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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
256 lines
8.6 KiB
C++
256 lines
8.6 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (assimp)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2020, assimp team
|
|
|
|
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the following
|
|
conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
/** @file Implementation of the post processing step "MakeVerboseFormat"
|
|
*/
|
|
|
|
|
|
#include "MakeVerboseFormat.h"
|
|
#include <assimp/scene.h>
|
|
#include <assimp/DefaultLogger.hpp>
|
|
|
|
using namespace Assimp;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
MakeVerboseFormatProcess::MakeVerboseFormatProcess()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
MakeVerboseFormatProcess::~MakeVerboseFormatProcess()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
void MakeVerboseFormatProcess::Execute( aiScene* pScene)
|
|
{
|
|
ai_assert(NULL != pScene);
|
|
ASSIMP_LOG_DEBUG("MakeVerboseFormatProcess begin");
|
|
|
|
bool bHas = false;
|
|
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
|
|
{
|
|
if( MakeVerboseFormat( pScene->mMeshes[a]))
|
|
bHas = true;
|
|
}
|
|
if (bHas) {
|
|
ASSIMP_LOG_INFO("MakeVerboseFormatProcess finished. There was much work to do ...");
|
|
} else {
|
|
ASSIMP_LOG_DEBUG("MakeVerboseFormatProcess. There was nothing to do.");
|
|
}
|
|
|
|
pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
|
|
{
|
|
ai_assert(NULL != pcMesh);
|
|
|
|
unsigned int iOldNumVertices = pcMesh->mNumVertices;
|
|
const unsigned int iNumVerts = pcMesh->mNumFaces*3;
|
|
|
|
aiVector3D* pvPositions = new aiVector3D[ iNumVerts ];
|
|
|
|
aiVector3D* pvNormals = NULL;
|
|
if (pcMesh->HasNormals())
|
|
{
|
|
pvNormals = new aiVector3D[iNumVerts];
|
|
}
|
|
aiVector3D* pvTangents = NULL, *pvBitangents = NULL;
|
|
if (pcMesh->HasTangentsAndBitangents())
|
|
{
|
|
pvTangents = new aiVector3D[iNumVerts];
|
|
pvBitangents = new aiVector3D[iNumVerts];
|
|
}
|
|
|
|
aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0};
|
|
aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0};
|
|
|
|
unsigned int p = 0;
|
|
while (pcMesh->HasTextureCoords(p))
|
|
apvTextureCoords[p++] = new aiVector3D[iNumVerts];
|
|
|
|
p = 0;
|
|
while (pcMesh->HasVertexColors(p))
|
|
apvColorSets[p++] = new aiColor4D[iNumVerts];
|
|
|
|
// allocate enough memory to hold output bones and vertex weights ...
|
|
std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones];
|
|
for (unsigned int i = 0;i < pcMesh->mNumBones;++i) {
|
|
newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3);
|
|
}
|
|
|
|
// iterate through all faces and build a clean list
|
|
unsigned int iIndex = 0;
|
|
for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
|
|
{
|
|
aiFace* pcFace = &pcMesh->mFaces[a];
|
|
for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex)
|
|
{
|
|
// need to build a clean list of bones, too
|
|
for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
|
|
{
|
|
for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
|
|
{
|
|
const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
|
|
if(pcFace->mIndices[q] == w.mVertexId)
|
|
{
|
|
aiVertexWeight wNew;
|
|
wNew.mVertexId = iIndex;
|
|
wNew.mWeight = w.mWeight;
|
|
newWeights[i].push_back(wNew);
|
|
}
|
|
}
|
|
}
|
|
|
|
pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
|
|
|
|
if (pcMesh->HasNormals())
|
|
{
|
|
pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
|
|
}
|
|
if (pcMesh->HasTangentsAndBitangents())
|
|
{
|
|
pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]];
|
|
pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
|
|
}
|
|
|
|
unsigned int p = 0;
|
|
while (pcMesh->HasTextureCoords(p))
|
|
{
|
|
apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
|
|
++p;
|
|
}
|
|
p = 0;
|
|
while (pcMesh->HasVertexColors(p))
|
|
{
|
|
apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
|
|
++p;
|
|
}
|
|
pcFace->mIndices[q] = iIndex;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// build output vertex weights
|
|
for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
|
|
{
|
|
delete [] pcMesh->mBones[i]->mWeights;
|
|
if (!newWeights[i].empty()) {
|
|
pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
|
|
aiVertexWeight *weightToCopy = &( newWeights[i][0] );
|
|
memcpy(pcMesh->mBones[i]->mWeights, weightToCopy,
|
|
sizeof(aiVertexWeight) * newWeights[i].size());
|
|
} else {
|
|
pcMesh->mBones[i]->mWeights = NULL;
|
|
}
|
|
}
|
|
delete[] newWeights;
|
|
|
|
// delete the old members
|
|
delete[] pcMesh->mVertices;
|
|
pcMesh->mVertices = pvPositions;
|
|
|
|
p = 0;
|
|
while (pcMesh->HasTextureCoords(p))
|
|
{
|
|
delete[] pcMesh->mTextureCoords[p];
|
|
pcMesh->mTextureCoords[p] = apvTextureCoords[p];
|
|
++p;
|
|
}
|
|
p = 0;
|
|
while (pcMesh->HasVertexColors(p))
|
|
{
|
|
delete[] pcMesh->mColors[p];
|
|
pcMesh->mColors[p] = apvColorSets[p];
|
|
++p;
|
|
}
|
|
pcMesh->mNumVertices = iNumVerts;
|
|
|
|
if (pcMesh->HasNormals())
|
|
{
|
|
delete[] pcMesh->mNormals;
|
|
pcMesh->mNormals = pvNormals;
|
|
}
|
|
if (pcMesh->HasTangentsAndBitangents())
|
|
{
|
|
delete[] pcMesh->mTangents;
|
|
pcMesh->mTangents = pvTangents;
|
|
delete[] pcMesh->mBitangents;
|
|
pcMesh->mBitangents = pvBitangents;
|
|
}
|
|
return (pcMesh->mNumVertices != iOldNumVertices);
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
bool IsMeshInVerboseFormat(const aiMesh* mesh) {
|
|
// avoid slow vector<bool> specialization
|
|
std::vector<unsigned int> seen(mesh->mNumVertices,0);
|
|
for(unsigned int i = 0; i < mesh->mNumFaces; ++i) {
|
|
const aiFace& f = mesh->mFaces[i];
|
|
for(unsigned int j = 0; j < f.mNumIndices; ++j) {
|
|
if(++seen[f.mIndices[j]] == 2) {
|
|
// found a duplicate index
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
bool MakeVerboseFormatProcess::IsVerboseFormat(const aiScene* pScene) {
|
|
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
|
if(!IsMeshInVerboseFormat(pScene->mMeshes[i])) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|