Merge commit 'refs/pull/1115/head' of https://github.com/FlaxEngine/FlaxEngine into material_import1.6

Repair merge
This commit is contained in:
Menotdan
2023-08-09 15:28:15 -04:00
8 changed files with 135 additions and 100 deletions

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@@ -1,5 +1,6 @@
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using FlaxEditor.CustomEditors.Editors;
using FlaxEditor.Scripting;

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@@ -118,7 +118,7 @@ DEFINE_INTERNAL_CALL(bool) EditorInternal_IsDevInstance()
#if COMPILE_WITH_DEV_ENV
return true;
#else
return false;
return false;
#endif
}
@@ -151,7 +151,7 @@ DEFINE_INTERNAL_CALL(int32) EditorInternal_ReadOutputLogs(MArray** outMessages,
int64* outLogTimesPtr = MCore::Array::GetAddress<int64>(*outLogTimes);
while (count < maxCount && ptr != end)
{
auto type = (byte)*(int32*)ptr;
auto type = (byte) * (int32*)ptr;
ptr += 4;
auto time = *(int64*)ptr;
@@ -321,7 +321,7 @@ DEFINE_INTERNAL_CALL(bool) EditorInternal_SaveJsonAsset(MString* outputPathObj,
const StringView dataObjChars = MCore::String::GetChars(dataObj);
const StringAsANSI<> data(dataObjChars.Get(), dataObjChars.Length());
const StringAnsiView dataAnsi(data.Get(), data.Length());
const StringView dataTypeNameObjChars = MCore::String::GetChars(dataTypeNameObj);
const StringAsANSI<> dataTypeName(dataTypeNameObjChars.Get(), dataTypeNameObjChars.Length());
const StringAnsiView dataTypeNameAnsi(dataTypeName.Get(), dataTypeName.Length());
@@ -338,7 +338,7 @@ DEFINE_INTERNAL_CALL(bool) EditorInternal_CanExport(MString* pathObj)
return AssetsExportingManager::CanExport(path);
#else
return false;
return false;
#endif
}
@@ -355,7 +355,7 @@ DEFINE_INTERNAL_CALL(bool) EditorInternal_Export(MString* inputPathObj, MString*
return AssetsExportingManager::Export(inputPath, outputFolder);
#else
return false;
return false;
#endif
}
@@ -413,8 +413,8 @@ DEFINE_INTERNAL_CALL(bool) EditorInternal_CookMeshCollision(MString* pathObj, Co
arg.ConvexVertexLimit = convexVertexLimit;
return CreateCollisionData::CookMeshCollision(path, arg);
#else
LOG(Warning, "Collision cooking is disabled.");
return true;
LOG(Warning, "Collision cooking is disabled.");
return true;
#endif
}
@@ -427,7 +427,7 @@ DEFINE_INTERNAL_CALL(void) EditorInternal_GetCollisionWires(CollisionData* colli
const int32 linesCount = debugLines.Count() / 2;
MCore::GC::WriteRef(triangles, (MObject*)MCore::Array::New(Float3::TypeInitializer.GetClass(), debugLines.Count()));
MCore::GC::WriteRef(indices, (MObject*)MCore::Array::New( MCore::TypeCache::Int32, linesCount * 3));
MCore::GC::WriteRef(indices, (MObject*)MCore::Array::New(MCore::TypeCache::Int32, linesCount * 3));
// Use one triangle per debug line
Platform::MemoryCopy(MCore::Array::GetAddress<Float3>(*triangles), debugLines.Get(), debugLines.Count() * sizeof(Float3));
@@ -522,7 +522,7 @@ DEFINE_INTERNAL_CALL(void) EditorInternal_RunVisualScriptBreakpointLoopTick(floa
continue;
switch (e.Type)
{
// Keyboard events
// Keyboard events
case InputDevice::EventType::Char:
window->OnCharInput(e.CharData.Char);
break;
@@ -532,7 +532,7 @@ DEFINE_INTERNAL_CALL(void) EditorInternal_RunVisualScriptBreakpointLoopTick(floa
case InputDevice::EventType::KeyUp:
window->OnKeyUp(e.KeyData.Key);
break;
// Mouse events
// Mouse events
case InputDevice::EventType::MouseDown:
window->OnMouseDown(window->ScreenToClient(e.MouseData.Position), e.MouseData.Button);
break;
@@ -585,7 +585,7 @@ DEFINE_INTERNAL_CALL(MArray*) EditorInternal_GetVisualScriptLocals(int* localsCo
const int32 count = stack->Scope->Parameters.Length() + stack->Scope->ReturnedValues.Count();
const MClass* mclass = ((NativeBinaryModule*)GetBinaryModuleFlaxEngine())->Assembly->GetClass("FlaxEditor.Editor+VisualScriptLocal");
ASSERT(mclass);
result = MCore::Array::New( mclass, count);
result = MCore::Array::New(mclass, count);
VisualScriptLocalManaged local;
local.NodeId = MAX_uint32;
if (stack->Scope->Parameters.Length() != 0)
@@ -642,7 +642,7 @@ DEFINE_INTERNAL_CALL(MArray*) EditorInternal_GetVisualScriptStackFrames(int* sta
}
const MClass* mclass = ((NativeBinaryModule*)GetBinaryModuleFlaxEngine())->Assembly->GetClass("FlaxEditor.Editor+VisualScriptStackFrame");
ASSERT(mclass);
result = MCore::Array::New( mclass, count);
result = MCore::Array::New(mclass, count);
VisualScriptStackFrameManaged* resultPtr = MCore::Array::GetAddress<VisualScriptStackFrameManaged>(result);
s = stack;
count = 0;

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@@ -246,3 +246,4 @@ public:
// Don't include Content.h but just Load method
extern FLAXENGINE_API Asset* LoadAsset(const Guid& id, const ScriptingTypeHandle& type);
extern FLAXENGINE_API Asset* LoadAsset(const StringView& path, const ScriptingTypeHandle& type);

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@@ -28,6 +28,7 @@
#if ENABLE_ASSETS_DISCOVERY
#include "Engine/Core/Collections/HashSet.h"
#endif
#include <Engine/Debug/DebugLog.h>
TimeSpan Content::AssetsUpdateInterval = TimeSpan::FromMilliseconds(500);
TimeSpan Content::AssetsUnloadInterval = TimeSpan::FromSeconds(10);
@@ -447,6 +448,11 @@ FLAXENGINE_API Asset* LoadAsset(const Guid& id, const ScriptingTypeHandle& type)
return Content::LoadAsync(id, type);
}
FLAXENGINE_API Asset* LoadAsset(const StringView& path, const ScriptingTypeHandle& type)
{
return Content::LoadAsync(path, type);
}
Asset* Content::LoadAsync(const StringView& path, MClass* type)
{
CHECK_RETURN(type, nullptr);

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@@ -542,6 +542,7 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
else
aMaterial = aMesh->getMaterial(0);
}
mesh.MaterialSlotIndex = data.AddMaterial(result, aMaterial);
// Vertex positions

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@@ -30,6 +30,7 @@
#include "Engine/Tools/TextureTool/TextureTool.h"
#include "Engine/ContentImporters/AssetsImportingManager.h"
#include "Engine/ContentImporters/CreateMaterial.h"
#include "Engine/ContentImporters/CreateMaterialInstance.h"
#include "Engine/ContentImporters/CreateCollisionData.h"
#include "Engine/Serialization/Serialization.h"
#include "Editor/Utilities/EditorUtilities.h"
@@ -498,11 +499,11 @@ bool ModelTool::ImportData(const String& path, ImportedModelData& data, Options&
if (ImportDataAssimp(importPath.Get(), data, options, errorMsg))
return true;
#elif USE_AUTODESK_FBX_SDK
if (ImportDataAutodeskFbxSdk(importPath.Get(), data, options, errorMsg))
return true;
if (ImportDataAutodeskFbxSdk(importPath.Get(), data, options, errorMsg))
return true;
#elif USE_OPEN_FBX
if (ImportDataOpenFBX(importPath.Get(), data, options, errorMsg))
return true;
if (ImportDataOpenFBX(importPath.Get(), data, options, errorMsg))
return true;
#else
LOG(Error, "Compiled without model importing backend.");
return true;
@@ -615,62 +616,62 @@ bool ModelTool::ImportData(const String& path, ImportedModelData& data, Options&
bool SortDepths(const Pair<int32, int32>& a, const Pair<int32, int32>& b)
{
return a.First < b.First;
return a.First < b.First;
}
void CreateLinearListFromTree(Array<SkeletonNode>& nodes, Array<int32>& mapping)
{
// Customized breadth first tree algorithm (each node has no direct reference to the children so we build the cache for the nodes depth level)
const int32 count = nodes.Count();
Array<Pair<int32, int32>> depths(count); // Pair.First = Depth, Pair.Second = Node Index
depths.SetSize(count);
depths.Set(-1);
for (int32 i = 0; i < count; i++)
{
// Skip evaluated nodes
if (depths[i].First != -1)
continue;
const int32 count = nodes.Count();
Array<Pair<int32, int32>> depths(count); // Pair.First = Depth, Pair.Second = Node Index
depths.SetSize(count);
depths.Set(-1);
for (int32 i = 0; i < count; i++)
{
// Skip evaluated nodes
if (depths[i].First != -1)
continue;
// Find the first node with calculated depth and get the distance to it
int32 end = i;
int32 lastDepth;
int32 relativeDepth = 0;
do
{
lastDepth = depths[end].First;
end = nodes[end].ParentIndex;
relativeDepth++;
} while (end != -1 && lastDepth == -1);
// Find the first node with calculated depth and get the distance to it
int32 end = i;
int32 lastDepth;
int32 relativeDepth = 0;
do
{
lastDepth = depths[end].First;
end = nodes[end].ParentIndex;
relativeDepth++;
} while (end != -1 && lastDepth == -1);
// Set the depth (second item is the node index)
depths[i] = MakePair(lastDepth + relativeDepth, i);
}
for (int32 i = 0; i < count; i++)
{
// Strange divide by 2 but works
depths[i].First = depths[i].First >> 1;
}
// Set the depth (second item is the node index)
depths[i] = MakePair(lastDepth + relativeDepth, i);
}
for (int32 i = 0; i < count; i++)
{
// Strange divide by 2 but works
depths[i].First = depths[i].First >> 1;
}
// Order nodes by depth O(n*log(n))
depths.Sort(SortDepths);
// Order nodes by depth O(n*log(n))
depths.Sort(SortDepths);
// Extract nodes mapping O(n^2)
mapping.EnsureCapacity(count, false);
mapping.SetSize(count);
for (int32 i = 0; i < count; i++)
{
int32 newIndex = -1;
for (int32 j = 0; j < count; j++)
{
if (depths[j].Second == i)
{
newIndex = j;
break;
}
}
ASSERT(newIndex != -1);
mapping[i] = newIndex;
}
// Extract nodes mapping O(n^2)
mapping.EnsureCapacity(count, false);
mapping.SetSize(count);
for (int32 i = 0; i < count; i++)
{
int32 newIndex = -1;
for (int32 j = 0; j < count; j++)
{
if (depths[j].Second == i)
{
newIndex = j;
break;
}
}
ASSERT(newIndex != -1);
mapping[i] = newIndex;
}
}
#endif
@@ -938,7 +939,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
case TextureEntry::TypeHint::Normals:
textureOptions.Type = TextureFormatType::NormalMap;
break;
default: ;
default:;
}
AssetsImportingManager::ImportIfEdited(texture.FilePath, assetPath, texture.AssetID, &textureOptions);
#endif
@@ -973,24 +974,47 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
importedFileNames.Add(filename);
#if COMPILE_WITH_ASSETS_IMPORTER
auto assetPath = autoImportOutput / filename + ASSET_FILES_EXTENSION_WITH_DOT;
CreateMaterial::Options materialOptions;
materialOptions.Diffuse.Color = material.Diffuse.Color;
if (material.Diffuse.TextureIndex != -1)
materialOptions.Diffuse.Texture = data.Textures[material.Diffuse.TextureIndex].AssetID;
materialOptions.Diffuse.HasAlphaMask = material.Diffuse.HasAlphaMask;
materialOptions.Emissive.Color = material.Emissive.Color;
if (material.Emissive.TextureIndex != -1)
materialOptions.Emissive.Texture = data.Textures[material.Emissive.TextureIndex].AssetID;
materialOptions.Opacity.Value = material.Opacity.Value;
if (material.Opacity.TextureIndex != -1)
materialOptions.Opacity.Texture = data.Textures[material.Opacity.TextureIndex].AssetID;
if (material.Normals.TextureIndex != -1)
materialOptions.Normals.Texture = data.Textures[material.Normals.TextureIndex].AssetID;
if (material.TwoSided || material.Diffuse.HasAlphaMask)
materialOptions.Info.CullMode = CullMode::TwoSided;
if (!Math::IsOne(material.Opacity.Value) || material.Opacity.TextureIndex != -1)
materialOptions.Info.BlendMode = MaterialBlendMode::Transparent;
AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialTag, assetPath, material.AssetID, &materialOptions);
if (options.ImportMaterialsAsInstances)
{
AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialInstanceTag, assetPath, material.AssetID);
MaterialInstance* materialInstance = (MaterialInstance*) LoadAsset(assetPath, MaterialInstance::TypeInitializer);
if (materialInstance->WaitForLoaded())
{
LOG(Error, "Failed to load material instance after creation. ({0})", assetPath);
return true;
}
MaterialBase* materialInstanceOf = (MaterialBase*) LoadAsset(options.InstanceToImportAs, MaterialBase::TypeInitializer);
if (materialInstanceOf->WaitForLoaded())
{
LOG(Error, "Failed to load material to create an instance of. ({0})", options.InstanceToImportAs);
return true;
}
materialInstance->SetBaseMaterial(materialInstanceOf);
materialInstance->Save();
}
else
{
CreateMaterial::Options materialOptions;
materialOptions.Diffuse.Color = material.Diffuse.Color;
if (material.Diffuse.TextureIndex != -1)
materialOptions.Diffuse.Texture = data.Textures[material.Diffuse.TextureIndex].AssetID;
materialOptions.Diffuse.HasAlphaMask = material.Diffuse.HasAlphaMask;
materialOptions.Emissive.Color = material.Emissive.Color;
if (material.Emissive.TextureIndex != -1)
materialOptions.Emissive.Texture = data.Textures[material.Emissive.TextureIndex].AssetID;
materialOptions.Opacity.Value = material.Opacity.Value;
if (material.Opacity.TextureIndex != -1)
materialOptions.Opacity.Texture = data.Textures[material.Opacity.TextureIndex].AssetID;
if (material.Normals.TextureIndex != -1)
materialOptions.Normals.Texture = data.Textures[material.Normals.TextureIndex].AssetID;
if (material.TwoSided || material.Diffuse.HasAlphaMask)
materialOptions.Info.CullMode = CullMode::TwoSided;
if (!Math::IsOne(material.Opacity.Value) || material.Opacity.TextureIndex != -1)
materialOptions.Info.BlendMode = MaterialBlendMode::Transparent;
AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialTag, assetPath, material.AssetID, &materialOptions);
}
#endif
}
@@ -1364,24 +1388,24 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
#if USE_SKELETON_NODES_SORTING
// Sort skeleton nodes and bones hierarchy (parents first)
// Then it can be used with a simple linear loop update
{
const int32 nodesCount = data.Skeleton.Nodes.Count();
const int32 bonesCount = data.Skeleton.Bones.Count();
Array<int32> mapping;
CreateLinearListFromTree(data.Skeleton.Nodes, mapping);
for (int32 i = 0; i < nodesCount; i++)
{
auto& node = data.Skeleton.Nodes[i];
node.ParentIndex = mapping[node.ParentIndex];
}
for (int32 i = 0; i < bonesCount; i++)
{
auto& bone = data.Skeleton.Bones[i];
bone.NodeIndex = mapping[bone.NodeIndex];
}
}
reorder_nodes_and_test_it_out!
// Then it can be used with a simple linear loop update
{
const int32 nodesCount = data.Skeleton.Nodes.Count();
const int32 bonesCount = data.Skeleton.Bones.Count();
Array<int32> mapping;
CreateLinearListFromTree(data.Skeleton.Nodes, mapping);
for (int32 i = 0; i < nodesCount; i++)
{
auto& node = data.Skeleton.Nodes[i];
node.ParentIndex = mapping[node.ParentIndex];
}
for (int32 i = 0; i < bonesCount; i++)
{
auto& bone = data.Skeleton.Bones[i];
bone.NodeIndex = mapping[bone.NodeIndex];
}
}
reorder_nodes_and_test_it_out!
#endif
}
else if (options.Type == ModelType::Animation)

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@@ -11,6 +11,7 @@
#include "Engine/Graphics/Models/ModelData.h"
#include "Engine/Graphics/Models/SkeletonData.h"
#include "Engine/Animations/AnimationData.h"
#include <Engine/Content/Assets/Material.h>
class JsonWriter;

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@@ -1,4 +1,5 @@
#pragma once
#include <Engine/Core/Types/Guid.h>
namespace ofbx