nuclear@0: nuclear@0: /* nuclear@0: Open Asset Import Library (assimp) nuclear@0: ---------------------------------------------------------------------- nuclear@0: nuclear@0: Copyright (c) 2006-2012, assimp team nuclear@0: All rights reserved. nuclear@0: nuclear@0: Redistribution and use of this software in source and binary forms, nuclear@0: with or without modification, are permitted provided that the nuclear@0: following conditions are met: nuclear@0: nuclear@0: * Redistributions of source code must retain the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer. nuclear@0: nuclear@0: * Redistributions in binary form must reproduce the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer in the documentation and/or other nuclear@0: materials provided with the distribution. nuclear@0: nuclear@0: * Neither the name of the assimp team, nor the names of its nuclear@0: contributors may be used to endorse or promote products nuclear@0: derived from this software without specific prior nuclear@0: written permission of the assimp team. nuclear@0: nuclear@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS nuclear@0: "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT nuclear@0: LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR nuclear@0: A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT nuclear@0: OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, nuclear@0: SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT nuclear@0: LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, nuclear@0: DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY nuclear@0: THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT nuclear@0: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE nuclear@0: OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. nuclear@0: nuclear@0: ---------------------------------------------------------------------- nuclear@0: */ nuclear@0: nuclear@0: /** @file 3DSLoader.h nuclear@0: * @brief 3DS File format loader nuclear@0: */ nuclear@0: #ifndef AI_3DSIMPORTER_H_INC nuclear@0: #define AI_3DSIMPORTER_H_INC nuclear@0: nuclear@0: #include "BaseImporter.h" nuclear@0: #include "assimp/types.h" nuclear@0: nuclear@0: #ifndef ASSIMP_BUILD_NO_3DS_IMPORTER nuclear@0: nuclear@0: struct aiNode; nuclear@0: #include "3DSHelper.h" nuclear@0: nuclear@0: namespace Assimp { nuclear@0: nuclear@0: nuclear@0: using namespace D3DS; nuclear@0: nuclear@0: // --------------------------------------------------------------------------------- nuclear@0: /** Importer class for 3D Studio r3 and r4 3DS files nuclear@0: */ nuclear@0: class Discreet3DSImporter : public BaseImporter nuclear@0: { nuclear@0: public: nuclear@0: nuclear@0: Discreet3DSImporter(); nuclear@0: ~Discreet3DSImporter(); nuclear@0: nuclear@0: public: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Returns whether the class can handle the format of the given file. nuclear@0: * See BaseImporter::CanRead() for details. nuclear@0: */ nuclear@0: bool CanRead( const std::string& pFile, IOSystem* pIOHandler, nuclear@0: bool checkSig) const; nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Called prior to ReadFile(). nuclear@0: * The function is a request to the importer to update its configuration nuclear@0: * basing on the Importer's configuration property list. nuclear@0: */ nuclear@0: void SetupProperties(const Importer* pImp); nuclear@0: nuclear@0: protected: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Return importer meta information. nuclear@0: * See #BaseImporter::GetInfo for the details nuclear@0: */ nuclear@0: const aiImporterDesc* GetInfo () const; nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Imports the given file into the given scene structure. nuclear@0: * See BaseImporter::InternReadFile() for details nuclear@0: */ nuclear@0: void InternReadFile( const std::string& pFile, aiScene* pScene, nuclear@0: IOSystem* pIOHandler); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Converts a temporary material to the outer representation nuclear@0: */ nuclear@0: void ConvertMaterial(D3DS::Material& p_cMat, nuclear@0: aiMaterial& p_pcOut); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Read a chunk nuclear@0: * nuclear@0: * @param pcOut Receives the current chunk nuclear@0: */ nuclear@0: void ReadChunk(Discreet3DS::Chunk* pcOut); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a percentage chunk. mCurrent will point to the next nuclear@0: * chunk behind afterwards. If no percentage chunk is found nuclear@0: * QNAN is returned. nuclear@0: */ nuclear@0: float ParsePercentageChunk(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a color chunk. mCurrent will point to the next nuclear@0: * chunk behind afterwards. If no color chunk is found nuclear@0: * QNAN is returned in all members. nuclear@0: */ nuclear@0: void ParseColorChunk(aiColor3D* p_pcOut, nuclear@0: bool p_bAcceptPercent = true); nuclear@0: nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Skip a chunk in the file nuclear@0: */ nuclear@0: void SkipChunk(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Generate the nodegraph nuclear@0: */ nuclear@0: void GenerateNodeGraph(aiScene* pcOut); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a main top-level chunk in the file nuclear@0: */ nuclear@0: void ParseMainChunk(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a top-level chunk in the file nuclear@0: */ nuclear@0: void ParseChunk(const char* name, unsigned int num); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a top-level editor chunk in the file nuclear@0: */ nuclear@0: void ParseEditorChunk(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a top-level object chunk in the file nuclear@0: */ nuclear@0: void ParseObjectChunk(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a material chunk in the file nuclear@0: */ nuclear@0: void ParseMaterialChunk(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a mesh chunk in the file nuclear@0: */ nuclear@0: void ParseMeshChunk(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a light chunk in the file nuclear@0: */ nuclear@0: void ParseLightChunk(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a camera chunk in the file nuclear@0: */ nuclear@0: void ParseCameraChunk(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a face list chunk in the file nuclear@0: */ nuclear@0: void ParseFaceChunk(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a keyframe chunk in the file nuclear@0: */ nuclear@0: void ParseKeyframeChunk(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a hierarchy chunk in the file nuclear@0: */ nuclear@0: void ParseHierarchyChunk(uint16_t parent); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Parse a texture chunk in the file nuclear@0: */ nuclear@0: void ParseTextureChunk(D3DS::Texture* pcOut); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Convert the meshes in the file nuclear@0: */ nuclear@0: void ConvertMeshes(aiScene* pcOut); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Replace the default material in the scene nuclear@0: */ nuclear@0: void ReplaceDefaultMaterial(); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Convert the whole scene nuclear@0: */ nuclear@0: void ConvertScene(aiScene* pcOut); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** generate unique vertices for a mesh nuclear@0: */ nuclear@0: void MakeUnique(D3DS::Mesh& sMesh); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Add a node to the node graph nuclear@0: */ nuclear@0: void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn, nuclear@0: aiMatrix4x4& absTrafo); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Search for a node in the graph. nuclear@0: * Called recursively nuclear@0: */ nuclear@0: void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Apply the master scaling factor to the mesh nuclear@0: */ nuclear@0: void ApplyMasterScale(aiScene* pScene); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Clamp all indices in the file to a valid range nuclear@0: */ nuclear@0: void CheckIndices(D3DS::Mesh& sMesh); nuclear@0: nuclear@0: // ------------------------------------------------------------------- nuclear@0: /** Skip the TCB info in a track key nuclear@0: */ nuclear@0: void SkipTCBInfo(); nuclear@0: nuclear@0: protected: nuclear@0: nuclear@0: /** Stream to read from */ nuclear@0: StreamReaderLE* stream; nuclear@0: nuclear@0: /** Last touched node index */ nuclear@0: short mLastNodeIndex; nuclear@0: nuclear@0: /** Current node, root node */ nuclear@0: D3DS::Node* mCurrentNode, *mRootNode; nuclear@0: nuclear@0: /** Scene under construction */ nuclear@0: D3DS::Scene* mScene; nuclear@0: nuclear@0: /** Ambient base color of the scene */ nuclear@0: aiColor3D mClrAmbient; nuclear@0: nuclear@0: /** Master scaling factor of the scene */ nuclear@0: float mMasterScale; nuclear@0: nuclear@0: /** Path to the background image of the scene */ nuclear@0: std::string mBackgroundImage; nuclear@0: bool bHasBG; nuclear@0: nuclear@0: /** true if PRJ file */ nuclear@0: bool bIsPrj; nuclear@0: }; nuclear@0: nuclear@0: #endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER nuclear@0: nuclear@0: } // end of namespace Assimp nuclear@0: nuclear@0: #endif // AI_3DSIMPORTER_H_INC