vrshoot
diff libs/assimp/3DSLoader.cpp @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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children |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/3DSLoader.cpp Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,1392 @@ 1.4 +/* 1.5 +--------------------------------------------------------------------------- 1.6 +Open Asset Import Library (assimp) 1.7 +--------------------------------------------------------------------------- 1.8 + 1.9 +Copyright (c) 2006-2012, assimp team 1.10 + 1.11 +All rights reserved. 1.12 + 1.13 +Redistribution and use of this software in source and binary forms, 1.14 +with or without modification, are permitted provided that the following 1.15 +conditions are met: 1.16 + 1.17 +* Redistributions of source code must retain the above 1.18 + copyright notice, this list of conditions and the 1.19 + following disclaimer. 1.20 + 1.21 +* Redistributions in binary form must reproduce the above 1.22 + copyright notice, this list of conditions and the 1.23 + following disclaimer in the documentation and/or other 1.24 + materials provided with the distribution. 1.25 + 1.26 +* Neither the name of the assimp team, nor the names of its 1.27 + contributors may be used to endorse or promote products 1.28 + derived from this software without specific prior 1.29 + written permission of the assimp team. 1.30 + 1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.42 +--------------------------------------------------------------------------- 1.43 +*/ 1.44 + 1.45 +/** @file 3DSLoader.cpp 1.46 + * @brief Implementation of the 3ds importer class 1.47 + * 1.48 + * http://www.the-labs.com/Blender/3DS-details.html 1.49 + */ 1.50 + 1.51 +#include "AssimpPCH.h" 1.52 +#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER 1.53 + 1.54 +// internal headers 1.55 +#include "3DSLoader.h" 1.56 + 1.57 +using namespace Assimp; 1.58 + 1.59 +static const aiImporterDesc desc = { 1.60 + "Discreet 3DS Importer", 1.61 + "", 1.62 + "", 1.63 + "Limited animation support", 1.64 + aiImporterFlags_SupportBinaryFlavour, 1.65 + 0, 1.66 + 0, 1.67 + 0, 1.68 + 0, 1.69 + "3ds prj" 1.70 +}; 1.71 + 1.72 + 1.73 +// ------------------------------------------------------------------------------------------------ 1.74 +// Begins a new parsing block 1.75 +// - Reads the current chunk and validates it 1.76 +// - computes its length 1.77 +#define ASSIMP_3DS_BEGIN_CHUNK() \ 1.78 + while (true) { \ 1.79 + if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)){ \ 1.80 + return; \ 1.81 + } \ 1.82 + Discreet3DS::Chunk chunk; \ 1.83 + ReadChunk(&chunk); \ 1.84 + int chunkSize = chunk.Size-sizeof(Discreet3DS::Chunk); \ 1.85 + const int oldReadLimit = stream->GetReadLimit(); \ 1.86 + stream->SetReadLimit(stream->GetCurrentPos() + chunkSize); \ 1.87 + 1.88 + 1.89 +// ------------------------------------------------------------------------------------------------ 1.90 +// End a parsing block 1.91 +// Must follow at the end of each parsing block, reset chunk end marker to previous value 1.92 +#define ASSIMP_3DS_END_CHUNK() \ 1.93 + stream->SkipToReadLimit(); \ 1.94 + stream->SetReadLimit(oldReadLimit); \ 1.95 + if (stream->GetRemainingSizeToLimit() == 0) \ 1.96 + return; \ 1.97 + } 1.98 + 1.99 +// ------------------------------------------------------------------------------------------------ 1.100 +// Constructor to be privately used by Importer 1.101 +Discreet3DSImporter::Discreet3DSImporter() 1.102 +{} 1.103 + 1.104 +// ------------------------------------------------------------------------------------------------ 1.105 +// Destructor, private as well 1.106 +Discreet3DSImporter::~Discreet3DSImporter() 1.107 +{} 1.108 + 1.109 +// ------------------------------------------------------------------------------------------------ 1.110 +// Returns whether the class can handle the format of the given file. 1.111 +bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const 1.112 +{ 1.113 + std::string extension = GetExtension(pFile); 1.114 + if(extension == "3ds" || extension == "prj" ) { 1.115 + return true; 1.116 + } 1.117 + if (!extension.length() || checkSig) { 1.118 + uint16_t token[3]; 1.119 + token[0] = 0x4d4d; 1.120 + token[1] = 0x3dc2; 1.121 + //token[2] = 0x3daa; 1.122 + return CheckMagicToken(pIOHandler,pFile,token,2,0,2); 1.123 + } 1.124 + return false; 1.125 +} 1.126 + 1.127 +// ------------------------------------------------------------------------------------------------ 1.128 +// Loader registry entry 1.129 +const aiImporterDesc* Discreet3DSImporter::GetInfo () const 1.130 +{ 1.131 + return &desc; 1.132 +} 1.133 + 1.134 +// ------------------------------------------------------------------------------------------------ 1.135 +// Setup configuration properties 1.136 +void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/) 1.137 +{ 1.138 + // nothing to be done for the moment 1.139 +} 1.140 + 1.141 +// ------------------------------------------------------------------------------------------------ 1.142 +// Imports the given file into the given scene structure. 1.143 +void Discreet3DSImporter::InternReadFile( const std::string& pFile, 1.144 + aiScene* pScene, IOSystem* pIOHandler) 1.145 +{ 1.146 + StreamReaderLE stream(pIOHandler->Open(pFile,"rb")); 1.147 + this->stream = &stream; 1.148 + 1.149 + // We should have at least one chunk 1.150 + if (stream.GetRemainingSize() < 16) { 1.151 + throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile); 1.152 + } 1.153 + 1.154 + // Allocate our temporary 3DS representation 1.155 + mScene = new D3DS::Scene(); 1.156 + 1.157 + // Initialize members 1.158 + mLastNodeIndex = -1; 1.159 + mCurrentNode = new D3DS::Node(); 1.160 + mRootNode = mCurrentNode; 1.161 + mRootNode->mHierarchyPos = -1; 1.162 + mRootNode->mHierarchyIndex = -1; 1.163 + mRootNode->mParent = NULL; 1.164 + mMasterScale = 1.0f; 1.165 + mBackgroundImage = ""; 1.166 + bHasBG = false; 1.167 + bIsPrj = false; 1.168 + 1.169 + // Parse the file 1.170 + ParseMainChunk(); 1.171 + 1.172 + // Process all meshes in the file. First check whether all 1.173 + // face indices haev valid values. The generate our 1.174 + // internal verbose representation. Finally compute normal 1.175 + // vectors from the smoothing groups we read from the 1.176 + // file. 1.177 + for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(), 1.178 + end = mScene->mMeshes.end(); i != end;++i) { 1.179 + CheckIndices(*i); 1.180 + MakeUnique (*i); 1.181 + ComputeNormalsWithSmoothingsGroups<D3DS::Face>(*i); 1.182 + } 1.183 + 1.184 + // Replace all occurences of the default material with a 1.185 + // valid material. Generate it if no material containing 1.186 + // DEFAULT in its name has been found in the file 1.187 + ReplaceDefaultMaterial(); 1.188 + 1.189 + // Convert the scene from our internal representation to an 1.190 + // aiScene object. This involves copying all meshes, lights 1.191 + // and cameras to the scene 1.192 + ConvertScene(pScene); 1.193 + 1.194 + // Generate the node graph for the scene. This is a little bit 1.195 + // tricky since we'll need to split some meshes into submeshes 1.196 + GenerateNodeGraph(pScene); 1.197 + 1.198 + // Now apply the master scaling factor to the scene 1.199 + ApplyMasterScale(pScene); 1.200 + 1.201 + // Delete our internal scene representation and the root 1.202 + // node, so the whole hierarchy will follow 1.203 + delete mRootNode; 1.204 + delete mScene; 1.205 + 1.206 + AI_DEBUG_INVALIDATE_PTR(mRootNode); 1.207 + AI_DEBUG_INVALIDATE_PTR(mScene); 1.208 + AI_DEBUG_INVALIDATE_PTR(this->stream); 1.209 +} 1.210 + 1.211 +// ------------------------------------------------------------------------------------------------ 1.212 +// Applies a master-scaling factor to the imported scene 1.213 +void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene) 1.214 +{ 1.215 + // There are some 3DS files with a zero scaling factor 1.216 + if (!mMasterScale)mMasterScale = 1.0f; 1.217 + else mMasterScale = 1.0f / mMasterScale; 1.218 + 1.219 + // Construct an uniform scaling matrix and multiply with it 1.220 + pScene->mRootNode->mTransformation *= aiMatrix4x4( 1.221 + mMasterScale,0.0f, 0.0f, 0.0f, 1.222 + 0.0f, mMasterScale,0.0f, 0.0f, 1.223 + 0.0f, 0.0f, mMasterScale,0.0f, 1.224 + 0.0f, 0.0f, 0.0f, 1.0f); 1.225 + 1.226 + // Check whether a scaling track is assigned to the root node. 1.227 +} 1.228 + 1.229 +// ------------------------------------------------------------------------------------------------ 1.230 +// Reads a new chunk from the file 1.231 +void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut) 1.232 +{ 1.233 + ai_assert(pcOut != NULL); 1.234 + 1.235 + pcOut->Flag = stream->GetI2(); 1.236 + pcOut->Size = stream->GetI4(); 1.237 + 1.238 + if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize()) 1.239 + throw DeadlyImportError("Chunk is too large"); 1.240 + 1.241 + if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit()) 1.242 + DefaultLogger::get()->error("3DS: Chunk overflow"); 1.243 +} 1.244 + 1.245 +// ------------------------------------------------------------------------------------------------ 1.246 +// Skip a chunk 1.247 +void Discreet3DSImporter::SkipChunk() 1.248 +{ 1.249 + Discreet3DS::Chunk psChunk; 1.250 + ReadChunk(&psChunk); 1.251 + 1.252 + stream->IncPtr(psChunk.Size-sizeof(Discreet3DS::Chunk)); 1.253 + return; 1.254 +} 1.255 + 1.256 +// ------------------------------------------------------------------------------------------------ 1.257 +// Process the primary chunk of the file 1.258 +void Discreet3DSImporter::ParseMainChunk() 1.259 +{ 1.260 + ASSIMP_3DS_BEGIN_CHUNK(); 1.261 + 1.262 + // get chunk type 1.263 + switch (chunk.Flag) 1.264 + { 1.265 + 1.266 + case Discreet3DS::CHUNK_PRJ: 1.267 + bIsPrj = true; 1.268 + case Discreet3DS::CHUNK_MAIN: 1.269 + ParseEditorChunk(); 1.270 + break; 1.271 + }; 1.272 + 1.273 + ASSIMP_3DS_END_CHUNK(); 1.274 + // recursively continue processing this hierarchy level 1.275 + return ParseMainChunk(); 1.276 +} 1.277 + 1.278 +// ------------------------------------------------------------------------------------------------ 1.279 +void Discreet3DSImporter::ParseEditorChunk() 1.280 +{ 1.281 + ASSIMP_3DS_BEGIN_CHUNK(); 1.282 + 1.283 + // get chunk type 1.284 + switch (chunk.Flag) 1.285 + { 1.286 + case Discreet3DS::CHUNK_OBJMESH: 1.287 + 1.288 + ParseObjectChunk(); 1.289 + break; 1.290 + 1.291 + // NOTE: In several documentations in the internet this 1.292 + // chunk appears at different locations 1.293 + case Discreet3DS::CHUNK_KEYFRAMER: 1.294 + 1.295 + ParseKeyframeChunk(); 1.296 + break; 1.297 + 1.298 + case Discreet3DS::CHUNK_VERSION: 1.299 + { 1.300 + // print the version number 1.301 + char buff[10]; 1.302 + ASSIMP_itoa10(buff,stream->GetI2()); 1.303 + DefaultLogger::get()->info(std::string("3DS file format version: ") + buff); 1.304 + } 1.305 + break; 1.306 + }; 1.307 + ASSIMP_3DS_END_CHUNK(); 1.308 +} 1.309 + 1.310 +// ------------------------------------------------------------------------------------------------ 1.311 +void Discreet3DSImporter::ParseObjectChunk() 1.312 +{ 1.313 + ASSIMP_3DS_BEGIN_CHUNK(); 1.314 + 1.315 + // get chunk type 1.316 + switch (chunk.Flag) 1.317 + { 1.318 + case Discreet3DS::CHUNK_OBJBLOCK: 1.319 + { 1.320 + unsigned int cnt = 0; 1.321 + const char* sz = (const char*)stream->GetPtr(); 1.322 + 1.323 + // Get the name of the geometry object 1.324 + while (stream->GetI1())++cnt; 1.325 + ParseChunk(sz,cnt); 1.326 + } 1.327 + break; 1.328 + 1.329 + case Discreet3DS::CHUNK_MAT_MATERIAL: 1.330 + 1.331 + // Add a new material to the list 1.332 + mScene->mMaterials.push_back(D3DS::Material()); 1.333 + ParseMaterialChunk(); 1.334 + break; 1.335 + 1.336 + case Discreet3DS::CHUNK_AMBCOLOR: 1.337 + 1.338 + // This is the ambient base color of the scene. 1.339 + // We add it to the ambient color of all materials 1.340 + ParseColorChunk(&mClrAmbient,true); 1.341 + if (is_qnan(mClrAmbient.r)) 1.342 + { 1.343 + // We failed to read the ambient base color. 1.344 + DefaultLogger::get()->error("3DS: Failed to read ambient base color"); 1.345 + mClrAmbient.r = mClrAmbient.g = mClrAmbient.b = 0.0f; 1.346 + } 1.347 + break; 1.348 + 1.349 + case Discreet3DS::CHUNK_BIT_MAP: 1.350 + { 1.351 + // Specifies the background image. The string should already be 1.352 + // properly 0 terminated but we need to be sure 1.353 + unsigned int cnt = 0; 1.354 + const char* sz = (const char*)stream->GetPtr(); 1.355 + while (stream->GetI1())++cnt; 1.356 + mBackgroundImage = std::string(sz,cnt); 1.357 + } 1.358 + break; 1.359 + 1.360 + case Discreet3DS::CHUNK_BIT_MAP_EXISTS: 1.361 + bHasBG = true; 1.362 + break; 1.363 + 1.364 + case Discreet3DS::CHUNK_MASTER_SCALE: 1.365 + // Scene master scaling factor 1.366 + mMasterScale = stream->GetF4(); 1.367 + break; 1.368 + }; 1.369 + ASSIMP_3DS_END_CHUNK(); 1.370 +} 1.371 + 1.372 +// ------------------------------------------------------------------------------------------------ 1.373 +void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num) 1.374 +{ 1.375 + ASSIMP_3DS_BEGIN_CHUNK(); 1.376 + 1.377 + // IMPLEMENTATION NOTE; 1.378 + // Cameras or lights define their transformation in their parent node and in the 1.379 + // corresponding light or camera chunks. However, we read and process the latter 1.380 + // to to be able to return valid cameras/lights even if no scenegraph is given. 1.381 + 1.382 + // get chunk type 1.383 + switch (chunk.Flag) 1.384 + { 1.385 + case Discreet3DS::CHUNK_TRIMESH: 1.386 + { 1.387 + // this starts a new triangle mesh 1.388 + mScene->mMeshes.push_back(D3DS::Mesh()); 1.389 + D3DS::Mesh& m = mScene->mMeshes.back(); 1.390 + 1.391 + // Setup the name of the mesh 1.392 + m.mName = std::string(name, num); 1.393 + 1.394 + // Read mesh chunks 1.395 + ParseMeshChunk(); 1.396 + } 1.397 + break; 1.398 + 1.399 + case Discreet3DS::CHUNK_LIGHT: 1.400 + { 1.401 + // This starts a new light 1.402 + aiLight* light = new aiLight(); 1.403 + mScene->mLights.push_back(light); 1.404 + 1.405 + light->mName.Set(std::string(name, num)); 1.406 + 1.407 + // First read the position of the light 1.408 + light->mPosition.x = stream->GetF4(); 1.409 + light->mPosition.y = stream->GetF4(); 1.410 + light->mPosition.z = stream->GetF4(); 1.411 + 1.412 + light->mColorDiffuse = aiColor3D(1.f,1.f,1.f); 1.413 + 1.414 + // Now check for further subchunks 1.415 + if (!bIsPrj) /* fixme */ 1.416 + ParseLightChunk(); 1.417 + 1.418 + // The specular light color is identical the the diffuse light color. The ambient light color 1.419 + // is equal to the ambient base color of the whole scene. 1.420 + light->mColorSpecular = light->mColorDiffuse; 1.421 + light->mColorAmbient = mClrAmbient; 1.422 + 1.423 + if (light->mType == aiLightSource_UNDEFINED) 1.424 + { 1.425 + // It must be a point light 1.426 + light->mType = aiLightSource_POINT; 1.427 + }} 1.428 + break; 1.429 + 1.430 + case Discreet3DS::CHUNK_CAMERA: 1.431 + { 1.432 + // This starts a new camera 1.433 + aiCamera* camera = new aiCamera(); 1.434 + mScene->mCameras.push_back(camera); 1.435 + camera->mName.Set(std::string(name, num)); 1.436 + 1.437 + // First read the position of the camera 1.438 + camera->mPosition.x = stream->GetF4(); 1.439 + camera->mPosition.y = stream->GetF4(); 1.440 + camera->mPosition.z = stream->GetF4(); 1.441 + 1.442 + // Then the camera target 1.443 + camera->mLookAt.x = stream->GetF4() - camera->mPosition.x; 1.444 + camera->mLookAt.y = stream->GetF4() - camera->mPosition.y; 1.445 + camera->mLookAt.z = stream->GetF4() - camera->mPosition.z; 1.446 + float len = camera->mLookAt.Length(); 1.447 + if (len < 1e-5f) { 1.448 + 1.449 + // There are some files with lookat == position. Don't know why or whether it's ok or not. 1.450 + DefaultLogger::get()->error("3DS: Unable to read proper camera look-at vector"); 1.451 + camera->mLookAt = aiVector3D(0.f,1.f,0.f); 1.452 + 1.453 + } 1.454 + else camera->mLookAt /= len; 1.455 + 1.456 + // And finally - the camera rotation angle, in counter clockwise direction 1.457 + const float angle = AI_DEG_TO_RAD( stream->GetF4() ); 1.458 + aiQuaternion quat(camera->mLookAt,angle); 1.459 + camera->mUp = quat.GetMatrix() * aiVector3D(0.f,1.f,0.f); 1.460 + 1.461 + // Read the lense angle 1.462 + camera->mHorizontalFOV = AI_DEG_TO_RAD ( stream->GetF4() ); 1.463 + if (camera->mHorizontalFOV < 0.001f) { 1.464 + camera->mHorizontalFOV = AI_DEG_TO_RAD(45.f); 1.465 + } 1.466 + 1.467 + // Now check for further subchunks 1.468 + if (!bIsPrj) /* fixme */ { 1.469 + ParseCameraChunk(); 1.470 + }} 1.471 + break; 1.472 + }; 1.473 + ASSIMP_3DS_END_CHUNK(); 1.474 +} 1.475 + 1.476 +// ------------------------------------------------------------------------------------------------ 1.477 +void Discreet3DSImporter::ParseLightChunk() 1.478 +{ 1.479 + ASSIMP_3DS_BEGIN_CHUNK(); 1.480 + aiLight* light = mScene->mLights.back(); 1.481 + 1.482 + // get chunk type 1.483 + switch (chunk.Flag) 1.484 + { 1.485 + case Discreet3DS::CHUNK_DL_SPOTLIGHT: 1.486 + // Now we can be sure that the light is a spot light 1.487 + light->mType = aiLightSource_SPOT; 1.488 + 1.489 + // We wouldn't need to normalize here, but we do it 1.490 + light->mDirection.x = stream->GetF4() - light->mPosition.x; 1.491 + light->mDirection.y = stream->GetF4() - light->mPosition.y; 1.492 + light->mDirection.z = stream->GetF4() - light->mPosition.z; 1.493 + light->mDirection.Normalize(); 1.494 + 1.495 + // Now the hotspot and falloff angles - in degrees 1.496 + light->mAngleInnerCone = AI_DEG_TO_RAD( stream->GetF4() ); 1.497 + 1.498 + // FIX: the falloff angle is just an offset 1.499 + light->mAngleOuterCone = light->mAngleInnerCone+AI_DEG_TO_RAD( stream->GetF4() ); 1.500 + break; 1.501 + 1.502 + // intensity multiplier 1.503 + case Discreet3DS::CHUNK_DL_MULTIPLIER: 1.504 + light->mColorDiffuse = light->mColorDiffuse * stream->GetF4(); 1.505 + break; 1.506 + 1.507 + // light color 1.508 + case Discreet3DS::CHUNK_RGBF: 1.509 + case Discreet3DS::CHUNK_LINRGBF: 1.510 + light->mColorDiffuse.r *= stream->GetF4(); 1.511 + light->mColorDiffuse.g *= stream->GetF4(); 1.512 + light->mColorDiffuse.b *= stream->GetF4(); 1.513 + break; 1.514 + 1.515 + // light attenuation 1.516 + case Discreet3DS::CHUNK_DL_ATTENUATE: 1.517 + light->mAttenuationLinear = stream->GetF4(); 1.518 + break; 1.519 + }; 1.520 + 1.521 + ASSIMP_3DS_END_CHUNK(); 1.522 +} 1.523 + 1.524 +// ------------------------------------------------------------------------------------------------ 1.525 +void Discreet3DSImporter::ParseCameraChunk() 1.526 +{ 1.527 + ASSIMP_3DS_BEGIN_CHUNK(); 1.528 + aiCamera* camera = mScene->mCameras.back(); 1.529 + 1.530 + // get chunk type 1.531 + switch (chunk.Flag) 1.532 + { 1.533 + // near and far clip plane 1.534 + case Discreet3DS::CHUNK_CAM_RANGES: 1.535 + camera->mClipPlaneNear = stream->GetF4(); 1.536 + camera->mClipPlaneFar = stream->GetF4(); 1.537 + break; 1.538 + } 1.539 + 1.540 + ASSIMP_3DS_END_CHUNK(); 1.541 +} 1.542 + 1.543 +// ------------------------------------------------------------------------------------------------ 1.544 +void Discreet3DSImporter::ParseKeyframeChunk() 1.545 +{ 1.546 + ASSIMP_3DS_BEGIN_CHUNK(); 1.547 + 1.548 + // get chunk type 1.549 + switch (chunk.Flag) 1.550 + { 1.551 + case Discreet3DS::CHUNK_TRACKCAMTGT: 1.552 + case Discreet3DS::CHUNK_TRACKSPOTL: 1.553 + case Discreet3DS::CHUNK_TRACKCAMERA: 1.554 + case Discreet3DS::CHUNK_TRACKINFO: 1.555 + case Discreet3DS::CHUNK_TRACKLIGHT: 1.556 + case Discreet3DS::CHUNK_TRACKLIGTGT: 1.557 + 1.558 + // this starts a new mesh hierarchy chunk 1.559 + ParseHierarchyChunk(chunk.Flag); 1.560 + break; 1.561 + }; 1.562 + 1.563 + ASSIMP_3DS_END_CHUNK(); 1.564 +} 1.565 + 1.566 +// ------------------------------------------------------------------------------------------------ 1.567 +// Little helper function for ParseHierarchyChunk 1.568 +void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent) 1.569 +{ 1.570 + if (!pcCurrent) { 1.571 + mRootNode->push_back(pcNode); 1.572 + return; 1.573 + } 1.574 + 1.575 + if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos) { 1.576 + if(pcCurrent->mParent) { 1.577 + pcCurrent->mParent->push_back(pcNode); 1.578 + } 1.579 + else pcCurrent->push_back(pcNode); 1.580 + return; 1.581 + } 1.582 + return InverseNodeSearch(pcNode,pcCurrent->mParent); 1.583 +} 1.584 + 1.585 +// ------------------------------------------------------------------------------------------------ 1.586 +// Find a node with a specific name in the import hierarchy 1.587 +D3DS::Node* FindNode(D3DS::Node* root, const std::string& name) 1.588 +{ 1.589 + if (root->mName == name) 1.590 + return root; 1.591 + for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) { 1.592 + D3DS::Node* nd; 1.593 + if (( nd = FindNode(*it,name))) 1.594 + return nd; 1.595 + } 1.596 + return NULL; 1.597 +} 1.598 + 1.599 +// ------------------------------------------------------------------------------------------------ 1.600 +// Binary predicate for std::unique() 1.601 +template <class T> 1.602 +bool KeyUniqueCompare(const T& first, const T& second) 1.603 +{ 1.604 + return first.mTime == second.mTime; 1.605 +} 1.606 + 1.607 +// ------------------------------------------------------------------------------------------------ 1.608 +// Skip some additional import data. 1.609 +void Discreet3DSImporter::SkipTCBInfo() 1.610 +{ 1.611 + unsigned int flags = stream->GetI2(); 1.612 + 1.613 + if (!flags) { 1.614 + // Currently we can't do anything with these values. They occur 1.615 + // quite rare, so it wouldn't be worth the effort implementing 1.616 + // them. 3DS ist not really suitable for complex animations, 1.617 + // so full support is not required. 1.618 + DefaultLogger::get()->warn("3DS: Skipping TCB animation info"); 1.619 + } 1.620 + 1.621 + if (flags & Discreet3DS::KEY_USE_TENS) { 1.622 + stream->IncPtr(4); 1.623 + } 1.624 + if (flags & Discreet3DS::KEY_USE_BIAS) { 1.625 + stream->IncPtr(4); 1.626 + } 1.627 + if (flags & Discreet3DS::KEY_USE_CONT) { 1.628 + stream->IncPtr(4); 1.629 + } 1.630 + if (flags & Discreet3DS::KEY_USE_EASE_FROM) { 1.631 + stream->IncPtr(4); 1.632 + } 1.633 + if (flags & Discreet3DS::KEY_USE_EASE_TO) { 1.634 + stream->IncPtr(4); 1.635 + } 1.636 +} 1.637 + 1.638 +// ------------------------------------------------------------------------------------------------ 1.639 +// Read hierarchy and keyframe info 1.640 +void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) 1.641 +{ 1.642 + ASSIMP_3DS_BEGIN_CHUNK(); 1.643 + 1.644 + // get chunk type 1.645 + switch (chunk.Flag) 1.646 + { 1.647 + case Discreet3DS::CHUNK_TRACKOBJNAME: 1.648 + 1.649 + // This is the name of the object to which the track applies. The chunk also 1.650 + // defines the position of this object in the hierarchy. 1.651 + { 1.652 + 1.653 + // First of all: get the name of the object 1.654 + unsigned int cnt = 0; 1.655 + const char* sz = (const char*)stream->GetPtr(); 1.656 + 1.657 + while (stream->GetI1())++cnt; 1.658 + std::string name = std::string(sz,cnt); 1.659 + 1.660 + // Now find out whether we have this node already (target animation channels 1.661 + // are stored with a separate object ID) 1.662 + D3DS::Node* pcNode = FindNode(mRootNode,name); 1.663 + if (pcNode) 1.664 + { 1.665 + // Make this node the current node 1.666 + mCurrentNode = pcNode; 1.667 + break; 1.668 + } 1.669 + pcNode = new D3DS::Node(); 1.670 + pcNode->mName = name; 1.671 + 1.672 + // There are two unknown values which we can safely ignore 1.673 + stream->IncPtr(4); 1.674 + 1.675 + // Now read the hierarchy position of the object 1.676 + uint16_t hierarchy = stream->GetI2() + 1; 1.677 + pcNode->mHierarchyPos = hierarchy; 1.678 + pcNode->mHierarchyIndex = mLastNodeIndex; 1.679 + 1.680 + // And find a proper position in the graph for it 1.681 + if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy) { 1.682 + 1.683 + // add to the parent of the last touched node 1.684 + mCurrentNode->mParent->push_back(pcNode); 1.685 + mLastNodeIndex++; 1.686 + } 1.687 + else if(hierarchy >= mLastNodeIndex) { 1.688 + 1.689 + // place it at the current position in the hierarchy 1.690 + mCurrentNode->push_back(pcNode); 1.691 + mLastNodeIndex = hierarchy; 1.692 + } 1.693 + else { 1.694 + // need to go back to the specified position in the hierarchy. 1.695 + InverseNodeSearch(pcNode,mCurrentNode); 1.696 + mLastNodeIndex++; 1.697 + } 1.698 + // Make this node the current node 1.699 + mCurrentNode = pcNode; 1.700 + } 1.701 + break; 1.702 + 1.703 + case Discreet3DS::CHUNK_TRACKDUMMYOBJNAME: 1.704 + 1.705 + // This is the "real" name of a $$$DUMMY object 1.706 + { 1.707 + const char* sz = (const char*) stream->GetPtr(); 1.708 + while (stream->GetI1()); 1.709 + 1.710 + // If object name is DUMMY, take this one instead 1.711 + if (mCurrentNode->mName == "$$$DUMMY") { 1.712 + //DefaultLogger::get()->warn("3DS: Skipping dummy object name for non-dummy object"); 1.713 + mCurrentNode->mName = std::string(sz); 1.714 + break; 1.715 + } 1.716 + } 1.717 + break; 1.718 + 1.719 + case Discreet3DS::CHUNK_TRACKPIVOT: 1.720 + 1.721 + if ( Discreet3DS::CHUNK_TRACKINFO != parent) 1.722 + { 1.723 + DefaultLogger::get()->warn("3DS: Skipping pivot subchunk for non usual object"); 1.724 + break; 1.725 + } 1.726 + 1.727 + // Pivot = origin of rotation and scaling 1.728 + mCurrentNode->vPivot.x = stream->GetF4(); 1.729 + mCurrentNode->vPivot.y = stream->GetF4(); 1.730 + mCurrentNode->vPivot.z = stream->GetF4(); 1.731 + break; 1.732 + 1.733 + 1.734 + // //////////////////////////////////////////////////////////////////// 1.735 + // POSITION KEYFRAME 1.736 + case Discreet3DS::CHUNK_TRACKPOS: 1.737 + { 1.738 + stream->IncPtr(10); 1.739 + const unsigned int numFrames = stream->GetI4(); 1.740 + bool sortKeys = false; 1.741 + 1.742 + // This could also be meant as the target position for 1.743 + // (targeted) lights and cameras 1.744 + std::vector<aiVectorKey>* l; 1.745 + if ( Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent) { 1.746 + l = & mCurrentNode->aTargetPositionKeys; 1.747 + } 1.748 + else l = & mCurrentNode->aPositionKeys; 1.749 + 1.750 + l->reserve(numFrames); 1.751 + for (unsigned int i = 0; i < numFrames;++i) { 1.752 + const unsigned int fidx = stream->GetI4(); 1.753 + 1.754 + // Setup a new position key 1.755 + aiVectorKey v; 1.756 + v.mTime = (double)fidx; 1.757 + 1.758 + SkipTCBInfo(); 1.759 + v.mValue.x = stream->GetF4(); 1.760 + v.mValue.y = stream->GetF4(); 1.761 + v.mValue.z = stream->GetF4(); 1.762 + 1.763 + // check whether we'll need to sort the keys 1.764 + if (!l->empty() && v.mTime <= l->back().mTime) 1.765 + sortKeys = true; 1.766 + 1.767 + // Add the new keyframe to the list 1.768 + l->push_back(v); 1.769 + } 1.770 + 1.771 + // Sort all keys with ascending time values and remove duplicates? 1.772 + if (sortKeys) { 1.773 + std::stable_sort(l->begin(),l->end()); 1.774 + l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() ); 1.775 + }} 1.776 + 1.777 + break; 1.778 + 1.779 + // //////////////////////////////////////////////////////////////////// 1.780 + // CAMERA ROLL KEYFRAME 1.781 + case Discreet3DS::CHUNK_TRACKROLL: 1.782 + { 1.783 + // roll keys are accepted for cameras only 1.784 + if (parent != Discreet3DS::CHUNK_TRACKCAMERA) { 1.785 + DefaultLogger::get()->warn("3DS: Ignoring roll track for non-camera object"); 1.786 + break; 1.787 + } 1.788 + bool sortKeys = false; 1.789 + std::vector<aiFloatKey>* l = &mCurrentNode->aCameraRollKeys; 1.790 + 1.791 + stream->IncPtr(10); 1.792 + const unsigned int numFrames = stream->GetI4(); 1.793 + l->reserve(numFrames); 1.794 + for (unsigned int i = 0; i < numFrames;++i) { 1.795 + const unsigned int fidx = stream->GetI4(); 1.796 + 1.797 + // Setup a new position key 1.798 + aiFloatKey v; 1.799 + v.mTime = (double)fidx; 1.800 + 1.801 + // This is just a single float 1.802 + SkipTCBInfo(); 1.803 + v.mValue = stream->GetF4(); 1.804 + 1.805 + // Check whether we'll need to sort the keys 1.806 + if (!l->empty() && v.mTime <= l->back().mTime) 1.807 + sortKeys = true; 1.808 + 1.809 + // Add the new keyframe to the list 1.810 + l->push_back(v); 1.811 + } 1.812 + 1.813 + // Sort all keys with ascending time values and remove duplicates? 1.814 + if (sortKeys) { 1.815 + std::stable_sort(l->begin(),l->end()); 1.816 + l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiFloatKey>), l->end() ); 1.817 + }} 1.818 + break; 1.819 + 1.820 + 1.821 + // //////////////////////////////////////////////////////////////////// 1.822 + // CAMERA FOV KEYFRAME 1.823 + case Discreet3DS::CHUNK_TRACKFOV: 1.824 + { 1.825 + DefaultLogger::get()->error("3DS: Skipping FOV animation track. " 1.826 + "This is not supported"); 1.827 + } 1.828 + break; 1.829 + 1.830 + 1.831 + // //////////////////////////////////////////////////////////////////// 1.832 + // ROTATION KEYFRAME 1.833 + case Discreet3DS::CHUNK_TRACKROTATE: 1.834 + { 1.835 + stream->IncPtr(10); 1.836 + const unsigned int numFrames = stream->GetI4(); 1.837 + 1.838 + bool sortKeys = false; 1.839 + std::vector<aiQuatKey>* l = &mCurrentNode->aRotationKeys; 1.840 + l->reserve(numFrames); 1.841 + 1.842 + for (unsigned int i = 0; i < numFrames;++i) { 1.843 + const unsigned int fidx = stream->GetI4(); 1.844 + SkipTCBInfo(); 1.845 + 1.846 + aiQuatKey v; 1.847 + v.mTime = (double)fidx; 1.848 + 1.849 + // The rotation keyframe is given as an axis-angle pair 1.850 + const float rad = stream->GetF4(); 1.851 + aiVector3D axis; 1.852 + axis.x = stream->GetF4(); 1.853 + axis.y = stream->GetF4(); 1.854 + axis.z = stream->GetF4(); 1.855 + 1.856 + if (!axis.x && !axis.y && !axis.z) 1.857 + axis.y = 1.f; 1.858 + 1.859 + // Construct a rotation quaternion from the axis-angle pair 1.860 + v.mValue = aiQuaternion(axis,rad); 1.861 + 1.862 + // Check whether we'll need to sort the keys 1.863 + if (!l->empty() && v.mTime <= l->back().mTime) 1.864 + sortKeys = true; 1.865 + 1.866 + // add the new keyframe to the list 1.867 + l->push_back(v); 1.868 + } 1.869 + // Sort all keys with ascending time values and remove duplicates? 1.870 + if (sortKeys) { 1.871 + std::stable_sort(l->begin(),l->end()); 1.872 + l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiQuatKey>), l->end() ); 1.873 + }} 1.874 + break; 1.875 + 1.876 + // //////////////////////////////////////////////////////////////////// 1.877 + // SCALING KEYFRAME 1.878 + case Discreet3DS::CHUNK_TRACKSCALE: 1.879 + { 1.880 + stream->IncPtr(10); 1.881 + const unsigned int numFrames = stream->GetI2(); 1.882 + stream->IncPtr(2); 1.883 + 1.884 + bool sortKeys = false; 1.885 + std::vector<aiVectorKey>* l = &mCurrentNode->aScalingKeys; 1.886 + l->reserve(numFrames); 1.887 + 1.888 + for (unsigned int i = 0; i < numFrames;++i) { 1.889 + const unsigned int fidx = stream->GetI4(); 1.890 + SkipTCBInfo(); 1.891 + 1.892 + // Setup a new key 1.893 + aiVectorKey v; 1.894 + v.mTime = (double)fidx; 1.895 + 1.896 + // ... and read its value 1.897 + v.mValue.x = stream->GetF4(); 1.898 + v.mValue.y = stream->GetF4(); 1.899 + v.mValue.z = stream->GetF4(); 1.900 + 1.901 + // check whether we'll need to sort the keys 1.902 + if (!l->empty() && v.mTime <= l->back().mTime) 1.903 + sortKeys = true; 1.904 + 1.905 + // Remove zero-scalings on singular axes - they've been reported to be there erroneously in some strange files 1.906 + if (!v.mValue.x) v.mValue.x = 1.f; 1.907 + if (!v.mValue.y) v.mValue.y = 1.f; 1.908 + if (!v.mValue.z) v.mValue.z = 1.f; 1.909 + 1.910 + l->push_back(v); 1.911 + } 1.912 + // Sort all keys with ascending time values and remove duplicates? 1.913 + if (sortKeys) { 1.914 + std::stable_sort(l->begin(),l->end()); 1.915 + l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() ); 1.916 + }} 1.917 + break; 1.918 + }; 1.919 + 1.920 + ASSIMP_3DS_END_CHUNK(); 1.921 +} 1.922 + 1.923 +// ------------------------------------------------------------------------------------------------ 1.924 +// Read a face chunk - it contains smoothing groups and material assignments 1.925 +void Discreet3DSImporter::ParseFaceChunk() 1.926 +{ 1.927 + ASSIMP_3DS_BEGIN_CHUNK(); 1.928 + 1.929 + // Get the mesh we're currently working on 1.930 + D3DS::Mesh& mMesh = mScene->mMeshes.back(); 1.931 + 1.932 + // Get chunk type 1.933 + switch (chunk.Flag) 1.934 + { 1.935 + case Discreet3DS::CHUNK_SMOOLIST: 1.936 + { 1.937 + // This is the list of smoothing groups - a bitfield for every face. 1.938 + // Up to 32 smoothing groups assigned to a single face. 1.939 + unsigned int num = chunkSize/4, m = 0; 1.940 + for (std::vector<D3DS::Face>::iterator i = mMesh.mFaces.begin(); m != num;++i, ++m) { 1.941 + // nth bit is set for nth smoothing group 1.942 + (*i).iSmoothGroup = stream->GetI4(); 1.943 + }} 1.944 + break; 1.945 + 1.946 + case Discreet3DS::CHUNK_FACEMAT: 1.947 + { 1.948 + // at fist an asciiz with the material name 1.949 + const char* sz = (const char*)stream->GetPtr(); 1.950 + while (stream->GetI1()); 1.951 + 1.952 + // find the index of the material 1.953 + unsigned int idx = 0xcdcdcdcd, cnt = 0; 1.954 + for (std::vector<D3DS::Material>::const_iterator i = mScene->mMaterials.begin();i != mScene->mMaterials.end();++i,++cnt) { 1.955 + // use case independent comparisons. hopefully it will work. 1.956 + if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str())) { 1.957 + idx = cnt; 1.958 + break; 1.959 + } 1.960 + } 1.961 + if (0xcdcdcdcd == idx) { 1.962 + DefaultLogger::get()->error(std::string("3DS: Unknown material: ") + sz); 1.963 + } 1.964 + 1.965 + // Now continue and read all material indices 1.966 + cnt = (uint16_t)stream->GetI2(); 1.967 + for (unsigned int i = 0; i < cnt;++i) { 1.968 + unsigned int fidx = (uint16_t)stream->GetI2(); 1.969 + 1.970 + // check range 1.971 + if (fidx >= mMesh.mFaceMaterials.size()) { 1.972 + DefaultLogger::get()->error("3DS: Invalid face index in face material list"); 1.973 + } 1.974 + else mMesh.mFaceMaterials[fidx] = idx; 1.975 + }} 1.976 + break; 1.977 + }; 1.978 + ASSIMP_3DS_END_CHUNK(); 1.979 +} 1.980 + 1.981 +// ------------------------------------------------------------------------------------------------ 1.982 +// Read a mesh chunk. Here's the actual mesh data 1.983 +void Discreet3DSImporter::ParseMeshChunk() 1.984 +{ 1.985 + ASSIMP_3DS_BEGIN_CHUNK(); 1.986 + 1.987 + // Get the mesh we're currently working on 1.988 + D3DS::Mesh& mMesh = mScene->mMeshes.back(); 1.989 + 1.990 + // get chunk type 1.991 + switch (chunk.Flag) 1.992 + { 1.993 + case Discreet3DS::CHUNK_VERTLIST: 1.994 + { 1.995 + // This is the list of all vertices in the current mesh 1.996 + int num = (int)(uint16_t)stream->GetI2(); 1.997 + mMesh.mPositions.reserve(num); 1.998 + while (num-- > 0) { 1.999 + aiVector3D v; 1.1000 + v.x = stream->GetF4(); 1.1001 + v.y = stream->GetF4(); 1.1002 + v.z = stream->GetF4(); 1.1003 + mMesh.mPositions.push_back(v); 1.1004 + }} 1.1005 + break; 1.1006 + case Discreet3DS::CHUNK_TRMATRIX: 1.1007 + { 1.1008 + // This is the RLEATIVE transformation matrix of the current mesh. Vertices are 1.1009 + // pretransformed by this matrix wonder. 1.1010 + mMesh.mMat.a1 = stream->GetF4(); 1.1011 + mMesh.mMat.b1 = stream->GetF4(); 1.1012 + mMesh.mMat.c1 = stream->GetF4(); 1.1013 + mMesh.mMat.a2 = stream->GetF4(); 1.1014 + mMesh.mMat.b2 = stream->GetF4(); 1.1015 + mMesh.mMat.c2 = stream->GetF4(); 1.1016 + mMesh.mMat.a3 = stream->GetF4(); 1.1017 + mMesh.mMat.b3 = stream->GetF4(); 1.1018 + mMesh.mMat.c3 = stream->GetF4(); 1.1019 + mMesh.mMat.a4 = stream->GetF4(); 1.1020 + mMesh.mMat.b4 = stream->GetF4(); 1.1021 + mMesh.mMat.c4 = stream->GetF4(); 1.1022 + } 1.1023 + break; 1.1024 + 1.1025 + case Discreet3DS::CHUNK_MAPLIST: 1.1026 + { 1.1027 + // This is the list of all UV coords in the current mesh 1.1028 + int num = (int)(uint16_t)stream->GetI2(); 1.1029 + mMesh.mTexCoords.reserve(num); 1.1030 + while (num-- > 0) { 1.1031 + aiVector3D v; 1.1032 + v.x = stream->GetF4(); 1.1033 + v.y = stream->GetF4(); 1.1034 + mMesh.mTexCoords.push_back(v); 1.1035 + }} 1.1036 + break; 1.1037 + 1.1038 + case Discreet3DS::CHUNK_FACELIST: 1.1039 + { 1.1040 + // This is the list of all faces in the current mesh 1.1041 + int num = (int)(uint16_t)stream->GetI2(); 1.1042 + mMesh.mFaces.reserve(num); 1.1043 + while (num-- > 0) { 1.1044 + // 3DS faces are ALWAYS triangles 1.1045 + mMesh.mFaces.push_back(D3DS::Face()); 1.1046 + D3DS::Face& sFace = mMesh.mFaces.back(); 1.1047 + 1.1048 + sFace.mIndices[0] = (uint16_t)stream->GetI2(); 1.1049 + sFace.mIndices[1] = (uint16_t)stream->GetI2(); 1.1050 + sFace.mIndices[2] = (uint16_t)stream->GetI2(); 1.1051 + 1.1052 + stream->IncPtr(2); // skip edge visibility flag 1.1053 + } 1.1054 + 1.1055 + // Resize the material array (0xcdcdcdcd marks the default material; so if a face is 1.1056 + // not referenced by a material, $$DEFAULT will be assigned to it) 1.1057 + mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd); 1.1058 + 1.1059 + // Larger 3DS files could have multiple FACE chunks here 1.1060 + chunkSize = stream->GetRemainingSizeToLimit(); 1.1061 + if ( chunkSize > (int) sizeof(Discreet3DS::Chunk ) ) 1.1062 + ParseFaceChunk(); 1.1063 + } 1.1064 + break; 1.1065 + }; 1.1066 + ASSIMP_3DS_END_CHUNK(); 1.1067 +} 1.1068 + 1.1069 +// ------------------------------------------------------------------------------------------------ 1.1070 +// Read a 3DS material chunk 1.1071 +void Discreet3DSImporter::ParseMaterialChunk() 1.1072 +{ 1.1073 + ASSIMP_3DS_BEGIN_CHUNK(); 1.1074 + switch (chunk.Flag) 1.1075 + { 1.1076 + case Discreet3DS::CHUNK_MAT_MATNAME: 1.1077 + 1.1078 + { 1.1079 + // The material name string is already zero-terminated, but we need to be sure ... 1.1080 + const char* sz = (const char*)stream->GetPtr(); 1.1081 + unsigned int cnt = 0; 1.1082 + while (stream->GetI1()) 1.1083 + ++cnt; 1.1084 + 1.1085 + if (!cnt) { 1.1086 + // This may not be, we use the default name instead 1.1087 + DefaultLogger::get()->error("3DS: Empty material name"); 1.1088 + } 1.1089 + else mScene->mMaterials.back().mName = std::string(sz,cnt); 1.1090 + } 1.1091 + break; 1.1092 + 1.1093 + case Discreet3DS::CHUNK_MAT_DIFFUSE: 1.1094 + { 1.1095 + // This is the diffuse material color 1.1096 + aiColor3D* pc = &mScene->mMaterials.back().mDiffuse; 1.1097 + ParseColorChunk(pc); 1.1098 + if (is_qnan(pc->r)) { 1.1099 + // color chunk is invalid. Simply ignore it 1.1100 + DefaultLogger::get()->error("3DS: Unable to read DIFFUSE chunk"); 1.1101 + pc->r = pc->g = pc->b = 1.0f; 1.1102 + }} 1.1103 + break; 1.1104 + 1.1105 + case Discreet3DS::CHUNK_MAT_SPECULAR: 1.1106 + { 1.1107 + // This is the specular material color 1.1108 + aiColor3D* pc = &mScene->mMaterials.back().mSpecular; 1.1109 + ParseColorChunk(pc); 1.1110 + if (is_qnan(pc->r)) { 1.1111 + // color chunk is invalid. Simply ignore it 1.1112 + DefaultLogger::get()->error("3DS: Unable to read SPECULAR chunk"); 1.1113 + pc->r = pc->g = pc->b = 1.0f; 1.1114 + }} 1.1115 + break; 1.1116 + 1.1117 + case Discreet3DS::CHUNK_MAT_AMBIENT: 1.1118 + { 1.1119 + // This is the ambient material color 1.1120 + aiColor3D* pc = &mScene->mMaterials.back().mAmbient; 1.1121 + ParseColorChunk(pc); 1.1122 + if (is_qnan(pc->r)) { 1.1123 + // color chunk is invalid. Simply ignore it 1.1124 + DefaultLogger::get()->error("3DS: Unable to read AMBIENT chunk"); 1.1125 + pc->r = pc->g = pc->b = 0.0f; 1.1126 + }} 1.1127 + break; 1.1128 + 1.1129 + case Discreet3DS::CHUNK_MAT_SELF_ILLUM: 1.1130 + { 1.1131 + // This is the emissive material color 1.1132 + aiColor3D* pc = &mScene->mMaterials.back().mEmissive; 1.1133 + ParseColorChunk(pc); 1.1134 + if (is_qnan(pc->r)) { 1.1135 + // color chunk is invalid. Simply ignore it 1.1136 + DefaultLogger::get()->error("3DS: Unable to read EMISSIVE chunk"); 1.1137 + pc->r = pc->g = pc->b = 0.0f; 1.1138 + }} 1.1139 + break; 1.1140 + 1.1141 + case Discreet3DS::CHUNK_MAT_TRANSPARENCY: 1.1142 + { 1.1143 + // This is the material's transparency 1.1144 + float* pcf = &mScene->mMaterials.back().mTransparency; 1.1145 + *pcf = ParsePercentageChunk(); 1.1146 + 1.1147 + // NOTE: transparency, not opacity 1.1148 + if (is_qnan(*pcf)) 1.1149 + *pcf = 1.0f; 1.1150 + else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f; 1.1151 + } 1.1152 + break; 1.1153 + 1.1154 + case Discreet3DS::CHUNK_MAT_SHADING: 1.1155 + // This is the material shading mode 1.1156 + mScene->mMaterials.back().mShading = (D3DS::Discreet3DS::shadetype3ds)stream->GetI2(); 1.1157 + break; 1.1158 + 1.1159 + case Discreet3DS::CHUNK_MAT_TWO_SIDE: 1.1160 + // This is the two-sided flag 1.1161 + mScene->mMaterials.back().mTwoSided = true; 1.1162 + break; 1.1163 + 1.1164 + case Discreet3DS::CHUNK_MAT_SHININESS: 1.1165 + { // This is the shininess of the material 1.1166 + float* pcf = &mScene->mMaterials.back().mSpecularExponent; 1.1167 + *pcf = ParsePercentageChunk(); 1.1168 + if (is_qnan(*pcf)) 1.1169 + *pcf = 0.0f; 1.1170 + else *pcf *= (float)0xFFFF; 1.1171 + } 1.1172 + break; 1.1173 + 1.1174 + case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT: 1.1175 + { // This is the shininess strength of the material 1.1176 + float* pcf = &mScene->mMaterials.back().mShininessStrength; 1.1177 + *pcf = ParsePercentageChunk(); 1.1178 + if (is_qnan(*pcf)) 1.1179 + *pcf = 0.0f; 1.1180 + else *pcf *= (float)0xffff / 100.0f; 1.1181 + } 1.1182 + break; 1.1183 + 1.1184 + case Discreet3DS::CHUNK_MAT_SELF_ILPCT: 1.1185 + { // This is the self illumination strength of the material 1.1186 + float f = ParsePercentageChunk(); 1.1187 + if (is_qnan(f)) 1.1188 + f = 0.0f; 1.1189 + else f *= (float)0xFFFF / 100.0f; 1.1190 + mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f); 1.1191 + } 1.1192 + break; 1.1193 + 1.1194 + // Parse texture chunks 1.1195 + case Discreet3DS::CHUNK_MAT_TEXTURE: 1.1196 + // Diffuse texture 1.1197 + ParseTextureChunk(&mScene->mMaterials.back().sTexDiffuse); 1.1198 + break; 1.1199 + case Discreet3DS::CHUNK_MAT_BUMPMAP: 1.1200 + // Height map 1.1201 + ParseTextureChunk(&mScene->mMaterials.back().sTexBump); 1.1202 + break; 1.1203 + case Discreet3DS::CHUNK_MAT_OPACMAP: 1.1204 + // Opacity texture 1.1205 + ParseTextureChunk(&mScene->mMaterials.back().sTexOpacity); 1.1206 + break; 1.1207 + case Discreet3DS::CHUNK_MAT_MAT_SHINMAP: 1.1208 + // Shininess map 1.1209 + ParseTextureChunk(&mScene->mMaterials.back().sTexShininess); 1.1210 + break; 1.1211 + case Discreet3DS::CHUNK_MAT_SPECMAP: 1.1212 + // Specular map 1.1213 + ParseTextureChunk(&mScene->mMaterials.back().sTexSpecular); 1.1214 + break; 1.1215 + case Discreet3DS::CHUNK_MAT_SELFIMAP: 1.1216 + // Self-illumination (emissive) map 1.1217 + ParseTextureChunk(&mScene->mMaterials.back().sTexEmissive); 1.1218 + break; 1.1219 + case Discreet3DS::CHUNK_MAT_REFLMAP: 1.1220 + // Reflection map 1.1221 + ParseTextureChunk(&mScene->mMaterials.back().sTexReflective); 1.1222 + break; 1.1223 + }; 1.1224 + ASSIMP_3DS_END_CHUNK(); 1.1225 +} 1.1226 + 1.1227 +// ------------------------------------------------------------------------------------------------ 1.1228 +void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut) 1.1229 +{ 1.1230 + ASSIMP_3DS_BEGIN_CHUNK(); 1.1231 + 1.1232 + // get chunk type 1.1233 + switch (chunk.Flag) 1.1234 + { 1.1235 + case Discreet3DS::CHUNK_MAPFILE: 1.1236 + { 1.1237 + // The material name string is already zero-terminated, but we need to be sure ... 1.1238 + const char* sz = (const char*)stream->GetPtr(); 1.1239 + unsigned int cnt = 0; 1.1240 + while (stream->GetI1()) 1.1241 + ++cnt; 1.1242 + pcOut->mMapName = std::string(sz,cnt); 1.1243 + } 1.1244 + break; 1.1245 + 1.1246 + 1.1247 + case Discreet3DS::CHUNK_PERCENTF: 1.1248 + // Manually parse the blend factor 1.1249 + pcOut->mTextureBlend = stream->GetF4(); 1.1250 + break; 1.1251 + 1.1252 + case Discreet3DS::CHUNK_PERCENTW: 1.1253 + // Manually parse the blend factor 1.1254 + pcOut->mTextureBlend = (float)((uint16_t)stream->GetI2()) / 100.0f; 1.1255 + break; 1.1256 + 1.1257 + case Discreet3DS::CHUNK_MAT_MAP_USCALE: 1.1258 + // Texture coordinate scaling in the U direction 1.1259 + pcOut->mScaleU = stream->GetF4(); 1.1260 + if (0.0f == pcOut->mScaleU) 1.1261 + { 1.1262 + DefaultLogger::get()->warn("Texture coordinate scaling in the x direction is zero. Assuming 1."); 1.1263 + pcOut->mScaleU = 1.0f; 1.1264 + } 1.1265 + break; 1.1266 + case Discreet3DS::CHUNK_MAT_MAP_VSCALE: 1.1267 + // Texture coordinate scaling in the V direction 1.1268 + pcOut->mScaleV = stream->GetF4(); 1.1269 + if (0.0f == pcOut->mScaleV) 1.1270 + { 1.1271 + DefaultLogger::get()->warn("Texture coordinate scaling in the y direction is zero. Assuming 1."); 1.1272 + pcOut->mScaleV = 1.0f; 1.1273 + } 1.1274 + break; 1.1275 + 1.1276 + case Discreet3DS::CHUNK_MAT_MAP_UOFFSET: 1.1277 + // Texture coordinate offset in the U direction 1.1278 + pcOut->mOffsetU = -stream->GetF4(); 1.1279 + break; 1.1280 + 1.1281 + case Discreet3DS::CHUNK_MAT_MAP_VOFFSET: 1.1282 + // Texture coordinate offset in the V direction 1.1283 + pcOut->mOffsetV = stream->GetF4(); 1.1284 + break; 1.1285 + 1.1286 + case Discreet3DS::CHUNK_MAT_MAP_ANG: 1.1287 + // Texture coordinate rotation, CCW in DEGREES 1.1288 + pcOut->mRotation = -AI_DEG_TO_RAD( stream->GetF4() ); 1.1289 + break; 1.1290 + 1.1291 + case Discreet3DS::CHUNK_MAT_MAP_TILING: 1.1292 + { 1.1293 + const uint16_t iFlags = stream->GetI2(); 1.1294 + 1.1295 + // Get the mapping mode (for both axes) 1.1296 + if (iFlags & 0x2u) 1.1297 + pcOut->mMapMode = aiTextureMapMode_Mirror; 1.1298 + 1.1299 + else if (iFlags & 0x10u) 1.1300 + pcOut->mMapMode = aiTextureMapMode_Decal; 1.1301 + 1.1302 + // wrapping in all remaining cases 1.1303 + else pcOut->mMapMode = aiTextureMapMode_Wrap; 1.1304 + } 1.1305 + break; 1.1306 + }; 1.1307 + 1.1308 + ASSIMP_3DS_END_CHUNK(); 1.1309 +} 1.1310 + 1.1311 +// ------------------------------------------------------------------------------------------------ 1.1312 +// Read a percentage chunk 1.1313 +float Discreet3DSImporter::ParsePercentageChunk() 1.1314 +{ 1.1315 + Discreet3DS::Chunk chunk; 1.1316 + ReadChunk(&chunk); 1.1317 + 1.1318 + if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag) 1.1319 + return stream->GetF4(); 1.1320 + else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag) 1.1321 + return (float)((uint16_t)stream->GetI2()) / (float)0xFFFF; 1.1322 + return get_qnan(); 1.1323 +} 1.1324 + 1.1325 +// ------------------------------------------------------------------------------------------------ 1.1326 +// Read a color chunk. If a percentage chunk is found instead it is read as a grayscale color 1.1327 +void Discreet3DSImporter::ParseColorChunk(aiColor3D* out, 1.1328 + bool acceptPercent) 1.1329 +{ 1.1330 + ai_assert(out != NULL); 1.1331 + 1.1332 + // error return value 1.1333 + const float qnan = get_qnan(); 1.1334 + static const aiColor3D clrError = aiColor3D(qnan,qnan,qnan); 1.1335 + 1.1336 + Discreet3DS::Chunk chunk; 1.1337 + ReadChunk(&chunk); 1.1338 + const unsigned int diff = chunk.Size - sizeof(Discreet3DS::Chunk); 1.1339 + 1.1340 + bool bGamma = false; 1.1341 + 1.1342 + // Get the type of the chunk 1.1343 + switch(chunk.Flag) 1.1344 + { 1.1345 + case Discreet3DS::CHUNK_LINRGBF: 1.1346 + bGamma = true; 1.1347 + 1.1348 + case Discreet3DS::CHUNK_RGBF: 1.1349 + if (sizeof(float) * 3 > diff) { 1.1350 + *out = clrError; 1.1351 + return; 1.1352 + } 1.1353 + out->r = stream->GetF4(); 1.1354 + out->g = stream->GetF4(); 1.1355 + out->b = stream->GetF4(); 1.1356 + break; 1.1357 + 1.1358 + case Discreet3DS::CHUNK_LINRGBB: 1.1359 + bGamma = true; 1.1360 + case Discreet3DS::CHUNK_RGBB: 1.1361 + if (sizeof(char) * 3 > diff) { 1.1362 + *out = clrError; 1.1363 + return; 1.1364 + } 1.1365 + out->r = (float)(uint8_t)stream->GetI1() / 255.0f; 1.1366 + out->g = (float)(uint8_t)stream->GetI1() / 255.0f; 1.1367 + out->b = (float)(uint8_t)stream->GetI1() / 255.0f; 1.1368 + break; 1.1369 + 1.1370 + // Percentage chunks are accepted, too. 1.1371 + case Discreet3DS::CHUNK_PERCENTF: 1.1372 + if (acceptPercent && 4 <= diff) { 1.1373 + out->g = out->b = out->r = stream->GetF4(); 1.1374 + break; 1.1375 + } 1.1376 + *out = clrError; 1.1377 + return; 1.1378 + 1.1379 + case Discreet3DS::CHUNK_PERCENTW: 1.1380 + if (acceptPercent && 1 <= diff) { 1.1381 + out->g = out->b = out->r = (float)(uint8_t)stream->GetI1() / 255.0f; 1.1382 + break; 1.1383 + } 1.1384 + *out = clrError; 1.1385 + return; 1.1386 + 1.1387 + default: 1.1388 + stream->IncPtr(diff); 1.1389 + // Skip unknown chunks, hope this won't cause any problems. 1.1390 + return ParseColorChunk(out,acceptPercent); 1.1391 + }; 1.1392 + (void)bGamma; 1.1393 +} 1.1394 + 1.1395 +#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER