone check involving up to 10 comparisons
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// each.
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std::unique_ptr<uint64_t[]> hashes (new uint64_t[pScene->mNumMeshes]);
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std::unique_ptr<unsigned int[]> remapping (new unsigned int[pScene->mNumMeshes]);
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unsigned int numMeshesOut = 0;
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh* inst = pScene->mMeshes[i];
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hashes[i] = GetMeshHash(inst);
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// Find an appropriate epsilon
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// to compare position differences against
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float epsilon = ComputePositionEpsilon(inst);
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epsilon *= epsilon;
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for (int a = i-1; a >= 0; --a) {
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if (hashes[i] == hashes[a])
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{
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aiMesh* orig = pScene->mMeshes[a];
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if (!orig)
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continue;
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// check for hash collision .. we needn't check
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// the vertex format, it *must* match due to the
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// (brilliant) construction of the hash
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if (orig->mNumBones != inst->mNumBones ||
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orig->mNumFaces != inst->mNumFaces ||
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orig->mNumVertices != inst->mNumVertices ||
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orig->mMaterialIndex != inst->mMaterialIndex ||
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orig->mPrimitiveTypes != inst->mPrimitiveTypes)
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continue;
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// up to now the meshes are equal. Now compare vertex positions, normals,
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// tangents and bitangents using this epsilon.
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if (orig->HasPositions()) {
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if(!CompareArrays(orig->mVertices,inst->mVertices,orig->mNumVertices,epsilon))
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continue;
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}
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if (orig->HasNormals()) {
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if(!CompareArrays(orig->mNormals,inst->mNormals,orig->mNumVertices,epsilon))
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continue;
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}
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if (orig->HasTangentsAndBitangents()) {
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if (!CompareArrays(orig->mTangents,inst->mTangents,orig->mNumVertices,epsilon) ||
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!CompareArrays(orig->mBitangents,inst->mBitangents,orig->mNumVertices,epsilon))
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continue;
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}
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// use a constant epsilon for colors and UV coordinates
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static const float uvEpsilon = 10e-4f;
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{
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unsigned int j, end = orig->GetNumUVChannels();
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for(j = 0; j < end; ++j) {
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if (!orig->mTextureCoords[j]) {
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continue;
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}
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if(!CompareArrays(orig->mTextureCoords[j],inst->mTextureCoords[j],orig->mNumVertices,uvEpsilon)) {
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break;
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}
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}
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if (j != end) {
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continue;
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}
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}
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{
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unsigned int j, end = orig->GetNumColorChannels();
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for(j = 0; j < end; ++j) {
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if (!orig->mColors[j]) {
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continue;
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}
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if(!CompareArrays(orig->mColors[j],inst->mColors[j],orig->mNumVertices,uvEpsilon)) {
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break;
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}
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}
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if (j != end) {
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continue;
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}
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}
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// These two checks are actually quite expensive and almost *never* required.
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// Almost. That's why they're still here. But there's no reason to do them
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// in speed-targeted imports.
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if (!configSpeedFlag) {
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// It seems to be strange, but we really need to check whether the
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// bones are identical too. Although it's extremely unprobable
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// that they're not if control reaches here, we need to deal
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// with unprobable cases, too. It could still be that there are
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// equal shapes which are deformed differently.
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if (!CompareBones(orig,inst))
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continue;
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// For completeness ... compare even the index buffers for equality
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// face order & winding order doesn't care. Input data is in verbose format.
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std::unique_ptr<unsigned int[]> ftbl_orig(new unsigned int[orig->mNumVertices]);
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std::unique_ptr<unsigned int[]> ftbl_inst(new unsigned int[orig->mNumVertices]);
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for (unsigned int tt = 0; tt < orig->mNumFaces;++tt) {
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aiFace& f = orig->mFaces[tt];
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for (unsigned int nn = 0; nn < f.mNumIndices;++nn)
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ftbl_orig[f.mIndices[nn]] = tt;
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aiFace& f2 = inst->mFaces[tt];
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for (unsigned int nn = 0; nn < f2.mNumIndices;++nn)
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ftbl_inst[f2.mIndices[nn]] = tt;
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}
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if (0 != ::memcmp(ftbl_inst.get(),ftbl_orig.get(),orig->mNumVertices*sizeof(unsigned int)))
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continue;
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}
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// We're still here. Or in other words: 'inst' is an instance of 'orig'.
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// Place a marker in our list that we can easily update mesh indices.
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remapping[i] = remapping[a];
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// Delete the instanced mesh, we don't need it anymore
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delete inst;
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pScene->mMeshes[i] = NULL;
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break;
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}
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}
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// If we didn't find a match for the current mesh: keep it
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if (pScene->mMeshes[i]) {
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remapping[i] = numMeshesOut++;
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}
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}
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ai_assert(0 != numMeshesOut);
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if (numMeshesOut != pScene->mNumMeshes) {
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// Collapse the meshes array by removing all NULL entries
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for (unsigned int real = 0, i = 0; real < numMeshesOut; ++i) {
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if (pScene->mMeshes[i])
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pScene->mMeshes[real++] = pScene->mMeshes[i];
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}
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// And update the node graph with our nice lookup table
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UpdateMeshIndices(pScene->mRootNode,remapping.get());
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// write to log
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if (!DefaultLogger::isNullLogger()) {
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ASSIMP_LOG_INFO_F( "FindInstancesProcess finished. Found ", (pScene->mNumMeshes - numMeshesOut), " instances" );
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}
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pScene->mNumMeshes = numMeshesOut;
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} else {
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ASSIMP_LOG_DEBUG("FindInstancesProcess finished. No instanced meshes found");
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}
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}
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}
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