Merge remote-tracking branch 'origin/master' into 1.7
# Conflicts: # Source/Engine/Level/Actors/AnimatedModel.cpp
This commit is contained in:
@@ -227,7 +227,7 @@ protected:
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bool onLoad(LoadAssetTask* task);
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void onLoaded();
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void onLoaded_MainThread();
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virtual void onLoaded_MainThread();
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virtual void onUnload_MainThread();
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#if USE_EDITOR
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virtual void onRename(const StringView& newPath) = 0;
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@@ -12,6 +12,7 @@
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#include "FlaxEngine.Gen.h"
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#include "Cache/AssetsCache.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Config/Settings.h"
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#include "Engine/Serialization/JsonTools.h"
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#include "Engine/Serialization/JsonWriters.h"
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#include "Engine/Content/Factories/JsonAssetFactory.h"
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@@ -126,8 +127,7 @@ void FindIds(ISerializable::DeserializeStream& node, Array<Guid>& output)
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}
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else if (node.IsString())
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{
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const auto length = node.GetStringLength();
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if (length == 32)
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if (node.GetStringLength() == 32)
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{
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// Try parse as Guid in format `N` (32 hex chars)
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Guid id;
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@@ -362,10 +362,25 @@ void JsonAsset::unload(bool isReloading)
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#endif
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Scripting::ScriptsUnload.Unbind<JsonAsset, &JsonAsset::DeleteInstance>(this);
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DeleteInstance();
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_isAfterReload |= isReloading;
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JsonAssetBase::unload(isReloading);
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}
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void JsonAsset::onLoaded_MainThread()
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{
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JsonAssetBase::onLoaded_MainThread();
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// Special case for Settings assets to flush them after edited and saved in Editor
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const StringAsANSI<> dataTypeNameAnsi(DataTypeName.Get(), DataTypeName.Length());
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const auto typeHandle = Scripting::FindScriptingType(StringAnsiView(dataTypeNameAnsi.Get(), DataTypeName.Length()));
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if (Instance && typeHandle && typeHandle.IsSubclassOf(SettingsBase::TypeInitializer) && _isAfterReload)
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{
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_isAfterReload = false;
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((SettingsBase*)Instance)->Apply();
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}
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}
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bool JsonAsset::CreateInstance()
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{
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ScopeLock lock(Locker);
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@@ -118,6 +118,7 @@ API_CLASS(NoSpawn) class FLAXENGINE_API JsonAsset : public JsonAssetBase
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DECLARE_ASSET_HEADER(JsonAsset);
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private:
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ScriptingType::Dtor _dtor;
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bool _isAfterReload = false;
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public:
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/// <summary>
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@@ -149,6 +150,7 @@ protected:
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// [JsonAssetBase]
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LoadResult loadAsset() override;
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void unload(bool isReloading) override;
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void onLoaded_MainThread() override;
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private:
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bool CreateInstance();
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@@ -4,7 +4,7 @@
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#include "../Collections/Array.h"
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#include "../Collections/Dictionary.h"
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#include <functional>
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#include "../Delegate.h"
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class ArrayExtensions;
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@@ -23,7 +23,6 @@ public:
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/// <summary>
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/// Gets the common key.
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/// </summary>
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/// <returns>The key.</returns>
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FORCE_INLINE const TKey& GetKey() const
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{
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return _key;
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@@ -32,7 +31,6 @@ public:
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/// <summary>
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/// Gets the common key.
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/// </summary>
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/// <returns>The key.</returns>
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FORCE_INLINE TKey GetKey()
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{
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return _key;
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@@ -52,7 +50,7 @@ public:
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/// <param name="predicate">The prediction function. Should return true for the target element to find.</param>
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/// <returns>The index of the element or -1 if nothing found.</returns>
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template<typename T, typename AllocationType>
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static int32 IndexOf(const Array<T, AllocationType>& obj, const std::function<bool(const T&)>& predicate)
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static int32 IndexOf(const Array<T, AllocationType>& obj, const Function<bool(const T&)>& predicate)
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{
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for (int32 i = 0; i < obj.Count(); i++)
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{
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@@ -71,7 +69,7 @@ public:
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/// <param name="predicate">The prediction function.</param>
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/// <returns>True if any element in the collection matches the prediction, otherwise false.</returns>
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template<typename T, typename AllocationType>
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static bool Any(const Array<T, AllocationType>& obj, const std::function<bool(const T&)>& predicate)
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static bool Any(const Array<T, AllocationType>& obj, const Function<bool(const T&)>& predicate)
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{
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for (int32 i = 0; i < obj.Count(); i++)
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{
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@@ -90,7 +88,7 @@ public:
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/// <param name="predicate">The prediction function.</param>
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/// <returns>True if all elements in the collection matches the prediction, otherwise false.</returns>
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template<typename T, typename AllocationType>
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static int32 All(const Array<T, AllocationType>& obj, const std::function<bool(const T&)>& predicate)
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static int32 All(const Array<T, AllocationType>& obj, const Function<bool(const T&)>& predicate)
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{
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for (int32 i = 0; i < obj.Count(); i++)
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{
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@@ -109,7 +107,7 @@ public:
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/// <param name="keySelector">A function to extract the key for each element.</param>
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/// <param name="result">The result collection with groups.</param>
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template<typename TSource, typename TKey, typename AllocationType>
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static void GroupBy(const Array<TSource, AllocationType>& obj, const std::function<TKey(TSource const&)>& keySelector, Array<IGrouping<TKey, TSource>, AllocationType>& result)
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static void GroupBy(const Array<TSource, AllocationType>& obj, const Function<TKey(TSource const&)>& keySelector, Array<IGrouping<TKey, TSource>, AllocationType>& result)
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{
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Dictionary<TKey, IGrouping<TKey, TSource>> data(static_cast<int32>(obj.Count() * 3.0f));
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for (int32 i = 0; i < obj.Count(); i++)
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@@ -105,6 +105,14 @@ int32 Engine::Main(const Char* cmdLine)
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Globals::StartupFolder = Globals::BinariesFolder = Platform::GetMainDirectory();
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#if USE_EDITOR
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Globals::StartupFolder /= TEXT("../../../..");
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#if PLATFORM_MAC
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if (Globals::BinariesFolder.EndsWith(TEXT(".app/Contents")))
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{
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// If running editor from application package on macOS
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Globals::StartupFolder = Globals::BinariesFolder;
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Globals::BinariesFolder /= TEXT("MacOS");
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}
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#endif
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#endif
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StringUtils::PathRemoveRelativeParts(Globals::StartupFolder);
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FileSystem::NormalizePath(Globals::BinariesFolder);
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@@ -122,7 +130,6 @@ int32 Engine::Main(const Char* cmdLine)
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}
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EngineImpl::InitPaths();
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EngineImpl::InitLog();
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#if USE_EDITOR
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@@ -542,7 +549,8 @@ void EngineImpl::InitLog()
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LOG(Info, "Product: {0}, Company: {1}", Globals::ProductName, Globals::CompanyName);
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LOG(Info, "Current culture: {0}", Platform::GetUserLocaleName());
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LOG(Info, "Command line: {0}", CommandLine);
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LOG(Info, "Base directory: {0}", Globals::StartupFolder);
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LOG(Info, "Base folder: {0}", Globals::StartupFolder);
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LOG(Info, "Binaries folder: {0}", Globals::BinariesFolder);
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LOG(Info, "Temporary folder: {0}", Globals::TemporaryFolder);
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LOG(Info, "Project folder: {0}", Globals::ProjectFolder);
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#if USE_EDITOR
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||||
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@@ -1,5 +1,7 @@
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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using System;
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namespace FlaxEngine
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{
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/// <summary>
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@@ -23,11 +25,17 @@ namespace FlaxEngine
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/// </summary>
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public float ValueRaw => Input.GetAxisRaw(Name);
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/// <summary>
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/// Occurs when axis is changed. Called before scripts update.
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/// </summary>
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public event Action ValueChanged;
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/// <summary>
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/// Initializes a new instance of the <see cref="InputAxis"/> class.
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/// </summary>
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public InputAxis()
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{
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Input.AxisValueChanged += Handler;
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}
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/// <summary>
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@@ -36,7 +44,31 @@ namespace FlaxEngine
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/// <param name="name">The axis name.</param>
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public InputAxis(string name)
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{
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Input.AxisValueChanged += Handler;
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Name = name;
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}
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private void Handler(string name)
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{
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if (string.Equals(Name, name, StringComparison.OrdinalIgnoreCase))
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ValueChanged?.Invoke();
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}
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|
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/// <summary>
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/// Finalizes an instance of the <see cref="InputAxis"/> class.
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/// </summary>
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~InputAxis()
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{
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Input.AxisValueChanged -= Handler;
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}
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|
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/// <summary>
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/// Releases this object.
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/// </summary>
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public void Dispose()
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{
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Input.AxisValueChanged -= Handler;
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GC.SuppressFinalize(this);
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}
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}
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}
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|
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@@ -16,15 +16,36 @@ namespace FlaxEngine
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public string Name;
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/// <summary>
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/// Returns true if the event has been triggered during the current frame (e.g. user pressed a key). Use <see cref="Triggered"/> to catch events without active waiting.
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/// Returns true if the event has been triggered during the current frame (e.g. user pressed a key). Use <see cref="Pressed"/> to catch events without active waiting.
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/// </summary>
|
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public bool Active => Input.GetAction(Name);
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||||
|
||||
/// <summary>
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/// Returns the event state. Use Use <see cref="Pressed"/>, <see cref="Pressing"/>, <see cref="Released"/> to catch events without active waiting.
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||||
/// </summary>
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||||
public InputActionState State => Input.GetActionState(Name);
|
||||
|
||||
/// <summary>
|
||||
/// Occurs when event is triggered (e.g. user pressed a key). Called before scripts update.
|
||||
/// </summary>
|
||||
[System.Obsolete("Depreciated in 1.7, use Pressed Action.")]
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public event Action Triggered;
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||||
|
||||
/// <summary>
|
||||
/// Occurs when event is pressed (e.g. user pressed a key). Called before scripts update.
|
||||
/// </summary>
|
||||
public event Action Pressed;
|
||||
|
||||
/// <summary>
|
||||
/// Occurs when event is being pressing (e.g. user pressing a key). Called before scripts update.
|
||||
/// </summary>
|
||||
public event Action Pressing;
|
||||
|
||||
/// <summary>
|
||||
/// Occurs when event is released (e.g. user releases a key). Called before scripts update.
|
||||
/// </summary>
|
||||
public event Action Released;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="InputEvent"/> class.
|
||||
/// </summary>
|
||||
@@ -51,10 +72,26 @@ namespace FlaxEngine
|
||||
Input.ActionTriggered -= Handler;
|
||||
}
|
||||
|
||||
private void Handler(string name)
|
||||
private void Handler(string name, InputActionState state)
|
||||
{
|
||||
if (string.Equals(name, Name, StringComparison.OrdinalIgnoreCase))
|
||||
if (!string.Equals(name, Name, StringComparison.OrdinalIgnoreCase))
|
||||
return;
|
||||
switch (state)
|
||||
{
|
||||
case InputActionState.None: break;
|
||||
case InputActionState.Waiting: break;
|
||||
case InputActionState.Pressing:
|
||||
Pressing?.Invoke();
|
||||
break;
|
||||
case InputActionState.Press:
|
||||
Triggered?.Invoke();
|
||||
Pressed?.Invoke();
|
||||
break;
|
||||
case InputActionState.Release:
|
||||
Released?.Invoke();
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -130,7 +130,7 @@ void FoliageType::Serialize(SerializeStream& stream, const void* otherObj)
|
||||
|
||||
SERIALIZE(Model);
|
||||
|
||||
const std::function<bool(const ModelInstanceEntry&)> IsValidMaterial = [](const ModelInstanceEntry& e) -> bool
|
||||
const Function<bool(const ModelInstanceEntry&)> IsValidMaterial = [](const ModelInstanceEntry& e) -> bool
|
||||
{
|
||||
return e.Material;
|
||||
};
|
||||
|
||||
@@ -66,7 +66,7 @@ public:
|
||||
const auto parentModelIndex = node.ParentIndex;
|
||||
|
||||
// Find matching node in skeleton (or map to best parent)
|
||||
const std::function<bool(const T&)> f = [node](const T& x) -> bool
|
||||
const Function<bool(const T&)> f = [node](const T& x) -> bool
|
||||
{
|
||||
return x.Name == node.Name;
|
||||
};
|
||||
|
||||
@@ -459,9 +459,9 @@ void GPUContextVulkan::UpdateDescriptorSets(const SpirvShaderDescriptorInfo& des
|
||||
{
|
||||
case VK_DESCRIPTOR_TYPE_SAMPLER:
|
||||
{
|
||||
const VkSampler sampler = _samplerHandles[slot];
|
||||
ASSERT(sampler);
|
||||
needsWrite |= dsWriter.WriteSampler(descriptorIndex, sampler, index);
|
||||
const VkSampler handle = _samplerHandles[slot];
|
||||
ASSERT(handle);
|
||||
needsWrite |= dsWriter.WriteSampler(descriptorIndex, handle, index);
|
||||
break;
|
||||
}
|
||||
case VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE:
|
||||
@@ -547,12 +547,18 @@ void GPUContextVulkan::UpdateDescriptorSets(const SpirvShaderDescriptorInfo& des
|
||||
}
|
||||
case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC:
|
||||
{
|
||||
auto cb = handles[slot];
|
||||
ASSERT(cb);
|
||||
VkBuffer buffer;
|
||||
VkDeviceSize offset, range;
|
||||
uint32 dynamicOffset;
|
||||
cb->DescriptorAsDynamicUniformBuffer(this, buffer, offset, range, dynamicOffset);
|
||||
auto handle = handles[slot];
|
||||
VkBuffer buffer = VK_NULL_HANDLE;
|
||||
VkDeviceSize offset = 0, range = 0;
|
||||
uint32 dynamicOffset = 0;
|
||||
if (handle)
|
||||
handle->DescriptorAsDynamicUniformBuffer(this, buffer, offset, range, dynamicOffset);
|
||||
else
|
||||
{
|
||||
const auto dummy = _device->HelperResources.GetDummyBuffer();
|
||||
buffer = dummy->GetHandle();
|
||||
range = dummy->GetSize();
|
||||
}
|
||||
needsWrite |= dsWriter.WriteDynamicUniformBuffer(descriptorIndex, buffer, offset, range, dynamicOffset, index);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -35,6 +35,10 @@ static const char* GValidationLayers[] =
|
||||
|
||||
static const char* GInstanceExtensions[] =
|
||||
{
|
||||
#if PLATFORM_APPLE_FAMILY && defined(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME)
|
||||
VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME,
|
||||
VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME,
|
||||
#endif
|
||||
#if VK_EXT_validation_cache
|
||||
VK_EXT_VALIDATION_CACHE_EXTENSION_NAME,
|
||||
#endif
|
||||
@@ -46,6 +50,9 @@ static const char* GInstanceExtensions[] =
|
||||
|
||||
static const char* GDeviceExtensions[] =
|
||||
{
|
||||
#if PLATFORM_APPLE_FAMILY && defined(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME)
|
||||
VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME,
|
||||
#endif
|
||||
VK_KHR_SWAPCHAIN_EXTENSION_NAME,
|
||||
#if VK_KHR_maintenance1
|
||||
VK_KHR_MAINTENANCE1_EXTENSION_NAME,
|
||||
@@ -571,7 +578,7 @@ void GPUDeviceVulkan::ParseOptionalDeviceExtensions(const Array<const char*>& de
|
||||
|
||||
const auto HasExtension = [&deviceExtensions](const char* name) -> bool
|
||||
{
|
||||
const std::function<bool(const char* const&)> CheckCallback = [&name](const char* const& extension) -> bool
|
||||
const Function<bool(const char* const&)> CheckCallback = [&name](const char* const& extension) -> bool
|
||||
{
|
||||
return StringUtils::Compare(extension, name) == 0;
|
||||
};
|
||||
|
||||
@@ -431,7 +431,7 @@ void DeferredDeletionQueueVulkan::EnqueueGenericResource(Type type, uint64 handl
|
||||
ScopeLock lock(_locker);
|
||||
|
||||
#if BUILD_DEBUG
|
||||
const std::function<bool(const Entry&)> ContainsHandle = [handle](const Entry& e)
|
||||
const Function<bool(const Entry&)> ContainsHandle = [handle](const Entry& e)
|
||||
{
|
||||
return e.Handle == handle;
|
||||
};
|
||||
@@ -868,7 +868,7 @@ GPUBufferVulkan* HelperResourcesVulkan::GetDummyBuffer()
|
||||
if (!_dummyBuffer)
|
||||
{
|
||||
_dummyBuffer = (GPUBufferVulkan*)_device->CreateBuffer(TEXT("DummyBuffer"));
|
||||
_dummyBuffer->Init(GPUBufferDescription::Buffer(sizeof(int32), GPUBufferFlags::ShaderResource | GPUBufferFlags::UnorderedAccess, PixelFormat::R32_SInt));
|
||||
_dummyBuffer->Init(GPUBufferDescription::Buffer(sizeof(int32) * 256, GPUBufferFlags::ShaderResource | GPUBufferFlags::UnorderedAccess, PixelFormat::R32_SInt));
|
||||
}
|
||||
|
||||
return _dummyBuffer;
|
||||
@@ -1078,13 +1078,16 @@ GPUDevice* GPUDeviceVulkan::Create()
|
||||
|
||||
VkInstanceCreateInfo instInfo;
|
||||
RenderToolsVulkan::ZeroStruct(instInfo, VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO);
|
||||
#if PLATFORM_APPLE_FAMILY
|
||||
instInfo.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
|
||||
#endif
|
||||
instInfo.pApplicationInfo = &appInfo;
|
||||
|
||||
GetInstanceLayersAndExtensions(InstanceExtensions, InstanceLayers, SupportsDebugUtilsExt);
|
||||
|
||||
const auto hasExtension = [](const Array<const char*>& extensions, const char* name) -> bool
|
||||
{
|
||||
const std::function<bool(const char* const&)> callback = [&name](const char* const& extension) -> bool
|
||||
const Function<bool(const char* const&)> callback = [&name](const char* const& extension) -> bool
|
||||
{
|
||||
return extension && StringUtils::Compare(extension, name) == 0;
|
||||
};
|
||||
|
||||
@@ -51,7 +51,8 @@ public sealed class VulkanSdk : Sdk
|
||||
var subDirs = Directory.GetDirectories(path);
|
||||
if (subDirs.Length != 0)
|
||||
{
|
||||
path = Path.Combine(subDirs[0], "macOS");
|
||||
Flax.Build.Utilities.SortVersionDirectories(subDirs);
|
||||
path = Path.Combine(subDirs.Last(), "macOS");
|
||||
if (Directory.Exists(path))
|
||||
vulkanSdk = path;
|
||||
}
|
||||
|
||||
@@ -41,4 +41,15 @@
|
||||
#define VMA_NOT_NULL
|
||||
#include <ThirdParty/VulkanMemoryAllocator/vk_mem_alloc.h>
|
||||
|
||||
#if PLATFORM_APPLE_FAMILY
|
||||
// Declare potentially missing extensions from newer SDKs
|
||||
#ifndef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
|
||||
#define VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME "VK_KHR_portability_enumeration"
|
||||
#define VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR 0x00000001
|
||||
#endif
|
||||
#ifndef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
|
||||
#define VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME "VK_KHR_portability_subset"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@@ -97,7 +97,8 @@ Action Input::MouseLeave;
|
||||
Delegate<const Float2&, int32> Input::TouchDown;
|
||||
Delegate<const Float2&, int32> Input::TouchMove;
|
||||
Delegate<const Float2&, int32> Input::TouchUp;
|
||||
Delegate<StringView> Input::ActionTriggered;
|
||||
Delegate<StringView, InputActionState> Input::ActionTriggered;
|
||||
Delegate<StringView> Input::AxisValueChanged;
|
||||
Array<ActionConfig> Input::ActionMappings;
|
||||
Array<AxisConfig> Input::AxisMappings;
|
||||
|
||||
@@ -1017,14 +1018,22 @@ void InputService::Update()
|
||||
Input::SetMousePosition(Screen::GetSize() * 0.5f);
|
||||
}
|
||||
|
||||
// Send events for the active actions (send events only in play mode)
|
||||
// Send events for the active actions and axes (send events only in play mode)
|
||||
if (!Time::GetGamePaused())
|
||||
{
|
||||
for (auto i = Axes.Begin(); i.IsNotEnd(); ++i)
|
||||
{
|
||||
if (Math::NotNearEqual(i->Value.Value, i->Value.PrevKeyValue))
|
||||
{
|
||||
Input::AxisValueChanged(i->Key);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto i = Actions.Begin(); i.IsNotEnd(); ++i)
|
||||
{
|
||||
if (i->Value.Active)
|
||||
if (i->Value.State != InputActionState::Waiting)
|
||||
{
|
||||
Input::ActionTriggered(i->Key);
|
||||
Input::ActionTriggered(i->Key, i->Value.State);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -293,7 +293,13 @@ public:
|
||||
/// Event fired when virtual input action is triggered. Called before scripts update. See <see cref="ActionMappings"/> to edit configuration.
|
||||
/// </summary>
|
||||
/// <seealso cref="InputEvent"/>
|
||||
API_EVENT() static Delegate<StringView> ActionTriggered;
|
||||
API_EVENT() static Delegate<StringView, InputActionState> ActionTriggered;
|
||||
|
||||
/// <summary>
|
||||
/// Event fired when virtual input axis is changed. Called before scripts update. See <see cref="AxisMappings"/> to edit configuration.
|
||||
/// </summary>
|
||||
/// <seealso cref="InputAxis"/>
|
||||
API_EVENT() static Delegate<StringView> AxisValueChanged;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the value of the virtual action identified by name. Use <see cref="ActionMappings"/> to get the current config.
|
||||
|
||||
@@ -697,7 +697,8 @@ void AnimatedModel::UpdateBounds()
|
||||
}
|
||||
else if (model && model->IsLoaded() && model->LODs.Count() != 0)
|
||||
{
|
||||
BoundingBox box = model->LODs[0].GetBox(_transform, _deformation);
|
||||
const BoundingBox modelBox = model->GetBox(_transform.GetWorld());
|
||||
BoundingBox box = modelBox;
|
||||
if (GraphInstance.NodesPose.Count() != 0)
|
||||
{
|
||||
// Per-bone bounds estimated from positions
|
||||
@@ -705,11 +706,11 @@ void AnimatedModel::UpdateBounds()
|
||||
const int32 bonesCount = skeleton.Bones.Count();
|
||||
for (int32 boneIndex = 0; boneIndex < bonesCount; boneIndex++)
|
||||
box.Merge(_transform.LocalToWorld(GraphInstance.NodesPose[skeleton.Bones.Get()[boneIndex].NodeIndex].GetTranslation()));
|
||||
_box = box;
|
||||
}
|
||||
_box = box;
|
||||
|
||||
// Apply margin based on model dimensions
|
||||
const Vector3 modelBoxSize = model->GetBox().GetSize();
|
||||
const Vector3 modelBoxSize = modelBox.GetSize();
|
||||
const Vector3 center = _box.GetCenter();
|
||||
const Vector3 sizeHalf = Vector3::Max(_box.GetSize() + modelBoxSize * 0.2f, modelBoxSize) * 0.5f;
|
||||
_box = BoundingBox(center - sizeHalf, center + sizeHalf);
|
||||
|
||||
65
Source/Engine/Level/Components/MissingScript.h
Normal file
65
Source/Engine/Level/Components/MissingScript.h
Normal file
@@ -0,0 +1,65 @@
|
||||
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#if USE_EDITOR
|
||||
|
||||
#include "Engine/Core/Cache.h"
|
||||
#include "Engine/Scripting/Script.h"
|
||||
#include "Engine/Scripting/ScriptingObjectReference.h"
|
||||
#include "Engine/Serialization/JsonWriters.h"
|
||||
|
||||
/// <summary>
|
||||
/// Actor script component that represents missing script.
|
||||
/// </summary>
|
||||
API_CLASS(Attributes="HideInEditor") class FLAXENGINE_API MissingScript : public Script
|
||||
{
|
||||
API_AUTO_SERIALIZATION();
|
||||
DECLARE_SCRIPTING_TYPE(MissingScript);
|
||||
|
||||
private:
|
||||
ScriptingObjectReference<Script> _referenceScript;
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Namespace and type name of missing script.
|
||||
/// </summary>
|
||||
API_FIELD(Attributes="ReadOnly") String MissingTypeName;
|
||||
|
||||
/// <summary>
|
||||
/// Missing script serialized data.
|
||||
/// </summary>
|
||||
API_FIELD(Hidden, Attributes="HideInEditor") String Data;
|
||||
|
||||
/// <summary>
|
||||
/// Field for assigning new script to transfer data to.
|
||||
/// </summary>
|
||||
API_PROPERTY() ScriptingObjectReference<Script> GetReferenceScript() const
|
||||
{
|
||||
return _referenceScript;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Field for assigning new script to transfer data to.
|
||||
/// </summary>
|
||||
API_PROPERTY() void SetReferenceScript(const ScriptingObjectReference<Script>& value)
|
||||
{
|
||||
_referenceScript = value;
|
||||
if (Data.IsEmpty())
|
||||
return;
|
||||
rapidjson_flax::Document document;
|
||||
document.Parse(Data.ToStringAnsi().GetText());
|
||||
|
||||
auto modifier = Cache::ISerializeModifier.Get();
|
||||
_referenceScript->Deserialize(document, modifier.Value);
|
||||
|
||||
DeleteObject();
|
||||
}
|
||||
};
|
||||
|
||||
inline MissingScript::MissingScript(const SpawnParams& params)
|
||||
: Script(params)
|
||||
{
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,6 +1,7 @@
|
||||
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
|
||||
|
||||
#include "SceneObjectsFactory.h"
|
||||
#include "Components/MissingScript.h"
|
||||
#include "Engine/Level/Actor.h"
|
||||
#include "Engine/Level/Prefabs/Prefab.h"
|
||||
#include "Engine/Content/Content.h"
|
||||
@@ -257,7 +258,8 @@ void SceneObjectsFactory::HandleObjectDeserializationError(const ISerializable::
|
||||
rapidjson_flax::StringBuffer buffer;
|
||||
PrettyJsonWriter writer(buffer);
|
||||
value.Accept(writer.GetWriter());
|
||||
LOG(Warning, "Failed to deserialize scene object from data: {0}", String(buffer.GetString()));
|
||||
String bufferStr(buffer.GetString());
|
||||
LOG(Warning, "Failed to deserialize scene object from data: {0}", bufferStr);
|
||||
|
||||
// Try to log some useful info about missing object (eg. it's parent name for faster fixing)
|
||||
const auto parentIdMember = value.FindMember("ParentID");
|
||||
@@ -267,6 +269,14 @@ void SceneObjectsFactory::HandleObjectDeserializationError(const ISerializable::
|
||||
Actor* parent = Scripting::FindObject<Actor>(parentId);
|
||||
if (parent)
|
||||
{
|
||||
#if USE_EDITOR
|
||||
// Add dummy script
|
||||
auto* dummyScript = parent->AddScript<MissingScript>();
|
||||
const auto parentIdMember = value.FindMember("TypeName");
|
||||
if (parentIdMember != value.MemberEnd() && parentIdMember->value.IsString())
|
||||
dummyScript->MissingTypeName = parentIdMember->value.GetString();
|
||||
dummyScript->Data = MoveTemp(bufferStr);
|
||||
#endif
|
||||
LOG(Warning, "Parent actor of the missing object: {0}", parent->GetName());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1283,8 +1283,8 @@ void ParticlesSystem::Job(int32 index)
|
||||
updateBounds = true;
|
||||
}
|
||||
// TODO: if using fixed timestep quantize the dt and accumulate remaining part for the next update?
|
||||
if (dt <= 1.0f / 240.0f)
|
||||
return;
|
||||
//if (dt <= 1.0f / 240.0f)
|
||||
// return;
|
||||
dt *= effect->SimulationSpeed;
|
||||
instance.Time += dt;
|
||||
const float fps = particleSystem->FramesPerSecond;
|
||||
|
||||
@@ -30,6 +30,7 @@
|
||||
#include <stdlib.h>
|
||||
#include <sys/sysctl.h>
|
||||
#include <sys/time.h>
|
||||
#include <sys/resource.h>
|
||||
#include <mach/mach_time.h>
|
||||
#include <mach-o/dyld.h>
|
||||
#include <uuid/uuid.h>
|
||||
@@ -316,6 +317,14 @@ bool ApplePlatform::Init()
|
||||
OnPlatformUserAdd(New<User>(username));
|
||||
}
|
||||
|
||||
// Increase the maximum number of simultaneously open files
|
||||
{
|
||||
struct rlimit limit;
|
||||
limit.rlim_cur = OPEN_MAX;
|
||||
limit.rlim_max = RLIM_INFINITY;
|
||||
setrlimit(RLIMIT_NOFILE, &limit);
|
||||
}
|
||||
|
||||
AutoreleasePool = [[NSAutoreleasePool alloc] init];
|
||||
|
||||
return false;
|
||||
|
||||
@@ -220,6 +220,12 @@ void WindowsWindow::Show()
|
||||
if (!_settings.HasBorder)
|
||||
{
|
||||
SetWindowPos(_handle, nullptr, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOACTIVATE | SWP_NOZORDER);
|
||||
if (!_settings.IsRegularWindow && _settings.ShowAfterFirstPaint && _settings.StartPosition == WindowStartPosition::Manual)
|
||||
{
|
||||
int32 x = Math::TruncToInt(_settings.Position.X);
|
||||
int32 y = Math::TruncToInt(_settings.Position.Y);
|
||||
SetWindowPos(_handle, nullptr, x, y, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE | SWP_NOOWNERZORDER);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -711,8 +717,27 @@ void WindowsWindow::CheckForWindowResize()
|
||||
// Cache client size
|
||||
RECT rect;
|
||||
GetClientRect(_handle, &rect);
|
||||
const int32 width = Math::Max(rect.right - rect.left, 0L);
|
||||
const int32 height = Math::Max(rect.bottom - rect.top, 0L);
|
||||
int32 width = Math::Max(rect.right - rect.left, 0L);
|
||||
int32 height = Math::Max(rect.bottom - rect.top, 0L);
|
||||
|
||||
// Check for windows maximized size and see if it needs to adjust position if needed
|
||||
if (_maximized)
|
||||
{
|
||||
// Pick the current monitor data for sizing
|
||||
const HMONITOR monitor = MonitorFromWindow(_handle, MONITOR_DEFAULTTONEAREST);
|
||||
MONITORINFO monitorInfo;
|
||||
monitorInfo.cbSize = sizeof(MONITORINFO);
|
||||
GetMonitorInfoW(monitor, &monitorInfo);
|
||||
|
||||
auto cwidth = monitorInfo.rcWork.right - monitorInfo.rcWork.left;
|
||||
auto cheight = monitorInfo.rcWork.bottom - monitorInfo.rcWork.top;
|
||||
if (width > cwidth && height > cheight)
|
||||
{
|
||||
width = cwidth;
|
||||
height = cheight;
|
||||
SetWindowPos(_handle, HWND_TOP, monitorInfo.rcWork.left, monitorInfo.rcWork.top, width, height, SWP_FRAMECHANGED | SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE | SWP_NOOWNERZORDER);
|
||||
}
|
||||
}
|
||||
_clientSize = Float2(static_cast<float>(width), static_cast<float>(height));
|
||||
|
||||
// Check if window size has been changed
|
||||
|
||||
@@ -378,6 +378,34 @@ namespace FlaxEngine.Json
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serialize <see cref="Tag"/> as inlined text.
|
||||
/// </summary>
|
||||
/// <seealso cref="Newtonsoft.Json.JsonConverter" />
|
||||
internal class TagConverter : JsonConverter
|
||||
{
|
||||
/// <inheritdoc />
|
||||
public override void WriteJson(JsonWriter writer, object value, Newtonsoft.Json.JsonSerializer serializer)
|
||||
{
|
||||
var tag = (Tag)value;
|
||||
writer.WriteValue(tag.ToString());
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override object ReadJson(JsonReader reader, Type objectType, object existingValue, Newtonsoft.Json.JsonSerializer serializer)
|
||||
{
|
||||
if (reader.TokenType == JsonToken.String)
|
||||
return Tags.Get((string)reader.Value);
|
||||
return Tag.Default;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override bool CanConvert(Type objectType)
|
||||
{
|
||||
return objectType == typeof(Tag);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
/// <summary>
|
||||
/// Serialize Guid values using `N` format
|
||||
|
||||
@@ -128,6 +128,7 @@ namespace FlaxEngine.Json
|
||||
settings.Converters.Add(new MarginConverter());
|
||||
settings.Converters.Add(new VersionConverter());
|
||||
settings.Converters.Add(new LocalizedStringConverter());
|
||||
settings.Converters.Add(new TagConverter());
|
||||
//settings.Converters.Add(new GuidConverter());
|
||||
return settings;
|
||||
}
|
||||
|
||||
@@ -256,7 +256,7 @@ BoundingBox JsonTools::GetBoundingBox(const Value& value)
|
||||
|
||||
Guid JsonTools::GetGuid(const Value& value)
|
||||
{
|
||||
if (value.IsNull())
|
||||
if (!value.IsString())
|
||||
return Guid::Empty;
|
||||
CHECK_RETURN(value.GetStringLength() == 32, Guid::Empty);
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "Engine/Core/Math/Matrix.h"
|
||||
#include "Engine/Core/Collections/Dictionary.h"
|
||||
#include "Engine/Platform/FileSystem.h"
|
||||
#include "Engine/Platform/File.h"
|
||||
#include "Engine/Tools/TextureTool/TextureTool.h"
|
||||
|
||||
// Import Assimp library
|
||||
@@ -516,8 +517,47 @@ bool ImportTexture(ImportedModelData& result, AssimpImporterData& data, aiString
|
||||
bool ImportMaterialTexture(ImportedModelData& result, AssimpImporterData& data, const aiMaterial* aMaterial, aiTextureType aTextureType, int32& textureIndex, TextureEntry::TypeHint type)
|
||||
{
|
||||
aiString aFilename;
|
||||
return aMaterial->GetTexture(aTextureType, 0, &aFilename, nullptr, nullptr, nullptr, nullptr) == AI_SUCCESS &&
|
||||
ImportTexture(result, data, aFilename, textureIndex, type);
|
||||
if (aMaterial->GetTexture(aTextureType, 0, &aFilename, nullptr, nullptr, nullptr, nullptr) == AI_SUCCESS)
|
||||
{
|
||||
// Check for embedded textures
|
||||
String filename = String(aFilename.C_Str()).TrimTrailing();
|
||||
if (filename.StartsWith(TEXT(AI_EMBEDDED_TEXNAME_PREFIX)))
|
||||
{
|
||||
const aiTexture* aTex = data.Scene->GetEmbeddedTexture(aFilename.C_Str());
|
||||
const StringView texIndexName(filename.Get() + (ARRAY_COUNT(AI_EMBEDDED_TEXNAME_PREFIX) - 1));
|
||||
uint32 texIndex;
|
||||
if (!aTex && !StringUtils::Parse(texIndexName.Get(), texIndexName.Length(), &texIndex) && texIndex >= 0 && texIndex < data.Scene->mNumTextures)
|
||||
aTex = data.Scene->mTextures[texIndex];
|
||||
if (aTex && aTex->mHeight == 0 && aTex->mWidth > 0)
|
||||
{
|
||||
// Export embedded texture to temporary file
|
||||
filename = String::Format(TEXT("{0}_tex_{1}.{2}"), StringUtils::GetFileNameWithoutExtension(data.Path), texIndexName, String(aTex->achFormatHint));
|
||||
File::WriteAllBytes(String(StringUtils::GetDirectoryName(data.Path)) / filename, (const byte*)aTex->pcData, (int32)aTex->mWidth);
|
||||
}
|
||||
}
|
||||
|
||||
// Find texture file path
|
||||
String path;
|
||||
if (ModelTool::FindTexture(data.Path, filename, path))
|
||||
return true;
|
||||
|
||||
// Check if already used
|
||||
textureIndex = 0;
|
||||
while (textureIndex < result.Textures.Count())
|
||||
{
|
||||
if (result.Textures[textureIndex].FilePath == path)
|
||||
return true;
|
||||
textureIndex++;
|
||||
}
|
||||
|
||||
// Import texture
|
||||
auto& texture = result.Textures.AddOne();
|
||||
texture.FilePath = path;
|
||||
texture.Type = type;
|
||||
texture.AssetID = Guid::Empty;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ImportMaterials(ImportedModelData& result, AssimpImporterData& data, String& errorMsg)
|
||||
@@ -706,8 +746,15 @@ bool ModelTool::ImportDataAssimp(const char* path, ImportedModelData& data, Opti
|
||||
return true;
|
||||
}
|
||||
|
||||
// Create root node
|
||||
AssimpNode& rootNode = context->Nodes.AddOne();
|
||||
rootNode.ParentIndex = -1;
|
||||
rootNode.LodIndex = 0;
|
||||
rootNode.Name = TEXT("Root");
|
||||
rootNode.LocalTransform = Transform::Identity;
|
||||
|
||||
// Process imported scene nodes
|
||||
ProcessNodes(*context, context->Scene->mRootNode, -1);
|
||||
ProcessNodes(*context, context->Scene->mRootNode, 0);
|
||||
}
|
||||
DeleteMe<AssimpImporterData> contextCleanup(options.SplitContext ? nullptr : context);
|
||||
|
||||
@@ -823,7 +870,13 @@ bool ModelTool::ImportDataAssimp(const char* path, ImportedModelData& data, Opti
|
||||
const auto animations = context->Scene->mAnimations[animIndex];
|
||||
data.Animation.Channels.Resize(animations->mNumChannels, false);
|
||||
data.Animation.Duration = animations->mDuration;
|
||||
data.Animation.FramesPerSecond = animations->mTicksPerSecond != 0.0 ? animations->mTicksPerSecond : 25.0;
|
||||
data.Animation.FramesPerSecond = animations->mTicksPerSecond;
|
||||
if (data.Animation.FramesPerSecond <= 0)
|
||||
{
|
||||
data.Animation.FramesPerSecond = context->Options.DefaultFrameRate;
|
||||
if (data.Animation.FramesPerSecond <= 0)
|
||||
data.Animation.FramesPerSecond = 30.0f;
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < animations->mNumChannels; i++)
|
||||
{
|
||||
|
||||
@@ -12,6 +12,8 @@
|
||||
#include "Engine/Tools/TextureTool/TextureTool.h"
|
||||
#include "Engine/Platform/File.h"
|
||||
|
||||
#define OPEN_FBX_CONVERT_SPACE 1
|
||||
|
||||
// Import OpenFBX library
|
||||
// Source: https://github.com/nem0/OpenFBX
|
||||
#include <ThirdParty/OpenFBX/ofbx.h>
|
||||
@@ -85,12 +87,16 @@ struct OpenFbxImporterData
|
||||
const ModelTool::Options& Options;
|
||||
|
||||
ofbx::GlobalSettings GlobalSettings;
|
||||
#if OPEN_FBX_CONVERT_SPACE
|
||||
Quaternion RootConvertRotation = Quaternion::Identity;
|
||||
Float3 Up;
|
||||
Float3 Front;
|
||||
Float3 Right;
|
||||
bool ConvertRH;
|
||||
#else
|
||||
static constexpr bool ConvertRH = false;
|
||||
#endif
|
||||
float FrameRate;
|
||||
Quaternion RootConvertRotation = Quaternion::Identity;
|
||||
|
||||
Array<FbxNode> Nodes;
|
||||
Array<FbxBone> Bones;
|
||||
@@ -103,7 +109,9 @@ struct OpenFbxImporterData
|
||||
, Path(path)
|
||||
, Options(options)
|
||||
, GlobalSettings(*scene->getGlobalSettings())
|
||||
#if OPEN_FBX_CONVERT_SPACE
|
||||
, ConvertRH(GlobalSettings.CoordAxis == ofbx::CoordSystem_RightHanded)
|
||||
#endif
|
||||
, Nodes(static_cast<int32>(scene->getMeshCount() * 4.0f))
|
||||
{
|
||||
float frameRate = scene->getSceneFrameRate();
|
||||
@@ -114,6 +122,7 @@ struct OpenFbxImporterData
|
||||
frameRate = 30.0f;
|
||||
}
|
||||
FrameRate = frameRate;
|
||||
#if OPEN_FBX_CONVERT_SPACE
|
||||
const float coordAxisSign = GlobalSettings.CoordAxis == ofbx::CoordSystem_LeftHanded ? -1.0f : +1.0f;
|
||||
switch (GlobalSettings.UpAxis)
|
||||
{
|
||||
@@ -170,6 +179,7 @@ struct OpenFbxImporterData
|
||||
break;
|
||||
default: ;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
bool ImportMaterialTexture(ImportedModelData& result, const ofbx::Material* mat, ofbx::Texture::TextureType textureType, int32& textureIndex, TextureEntry::TypeHint type) const
|
||||
@@ -366,13 +376,12 @@ void ProcessNodes(OpenFbxImporterData& data, const ofbx::Object* aNode, int32 pa
|
||||
{
|
||||
node.LodIndex = data.Nodes[parentIndex].LodIndex;
|
||||
if (node.LodIndex == 0)
|
||||
{
|
||||
node.LodIndex = ModelTool::DetectLodIndex(node.Name);
|
||||
}
|
||||
ASSERT(Math::IsInRange(node.LodIndex, 0, MODEL_MAX_LODS - 1));
|
||||
}
|
||||
|
||||
auto transform = ToMatrix(aNode->evalLocal(aNode->getLocalTranslation(), aNode->getLocalRotation()));
|
||||
#if OPEN_FBX_CONVERT_SPACE
|
||||
if (data.ConvertRH)
|
||||
{
|
||||
// Mirror all base vectors at the local Z axis
|
||||
@@ -388,6 +397,7 @@ void ProcessNodes(OpenFbxImporterData& data, const ofbx::Object* aNode, int32 pa
|
||||
transform.M33 = -transform.M33;
|
||||
transform.M43 = -transform.M43;
|
||||
}
|
||||
#endif
|
||||
transform.Decompose(node.LocalTransform);
|
||||
data.Nodes.Add(node);
|
||||
|
||||
@@ -416,8 +426,9 @@ Matrix GetOffsetMatrix(OpenFbxImporterData& data, const ofbx::Mesh* mesh, const
|
||||
}
|
||||
}
|
||||
}
|
||||
//return Matrix::Identity;
|
||||
return ToMatrix(node->getGlobalTransform());
|
||||
#elif 1
|
||||
#else
|
||||
Matrix t = Matrix::Identity;
|
||||
const int32 boneIdx = data.FindBone(node);
|
||||
int32 idx = data.Bones[boneIdx].NodeIndex;
|
||||
@@ -427,17 +438,6 @@ Matrix GetOffsetMatrix(OpenFbxImporterData& data, const ofbx::Mesh* mesh, const
|
||||
idx = data.Nodes[idx].ParentIndex;
|
||||
} while (idx != -1);
|
||||
return t;
|
||||
#else
|
||||
auto* skin = mesh->getGeometry()->getSkin();
|
||||
for (int i = 0, c = skin->getClusterCount(); i < c; i++)
|
||||
{
|
||||
const ofbx::Cluster* cluster = skin->getCluster(i);
|
||||
if (cluster->getLink() == node)
|
||||
{
|
||||
return ToMatrix(cluster->getTransformLinkMatrix());
|
||||
}
|
||||
}
|
||||
return Matrix::Identity;
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -455,17 +455,14 @@ bool ImportBones(OpenFbxImporterData& data, String& errorMsg)
|
||||
const auto aMesh = data.Scene->getMesh(i);
|
||||
const auto aGeometry = aMesh->getGeometry();
|
||||
const ofbx::Skin* skin = aGeometry->getSkin();
|
||||
|
||||
if (skin == nullptr || IsMeshInvalid(aMesh))
|
||||
continue;
|
||||
|
||||
for (int clusterIndex = 0, c = skin->getClusterCount(); clusterIndex < c; clusterIndex++)
|
||||
for (int clusterIndex = 0, clusterCount = skin->getClusterCount(); clusterIndex < clusterCount; clusterIndex++)
|
||||
{
|
||||
const ofbx::Cluster* cluster = skin->getCluster(clusterIndex);
|
||||
|
||||
if (cluster->getIndicesCount() == 0)
|
||||
continue;
|
||||
|
||||
const auto link = cluster->getLink();
|
||||
ASSERT(link != nullptr);
|
||||
|
||||
@@ -487,7 +484,7 @@ bool ImportBones(OpenFbxImporterData& data, String& errorMsg)
|
||||
|
||||
// Add bone
|
||||
boneIndex = data.Bones.Count();
|
||||
data.Bones.EnsureCapacity(Math::Max(128, boneIndex + 16));
|
||||
data.Bones.EnsureCapacity(256);
|
||||
data.Bones.Resize(boneIndex + 1);
|
||||
auto& bone = data.Bones[boneIndex];
|
||||
|
||||
@@ -495,7 +492,7 @@ bool ImportBones(OpenFbxImporterData& data, String& errorMsg)
|
||||
bone.NodeIndex = nodeIndex;
|
||||
bone.ParentBoneIndex = -1;
|
||||
bone.FbxObj = link;
|
||||
bone.OffsetMatrix = GetOffsetMatrix(data, aMesh, link);
|
||||
bone.OffsetMatrix = GetOffsetMatrix(data, aMesh, link) * Matrix::Scaling(data.GlobalSettings.UnitScaleFactor);
|
||||
bone.OffsetMatrix.Invert();
|
||||
|
||||
// Mirror offset matrices (RH to LH)
|
||||
@@ -509,6 +506,15 @@ bool ImportBones(OpenFbxImporterData& data, String& errorMsg)
|
||||
m.M32 = -m.M32;
|
||||
m.M34 = -m.M34;
|
||||
}
|
||||
|
||||
// Convert bone matrix if scene uses root transform
|
||||
if (!data.RootConvertRotation.IsIdentity())
|
||||
{
|
||||
Matrix m;
|
||||
Matrix::RotationQuaternion(data.RootConvertRotation, m);
|
||||
m.Invert();
|
||||
bone.OffsetMatrix = m * bone.OffsetMatrix;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -547,9 +553,7 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
|
||||
// Vertex positions
|
||||
mesh.Positions.Resize(vertexCount, false);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
mesh.Positions.Get()[i] = ToFloat3(vertices[i + firstVertexOffset]);
|
||||
}
|
||||
|
||||
// Indices (dummy index buffer)
|
||||
if (vertexCount % 3 != 0)
|
||||
@@ -559,24 +563,18 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
|
||||
}
|
||||
mesh.Indices.Resize(vertexCount, false);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
mesh.Indices.Get()[i] = i;
|
||||
}
|
||||
|
||||
// Texture coordinates
|
||||
if (uvs)
|
||||
{
|
||||
mesh.UVs.Resize(vertexCount, false);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
mesh.UVs.Get()[i] = ToFloat2(uvs[i + firstVertexOffset]);
|
||||
}
|
||||
if (data.ConvertRH)
|
||||
{
|
||||
for (int32 v = 0; v < vertexCount; v++)
|
||||
{
|
||||
mesh.UVs[v].Y = 1.0f - mesh.UVs[v].Y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -593,16 +591,12 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
|
||||
{
|
||||
mesh.Normals.Resize(vertexCount, false);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
mesh.Normals.Get()[i] = ToFloat3(normals[i + firstVertexOffset]);
|
||||
}
|
||||
if (data.ConvertRH)
|
||||
{
|
||||
// Mirror normals along the Z axis
|
||||
for (int32 i = 0; i < vertexCount; i++)
|
||||
{
|
||||
mesh.Normals.Get()[i].Z *= -1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -615,16 +609,12 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
|
||||
{
|
||||
mesh.Tangents.Resize(vertexCount, false);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
mesh.Tangents.Get()[i] = ToFloat3(tangents[i + firstVertexOffset]);
|
||||
}
|
||||
if (data.ConvertRH)
|
||||
{
|
||||
// Mirror tangents along the Z axis
|
||||
for (int32 i = 0; i < vertexCount; i++)
|
||||
{
|
||||
mesh.Tangents.Get()[i].Z *= -1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -670,15 +660,11 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
|
||||
{
|
||||
mesh.LightmapUVs.Resize(vertexCount, false);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
mesh.LightmapUVs.Get()[i] = ToFloat2(lightmapUVs[i + firstVertexOffset]);
|
||||
}
|
||||
if (data.ConvertRH)
|
||||
{
|
||||
for (int32 v = 0; v < vertexCount; v++)
|
||||
{
|
||||
mesh.LightmapUVs[v].Y = 1.0f - mesh.LightmapUVs[v].Y;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -692,9 +678,7 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
|
||||
{
|
||||
mesh.Colors.Resize(vertexCount, false);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
mesh.Colors.Get()[i] = ToColor(colors[i + firstVertexOffset]);
|
||||
}
|
||||
}
|
||||
|
||||
// Blend Indices and Blend Weights
|
||||
@@ -705,13 +689,11 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
|
||||
mesh.BlendIndices.SetAll(Int4::Zero);
|
||||
mesh.BlendWeights.SetAll(Float4::Zero);
|
||||
|
||||
for (int clusterIndex = 0, c = skin->getClusterCount(); clusterIndex < c; clusterIndex++)
|
||||
for (int clusterIndex = 0, clusterCount = skin->getClusterCount(); clusterIndex < clusterCount; clusterIndex++)
|
||||
{
|
||||
const ofbx::Cluster* cluster = skin->getCluster(clusterIndex);
|
||||
|
||||
if (cluster->getIndicesCount() == 0)
|
||||
continue;
|
||||
|
||||
const auto link = cluster->getLink();
|
||||
ASSERT(link != nullptr);
|
||||
|
||||
@@ -815,15 +797,11 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
|
||||
{
|
||||
// Mirror positions along the Z axis
|
||||
for (int32 i = 0; i < vertexCount; i++)
|
||||
{
|
||||
mesh.Positions[i].Z *= -1.0f;
|
||||
}
|
||||
for (auto& blendShapeData : mesh.BlendShapes)
|
||||
{
|
||||
for (auto& v : blendShapeData.Vertices)
|
||||
{
|
||||
v.PositionDelta.Z *= -1.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -834,9 +812,7 @@ bool ProcessMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofb
|
||||
{
|
||||
// Invert the order
|
||||
for (int32 i = 0; i < mesh.Indices.Count(); i += 3)
|
||||
{
|
||||
Swap(mesh.Indices[i], mesh.Indices[i + 2]);
|
||||
}
|
||||
}
|
||||
|
||||
if ((data.Options.CalculateTangents || !tangents) && mesh.UVs.HasItems())
|
||||
@@ -888,9 +864,7 @@ bool ImportMesh(ImportedModelData& result, OpenFbxImporterData& data, const ofbx
|
||||
{
|
||||
node.LodIndex = data.Nodes[0].LodIndex;
|
||||
if (node.LodIndex == 0)
|
||||
{
|
||||
node.LodIndex = ModelTool::DetectLodIndex(node.Name);
|
||||
}
|
||||
ASSERT(Math::IsInRange(node.LodIndex, 0, MODEL_MAX_LODS - 1));
|
||||
}
|
||||
node.LocalTransform = Transform::Identity;
|
||||
@@ -999,7 +973,6 @@ void ImportCurve(const ofbx::AnimationCurveNode* curveNode, LinearCurve<T>& curv
|
||||
{
|
||||
if (curveNode == nullptr)
|
||||
return;
|
||||
|
||||
const auto keyframes = curve.Resize(info.FramesCount);
|
||||
const auto bone = curveNode->getBone();
|
||||
Frame localFrame;
|
||||
@@ -1143,6 +1116,14 @@ bool ModelTool::ImportDataOpenFBX(const char* path, ImportedModelData& data, Opt
|
||||
}
|
||||
fileData.Resize(0);
|
||||
|
||||
// Tweak scene if exported by Blender
|
||||
auto& globalInfo = *scene->getGlobalInfo();
|
||||
if (StringAnsiView(globalInfo.AppName).StartsWith(StringAnsiView("Blender"), StringSearchCase::IgnoreCase))
|
||||
{
|
||||
auto ptr = const_cast<ofbx::GlobalSettings*>(scene->getGlobalSettings());
|
||||
ptr->UpAxis = (ofbx::UpVector)((int32)ptr->UpAxis + 1);
|
||||
}
|
||||
|
||||
// Process imported scene
|
||||
context = New<OpenFbxImporterData>(path, options, scene);
|
||||
auto& globalSettings = context->GlobalSettings;
|
||||
@@ -1153,10 +1134,13 @@ bool ModelTool::ImportDataOpenFBX(const char* path, ImportedModelData& data, Opt
|
||||
|
||||
// Log scene info
|
||||
LOG(Info, "Loaded FBX model, Frame Rate: {0}, Unit Scale Factor: {1}", context->FrameRate, globalSettings.UnitScaleFactor);
|
||||
LOG(Info, "{0}, {1}, {2}", String(globalInfo.AppName), String(globalInfo.AppVersion), String(globalInfo.AppVendor));
|
||||
LOG(Info, "Up: {1}{0}", globalSettings.UpAxis == ofbx::UpVector_AxisX ? TEXT("X") : globalSettings.UpAxis == ofbx::UpVector_AxisY ? TEXT("Y") : TEXT("Z"), globalSettings.UpAxisSign == 1 ? TEXT("+") : TEXT("-"));
|
||||
LOG(Info, "Front: {1}{0}", globalSettings.FrontAxis == ofbx::FrontVector_ParityEven ? TEXT("ParityEven") : TEXT("ParityOdd"), globalSettings.FrontAxisSign == 1 ? TEXT("+") : TEXT("-"));
|
||||
LOG(Info, "{0} Handed{1}", globalSettings.CoordAxis == ofbx::CoordSystem_RightHanded ? TEXT("Right") : TEXT("Left"), globalSettings.CoordAxisSign == 1 ? TEXT("") : TEXT(" (negative)"));
|
||||
#if OPEN_FBX_CONVERT_SPACE
|
||||
LOG(Info, "Imported scene: Up={0}, Front={1}, Right={2}", context->Up, context->Front, context->Right);
|
||||
#endif
|
||||
|
||||
// Extract embedded textures
|
||||
if (EnumHasAnyFlags(data.Types, ImportDataTypes::Textures))
|
||||
@@ -1186,6 +1170,7 @@ bool ModelTool::ImportDataOpenFBX(const char* path, ImportedModelData& data, Opt
|
||||
}
|
||||
}
|
||||
|
||||
#if OPEN_FBX_CONVERT_SPACE
|
||||
// Transform nodes to match the engine coordinates system - DirectX (UpVector = +Y, FrontVector = +Z, CoordSystem = -X (LeftHanded))
|
||||
if (context->Up == Float3(1, 0, 0) && context->Front == Float3(0, 0, 1) && context->Right == Float3(0, 1, 0))
|
||||
{
|
||||
@@ -1215,15 +1200,16 @@ bool ModelTool::ImportDataOpenFBX(const char* path, ImportedModelData& data, Opt
|
||||
context->RootConvertRotation = Quaternion::Euler(90, 0, 0);*/
|
||||
if (!context->RootConvertRotation.IsIdentity())
|
||||
{
|
||||
for (int32 i = 0; i < context->Nodes.Count(); i++)
|
||||
for (auto& node : context->Nodes)
|
||||
{
|
||||
if (context->Nodes[i].ParentIndex == -1)
|
||||
if (node.ParentIndex == -1)
|
||||
{
|
||||
context->Nodes[i].LocalTransform.Orientation = context->RootConvertRotation * context->Nodes[i].LocalTransform.Orientation;
|
||||
node.LocalTransform.Orientation = context->RootConvertRotation * node.LocalTransform.Orientation;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
DeleteMe<OpenFbxImporterData> contextCleanup(options.SplitContext ? nullptr : context);
|
||||
|
||||
|
||||
@@ -31,6 +31,7 @@
|
||||
#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"
|
||||
@@ -387,6 +388,8 @@ void ModelTool::Options::Serialize(SerializeStream& stream, const void* otherObj
|
||||
SERIALIZE(SloppyOptimization);
|
||||
SERIALIZE(LODTargetError);
|
||||
SERIALIZE(ImportMaterials);
|
||||
SERIALIZE(ImportMaterialsAsInstances);
|
||||
SERIALIZE(InstanceToImportAs);
|
||||
SERIALIZE(ImportTextures);
|
||||
SERIALIZE(RestoreMaterialsOnReimport);
|
||||
SERIALIZE(GenerateSDF);
|
||||
@@ -430,6 +433,8 @@ void ModelTool::Options::Deserialize(DeserializeStream& stream, ISerializeModifi
|
||||
DESERIALIZE(SloppyOptimization);
|
||||
DESERIALIZE(LODTargetError);
|
||||
DESERIALIZE(ImportMaterials);
|
||||
DESERIALIZE(ImportMaterialsAsInstances);
|
||||
DESERIALIZE(InstanceToImportAs);
|
||||
DESERIALIZE(ImportTextures);
|
||||
DESERIALIZE(RestoreMaterialsOnReimport);
|
||||
DESERIALIZE(GenerateSDF);
|
||||
@@ -503,11 +508,11 @@ 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;
|
||||
@@ -620,62 +625,62 @@ 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.Resize(count);
|
||||
depths.SetAll(-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] = ToPair(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.Resize(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
|
||||
@@ -841,19 +846,35 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
|
||||
const auto mesh = data.LODs[0].Meshes[i];
|
||||
if (mesh->BlendIndices.IsEmpty() || mesh->BlendWeights.IsEmpty())
|
||||
{
|
||||
LOG(Warning, "Imported mesh \'{0}\' has missing skinning data. It may result in invalid rendering.", mesh->Name);
|
||||
|
||||
auto indices = Int4::Zero;
|
||||
auto weights = Float4::UnitX;
|
||||
|
||||
// Check if use a single bone for skinning
|
||||
auto nodeIndex = data.Skeleton.FindNode(mesh->Name);
|
||||
auto boneIndex = data.Skeleton.FindBone(nodeIndex);
|
||||
if (boneIndex != -1)
|
||||
if (boneIndex == -1 && nodeIndex != -1 && data.Skeleton.Bones.Count() < MAX_BONES_PER_MODEL)
|
||||
{
|
||||
LOG(Warning, "Using auto-detected bone {0} (index {1})", data.Skeleton.Nodes[nodeIndex].Name, boneIndex);
|
||||
// Add missing bone to be used by skinned model from animated nodes pose
|
||||
boneIndex = data.Skeleton.Bones.Count();
|
||||
auto& bone = data.Skeleton.Bones.AddOne();
|
||||
bone.ParentIndex = -1;
|
||||
bone.NodeIndex = nodeIndex;
|
||||
bone.LocalTransform = CombineTransformsFromNodeIndices(data.Nodes, -1, nodeIndex);
|
||||
CalculateBoneOffsetMatrix(data.Skeleton.Nodes, bone.OffsetMatrix, bone.NodeIndex);
|
||||
LOG(Warning, "Using auto-created bone {0} (index {1}) for mesh \'{2}\'", data.Skeleton.Nodes[nodeIndex].Name, boneIndex, mesh->Name);
|
||||
indices.X = boneIndex;
|
||||
}
|
||||
else if (boneIndex != -1)
|
||||
{
|
||||
// Fallback to already added bone
|
||||
LOG(Warning, "Using auto-detected bone {0} (index {1}) for mesh \'{2}\'", data.Skeleton.Nodes[nodeIndex].Name, boneIndex, mesh->Name);
|
||||
indices.X = boneIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No bone
|
||||
LOG(Warning, "Imported mesh \'{0}\' has missing skinning data. It may result in invalid rendering.", mesh->Name);
|
||||
}
|
||||
|
||||
mesh->BlendIndices.Resize(mesh->Positions.Count());
|
||||
mesh->BlendWeights.Resize(mesh->Positions.Count());
|
||||
@@ -978,23 +999,6 @@ 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;
|
||||
|
||||
// When splitting imported meshes allow only the first mesh to import assets (mesh[0] is imported after all following ones so import assets during mesh[1])
|
||||
if (!options.SplitObjects && options.ObjectIndex != 1 && options.ObjectIndex != -1)
|
||||
@@ -1006,7 +1010,42 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
|
||||
continue;
|
||||
}
|
||||
|
||||
AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialTag, assetPath, material.AssetID, &materialOptions);
|
||||
if (options.ImportMaterialsAsInstances)
|
||||
{
|
||||
// Create material instance
|
||||
AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialInstanceTag, assetPath, material.AssetID);
|
||||
if (MaterialInstance* materialInstance = Content::Load<MaterialInstance>(assetPath))
|
||||
{
|
||||
materialInstance->SetBaseMaterial(options.InstanceToImportAs);
|
||||
materialInstance->Save();
|
||||
}
|
||||
else
|
||||
{
|
||||
LOG(Error, "Failed to load material instance after creation. ({0})", assetPath);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Create material
|
||||
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
|
||||
}
|
||||
|
||||
@@ -1091,7 +1130,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
|
||||
#if COMPILE_WITH_PHYSICS_COOKING
|
||||
// Create collision
|
||||
CollisionCooking::Argument arg;
|
||||
arg.Type = CollisionDataType::TriangleMesh;
|
||||
arg.Type = options.CollisionType;
|
||||
arg.OverrideModelData = &collisionModel;
|
||||
auto assetPath = autoImportOutput / StringUtils::GetFileNameWithoutExtension(path) + TEXT("Collision") ASSET_FILES_EXTENSION_WITH_DOT;
|
||||
if (CreateCollisionData::CookMeshCollision(assetPath, arg))
|
||||
@@ -1320,14 +1359,17 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
|
||||
}
|
||||
}
|
||||
|
||||
// Apply import transform on root bones
|
||||
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
|
||||
// Apply import transform on bones
|
||||
Matrix importMatrixInv;
|
||||
importTransform.GetWorld(importMatrixInv);
|
||||
importMatrixInv.Invert();
|
||||
for (SkeletonBone& bone : data.Skeleton.Bones)
|
||||
{
|
||||
auto& bone = data.Skeleton.Bones.Get()[i];
|
||||
if (bone.ParentIndex == -1)
|
||||
{
|
||||
bone.LocalTransform = importTransform.LocalToWorld(bone.LocalTransform);
|
||||
}
|
||||
bone.OffsetMatrix = importMatrixInv * bone.OffsetMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1363,41 +1405,32 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
|
||||
// use SkeletonMapping<SkeletonBone> to map bones?
|
||||
|
||||
// Calculate offset matrix (inverse bind pose transform) for every bone manually
|
||||
/*for (SkeletonBone& bone : data.Skeleton.Bones)
|
||||
{
|
||||
for (int32 i = 0; i < data.Skeleton.Bones.Count(); i++)
|
||||
{
|
||||
Matrix t = Matrix::Identity;
|
||||
int32 idx = data.Skeleton.Bones[i].NodeIndex;
|
||||
do
|
||||
{
|
||||
t *= data.Skeleton.Nodes[idx].LocalTransform.GetWorld();
|
||||
idx = data.Skeleton.Nodes[idx].ParentIndex;
|
||||
} while (idx != -1);
|
||||
t.Invert();
|
||||
data.Skeleton.Bones[i].OffsetMatrix = t;
|
||||
}
|
||||
}
|
||||
CalculateBoneOffsetMatrix(data.Skeleton.Nodes, bone.OffsetMatrix, bone.NodeIndex);
|
||||
}*/
|
||||
|
||||
#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)
|
||||
@@ -1474,7 +1507,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
|
||||
|
||||
// Group meshes that can be merged together
|
||||
typedef Pair<int32, int32> MeshGroupKey;
|
||||
const std::function<MeshGroupKey(MeshData* const&)> f = [](MeshData* const& x) -> MeshGroupKey
|
||||
const Function<MeshGroupKey(MeshData* const&)> f = [](MeshData* const& x) -> MeshGroupKey
|
||||
{
|
||||
return MeshGroupKey(x->NodeIndex, x->MaterialSlotIndex);
|
||||
};
|
||||
@@ -1753,6 +1786,19 @@ bool ModelTool::FindTexture(const String& sourcePath, const String& file, String
|
||||
return false;
|
||||
}
|
||||
|
||||
void ModelTool::CalculateBoneOffsetMatrix(const Array<SkeletonNode>& nodes, Matrix& offsetMatrix, int32 nodeIndex)
|
||||
{
|
||||
offsetMatrix = Matrix::Identity;
|
||||
int32 idx = nodeIndex;
|
||||
do
|
||||
{
|
||||
const SkeletonNode& node = nodes[idx];
|
||||
offsetMatrix *= node.LocalTransform.GetWorld();
|
||||
idx = node.ParentIndex;
|
||||
} while (idx != -1);
|
||||
offsetMatrix.Invert();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@@ -6,11 +6,13 @@
|
||||
|
||||
#include "Engine/Core/Config.h"
|
||||
#include "Engine/Content/Assets/ModelBase.h"
|
||||
#include "Engine/Physics/CollisionData.h"
|
||||
#if USE_EDITOR
|
||||
#include "Engine/Core/ISerializable.h"
|
||||
#include "Engine/Graphics/Models/ModelData.h"
|
||||
#include "Engine/Graphics/Models/SkeletonData.h"
|
||||
#include "Engine/Animations/AnimationData.h"
|
||||
#include "Engine/Content/Assets/MaterialBase.h"
|
||||
|
||||
class JsonWriter;
|
||||
|
||||
@@ -262,6 +264,9 @@ public:
|
||||
// If specified, all meshes which name starts with this prefix will be imported as a separate collision data (excluded used for rendering).
|
||||
API_FIELD(Attributes="EditorOrder(100), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
|
||||
String CollisionMeshesPrefix = TEXT("");
|
||||
// The type of collision that should be generated if has collision prefix specified.
|
||||
API_FIELD(Attributes = "EditorOrder(105), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
|
||||
CollisionDataType CollisionType = CollisionDataType::TriangleMesh;
|
||||
|
||||
public: // Transform
|
||||
|
||||
@@ -334,11 +339,17 @@ public:
|
||||
// If checked, the importer will create materials for model meshes as specified in the file.
|
||||
API_FIELD(Attributes="EditorOrder(400), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
|
||||
bool ImportMaterials = true;
|
||||
// If checked, the importer will create the model's materials as instances of a base material.
|
||||
API_FIELD(Attributes = "EditorOrder(401), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterials))")
|
||||
bool ImportMaterialsAsInstances = false;
|
||||
// The material to import the model's materials as an instance of.
|
||||
API_FIELD(Attributes = "EditorOrder(402), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterialsAsInstances))")
|
||||
AssetReference<MaterialBase> InstanceToImportAs;
|
||||
// If checked, the importer will import texture files used by the model and any embedded texture resources.
|
||||
API_FIELD(Attributes="EditorOrder(410), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
|
||||
bool ImportTextures = true;
|
||||
// If checked, the importer will try to restore the model material slots.
|
||||
API_FIELD(Attributes="EditorOrder(420), EditorDisplay(\"Materials\", \"Restore Materials On Reimport\"), VisibleIf(nameof(ShowGeometry))")
|
||||
// If checked, the importer will try to keep the model's current material slots, instead of importing materials from the source file.
|
||||
API_FIELD(Attributes="EditorOrder(420), EditorDisplay(\"Materials\", \"Keep Material Slots on Reimport\"), VisibleIf(nameof(ShowGeometry))")
|
||||
bool RestoreMaterialsOnReimport = true;
|
||||
|
||||
public: // SDF
|
||||
@@ -419,6 +430,7 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
static void CalculateBoneOffsetMatrix(const Array<SkeletonNode>& nodes, Matrix& offsetMatrix, int32 nodeIndex);
|
||||
#if USE_ASSIMP
|
||||
static bool ImportDataAssimp(const char* path, ImportedModelData& data, Options& options, String& errorMsg);
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user