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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
381 lines
14 KiB
C++
381 lines
14 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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#ifndef AI_PROCESS_HELPER_H_INCLUDED
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#define AI_PROCESS_HELPER_H_INCLUDED
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#include <assimp/postprocess.h>
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#include <assimp/anim.h>
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#include <assimp/mesh.h>
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#include <assimp/material.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.h>
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#include <assimp/SpatialSort.h>
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#include "Common/BaseProcess.h"
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#include <assimp/ParsingUtils.h>
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#include <list>
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// -------------------------------------------------------------------------------
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// Some extensions to std namespace. Mainly std::min and std::max for all
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// flat data types in the aiScene. They're used to quickly determine the
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// min/max bounds of data arrays.
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#ifdef __cplusplus
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namespace std {
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// std::min for aiVector3D
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template <typename TReal>
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inline ::aiVector3t<TReal> min (const ::aiVector3t<TReal>& a, const ::aiVector3t<TReal>& b) {
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return ::aiVector3t<TReal> (min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
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}
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// std::max for aiVector3t<TReal>
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template <typename TReal>
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inline ::aiVector3t<TReal> max (const ::aiVector3t<TReal>& a, const ::aiVector3t<TReal>& b) {
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return ::aiVector3t<TReal> (max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
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}
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// std::min for aiVector2t<TReal>
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template <typename TReal>
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inline ::aiVector2t<TReal> min (const ::aiVector2t<TReal>& a, const ::aiVector2t<TReal>& b) {
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return ::aiVector2t<TReal> (min(a.x,b.x),min(a.y,b.y));
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}
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// std::max for aiVector2t<TReal>
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template <typename TReal>
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inline ::aiVector2t<TReal> max (const ::aiVector2t<TReal>& a, const ::aiVector2t<TReal>& b) {
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return ::aiVector2t<TReal> (max(a.x,b.x),max(a.y,b.y));
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}
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// std::min for aiColor4D
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template <typename TReal>
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inline ::aiColor4t<TReal> min (const ::aiColor4t<TReal>& a, const ::aiColor4t<TReal>& b) {
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return ::aiColor4t<TReal> (min(a.r,b.r),min(a.g,b.g),min(a.b,b.b),min(a.a,b.a));
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}
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// std::max for aiColor4D
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template <typename TReal>
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inline ::aiColor4t<TReal> max (const ::aiColor4t<TReal>& a, const ::aiColor4t<TReal>& b) {
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return ::aiColor4t<TReal> (max(a.r,b.r),max(a.g,b.g),max(a.b,b.b),max(a.a,b.a));
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}
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// std::min for aiQuaterniont<TReal>
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template <typename TReal>
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inline ::aiQuaterniont<TReal> min (const ::aiQuaterniont<TReal>& a, const ::aiQuaterniont<TReal>& b) {
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return ::aiQuaterniont<TReal> (min(a.w,b.w),min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
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}
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// std::max for aiQuaterniont<TReal>
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template <typename TReal>
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inline ::aiQuaterniont<TReal> max (const ::aiQuaterniont<TReal>& a, const ::aiQuaterniont<TReal>& b) {
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return ::aiQuaterniont<TReal> (max(a.w,b.w),max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
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}
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// std::min for aiVectorKey
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inline ::aiVectorKey min (const ::aiVectorKey& a, const ::aiVectorKey& b) {
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return ::aiVectorKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
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}
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// std::max for aiVectorKey
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inline ::aiVectorKey max (const ::aiVectorKey& a, const ::aiVectorKey& b) {
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return ::aiVectorKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
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}
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// std::min for aiQuatKey
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inline ::aiQuatKey min (const ::aiQuatKey& a, const ::aiQuatKey& b) {
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return ::aiQuatKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
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}
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// std::max for aiQuatKey
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inline ::aiQuatKey max (const ::aiQuatKey& a, const ::aiQuatKey& b) {
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return ::aiQuatKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
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}
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// std::min for aiVertexWeight
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inline ::aiVertexWeight min (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
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return ::aiVertexWeight (min(a.mVertexId,b.mVertexId),min(a.mWeight,b.mWeight));
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}
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// std::max for aiVertexWeight
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inline ::aiVertexWeight max (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
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return ::aiVertexWeight (max(a.mVertexId,b.mVertexId),max(a.mWeight,b.mWeight));
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}
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} // end namespace std
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#endif // !! C++
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namespace Assimp {
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// -------------------------------------------------------------------------------
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// Start points for ArrayBounds<T> for all supported Ts
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template <typename T>
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struct MinMaxChooser;
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template <> struct MinMaxChooser<float> {
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void operator ()(float& min,float& max) {
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max = -1e10f;
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min = 1e10f;
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}};
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template <> struct MinMaxChooser<double> {
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void operator ()(double& min,double& max) {
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max = -1e10;
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min = 1e10;
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}};
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template <> struct MinMaxChooser<unsigned int> {
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void operator ()(unsigned int& min,unsigned int& max) {
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max = 0;
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min = (1u<<(sizeof(unsigned int)*8-1));
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}};
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template <typename T> struct MinMaxChooser< aiVector3t<T> > {
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void operator ()(aiVector3t<T>& min,aiVector3t<T>& max) {
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max = aiVector3t<T>(-1e10f,-1e10f,-1e10f);
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min = aiVector3t<T>( 1e10f, 1e10f, 1e10f);
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}};
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template <typename T> struct MinMaxChooser< aiVector2t<T> > {
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void operator ()(aiVector2t<T>& min,aiVector2t<T>& max) {
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max = aiVector2t<T>(-1e10f,-1e10f);
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min = aiVector2t<T>( 1e10f, 1e10f);
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}};
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template <typename T> struct MinMaxChooser< aiColor4t<T> > {
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void operator ()(aiColor4t<T>& min,aiColor4t<T>& max) {
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max = aiColor4t<T>(-1e10f,-1e10f,-1e10f,-1e10f);
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min = aiColor4t<T>( 1e10f, 1e10f, 1e10f, 1e10f);
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}};
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template <typename T> struct MinMaxChooser< aiQuaterniont<T> > {
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void operator ()(aiQuaterniont<T>& min,aiQuaterniont<T>& max) {
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max = aiQuaterniont<T>(-1e10f,-1e10f,-1e10f,-1e10f);
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min = aiQuaterniont<T>( 1e10f, 1e10f, 1e10f, 1e10f);
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}};
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template <> struct MinMaxChooser<aiVectorKey> {
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void operator ()(aiVectorKey& min,aiVectorKey& max) {
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MinMaxChooser<double>()(min.mTime,max.mTime);
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MinMaxChooser<aiVector3D>()(min.mValue,max.mValue);
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}};
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template <> struct MinMaxChooser<aiQuatKey> {
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void operator ()(aiQuatKey& min,aiQuatKey& max) {
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MinMaxChooser<double>()(min.mTime,max.mTime);
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MinMaxChooser<aiQuaternion>()(min.mValue,max.mValue);
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}};
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template <> struct MinMaxChooser<aiVertexWeight> {
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void operator ()(aiVertexWeight& min,aiVertexWeight& max) {
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MinMaxChooser<unsigned int>()(min.mVertexId,max.mVertexId);
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MinMaxChooser<float>()(min.mWeight,max.mWeight);
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}};
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// -------------------------------------------------------------------------------
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/** @brief Find the min/max values of an array of Ts
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* @param in Input array
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* @param size Number of elements to process
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* @param[out] min minimum value
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* @param[out] max maximum value
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*/
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template <typename T>
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inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max)
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{
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MinMaxChooser<T> ()(min,max);
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for (unsigned int i = 0; i < size;++i) {
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min = std::min(in[i],min);
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max = std::max(in[i],max);
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}
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}
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// -------------------------------------------------------------------------------
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/** Little helper function to calculate the quadratic difference
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* of two colours.
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* @param pColor1 First color
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* @param pColor2 second color
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* @return Quadratic color difference */
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inline ai_real GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2)
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{
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const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g, pColor1.b - pColor2.b, pColor1.a - pColor2.a);
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return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a;
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}
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// -------------------------------------------------------------------------------
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/** @brief Extract single strings from a list of identifiers
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* @param in Input string list.
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* @param out Receives a list of clean output strings
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* @sdee #AI_CONFIG_PP_OG_EXCLUDE_LIST */
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void ConvertListToStrings(const std::string& in, std::list<std::string>& out);
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// -------------------------------------------------------------------------------
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/** @brief Compute the AABB of a mesh after applying a given transform
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* @param mesh Input mesh
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* @param[out] min Receives minimum transformed vertex
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* @param[out] max Receives maximum transformed vertex
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* @param m Transformation matrix to be applied */
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void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, const aiMatrix4x4& m);
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// -------------------------------------------------------------------------------
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/** @brief Helper function to determine the 'real' center of a mesh
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*
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* That is the center of its axis-aligned bounding box.
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* @param mesh Input mesh
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* @param[out] min Minimum vertex of the mesh
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* @param[out] max maximum vertex of the mesh
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* @param[out] out Center point */
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void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max);
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// -------------------------------------------------------------------------------
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/** @brief Helper function to determine the 'real' center of a scene
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*
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* That is the center of its axis-aligned bounding box.
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* @param scene Input scene
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* @param[out] min Minimum vertex of the scene
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* @param[out] max maximum vertex of the scene
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* @param[out] out Center point */
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void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max);
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// -------------------------------------------------------------------------------
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// Helper function to determine the 'real' center of a mesh after applying a given transform
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void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,aiVector3D& max, const aiMatrix4x4& m);
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// -------------------------------------------------------------------------------
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// Helper function to determine the 'real' center of a mesh
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void FindMeshCenter (aiMesh* mesh, aiVector3D& out);
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// -------------------------------------------------------------------------------
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// Helper function to determine the 'real' center of a mesh after applying a given transform
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void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,const aiMatrix4x4& m);
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// -------------------------------------------------------------------------------
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// Compute a good epsilon value for position comparisons on a mesh
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ai_real ComputePositionEpsilon(const aiMesh* pMesh);
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// -------------------------------------------------------------------------------
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// Compute a good epsilon value for position comparisons on a array of meshes
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ai_real ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num);
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// -------------------------------------------------------------------------------
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// Compute an unique value for the vertex format of a mesh
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unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh);
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// defs for ComputeVertexBoneWeightTable()
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typedef std::pair <unsigned int,float> PerVertexWeight;
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typedef std::vector <PerVertexWeight> VertexWeightTable;
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// -------------------------------------------------------------------------------
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// Compute a per-vertex bone weight table
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VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh);
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// -------------------------------------------------------------------------------
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// Get a string for a given aiTextureMapping
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const char* MappingTypeToString(aiTextureMapping in);
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// flags for MakeSubmesh()
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#define AI_SUBMESH_FLAGS_SANS_BONES 0x1
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// -------------------------------------------------------------------------------
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// Split a mesh given a list of faces to be contained in the sub mesh
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aiMesh* MakeSubmesh(const aiMesh *superMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags);
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// -------------------------------------------------------------------------------
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// Utility postprocess step to share the spatial sort tree between
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// all steps which use it to speedup its computations.
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class ComputeSpatialSortProcess : public BaseProcess
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{
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bool IsActive( unsigned int pFlags) const
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{
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return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
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aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
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}
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void Execute( aiScene* pScene)
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{
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typedef std::pair<SpatialSort, ai_real> _Type;
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ASSIMP_LOG_DEBUG("Generate spatially-sorted vertex cache");
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std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes);
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std::vector<_Type>::iterator it = p->begin();
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) {
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aiMesh* mesh = pScene->mMeshes[i];
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_Type& blubb = *it;
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blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D));
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blubb.second = ComputePositionEpsilon(mesh);
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}
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shared->AddProperty(AI_SPP_SPATIAL_SORT,p);
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}
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};
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// -------------------------------------------------------------------------------
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// ... and the same again to cleanup the whole stuff
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class DestroySpatialSortProcess : public BaseProcess
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{
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bool IsActive( unsigned int pFlags) const
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{
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return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
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aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
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}
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void Execute( aiScene* /*pScene*/)
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{
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shared->RemoveProperty(AI_SPP_SPATIAL_SORT);
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}
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};
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} // ! namespace Assimp
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#endif // !! AI_PROCESS_HELPER_H_INCLUDED
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