assimp/code/3DSLoader.cpp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the 3ds importer class */
#include "AssimpPCH.h"
// internal headers
#include "3DSLoader.h"
#include "TextureTransform.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Begins a new parsing block
// - Reads the current chunk and validates it
// - computes its length
#define ASSIMP_3DS_BEGIN_CHUNK() \
Discreet3DS::Chunk chunk; \
ReadChunk(&chunk); \
int chunkSize = chunk.Size-sizeof(Discreet3DS::Chunk); \
int oldReadLimit = stream->GetReadLimit(); \
stream->SetReadLimit(stream->GetCurrentPos() + chunkSize);
// ------------------------------------------------------------------------------------------------
// End a parsing block
// Must follow at the end of each parsing block
#define ASSIMP_3DS_END_CHUNK() \
stream->SkipToReadLimit(); \
stream->SetReadLimit(oldReadLimit); \
if (stream->GetRemainingSizeToLimit() == 0)return;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
Discreet3DSImporter::Discreet3DSImporter()
{
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
Discreet3DSImporter::~Discreet3DSImporter()
{
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
{
// simple check of file extension is enough for the moment
std::string::size_type pos = pFile.find_last_of('.');
// no file extension - can't read
if( pos == std::string::npos)
return false;
std::string extension = pFile.substr( pos);
for (std::string::iterator i = extension.begin(); i != extension.end();++i)
*i = ::tolower(*i);
return (extension == ".3ds");
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void Discreet3DSImporter::SetupProperties(const Importer* pImp)
{
configSkipPivot = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_3DS_IGNORE_PIVOT,0) ? true : false;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void Discreet3DSImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
this->stream = &stream;
// We should have at least one chunk
if (stream.GetRemainingSize() < 16)
throw new ImportErrorException("3DS file is either empty or corrupt: " + pFile);
// Allocate our temporary 3DS representation
mScene = new D3DS::Scene();
// Initialize members
mLastNodeIndex = -1;
mCurrentNode = new D3DS::Node();
mRootNode = mCurrentNode;
mRootNode->mHierarchyPos = -1;
mRootNode->mHierarchyIndex = -1;
mRootNode->mParent = NULL;
mMasterScale = 1.0f;
mBackgroundImage = "";
bHasBG = false;
// Parse the file
ParseMainChunk();
// Process all meshes in the file. First check whether all
// face indices haev valid values. The generate our
// internal verbose representation. Finally compute normal
// vectors from the smoothing groups we read from the
// file.
for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(),
end = mScene->mMeshes.end(); i != end;++i)
{
CheckIndices(*i);
MakeUnique (*i);
ComputeNormalsWithSmoothingsGroups<D3DS::Face>(*i);
}
// Apply scaling and offsets to all texture coordinates
TextureTransform::ApplyScaleNOffset(mScene->mMaterials);
// Replace all occurences of the default material with a
// valid material. Generate it if no material containing
// DEFAULT in its name has been found in the file
ReplaceDefaultMaterial();
// Convert the scene from our internal representation to an
// aiScene object. This involves copying all meshes, lights
// and cameras to the scene
ConvertScene(pScene);
// Generate the node graph for the scene. This is a little bit
// tricky since we'll need to split some meshes into submeshes
GenerateNodeGraph(pScene);
// Now apply the master scaling factor to the scene
ApplyMasterScale(pScene);
// We're finished here. Everything destructs automatically
// and the output scene should be valid.
}
// ------------------------------------------------------------------------------------------------
// Applies a master-scaling factor to the imported scene
void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene)
{
// There are some 3DS files with a zero scaling factor
if (!mMasterScale)mMasterScale = 1.0f;
else mMasterScale = 1.0f / mMasterScale;
// construct an uniform scaling matrix and multiply with it
pScene->mRootNode->mTransformation *= aiMatrix4x4(
mMasterScale,0.0f, 0.0f, 0.0f,
0.0f, mMasterScale,0.0f, 0.0f,
0.0f, 0.0f, mMasterScale,0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
}
// ------------------------------------------------------------------------------------------------
// Reads a new chunk from the file
void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut)
{
ai_assert(pcOut != NULL);
pcOut->Flag = stream->GetI2();
pcOut->Size = stream->GetI4();
if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize())
throw new ImportErrorException("Chunk is too large");
if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit())
DefaultLogger::get()->error("3DS: Chunk overflow");
}
// ------------------------------------------------------------------------------------------------
// Skip a chunk
void Discreet3DSImporter::SkipChunk()
{
Discreet3DS::Chunk psChunk;
ReadChunk(&psChunk);
stream->IncPtr(psChunk.Size-sizeof(Discreet3DS::Chunk));
return;
}
// ------------------------------------------------------------------------------------------------
// Process the primary chunk of the file
void Discreet3DSImporter::ParseMainChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_MAIN:
ParseEditorChunk();
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseMainChunk();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseEditorChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_OBJMESH:
ParseObjectChunk();
break;
// NOTE: In several documentations in the internet this
// chunk appears at different locations
case Discreet3DS::CHUNK_KEYFRAMER:
ParseKeyframeChunk();
break;
case Discreet3DS::CHUNK_VERSION:
{
// print the version number
char buff[10];
itoa10(buff,stream->GetI2());
DefaultLogger::get()->info(std::string("3DS file format version: ") + buff);
}
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseEditorChunk();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseObjectChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_OBJBLOCK:
{
unsigned int cnt = 0;
const char* sz = (const char*)stream->GetPtr();
// Get the name of the geometry object
while (stream->GetI1())++cnt;
ParseChunk(sz,cnt);
}
break;
case Discreet3DS::CHUNK_MAT_MATERIAL:
// Add a new material to the list
mScene->mMaterials.push_back(D3DS::Material());
ParseMaterialChunk();
break;
case Discreet3DS::CHUNK_AMBCOLOR:
// This is the ambient base color of the scene.
// We add it to the ambient color of all materials
ParseColorChunk(&mClrAmbient,true);
if (is_qnan(mClrAmbient.r))
{
// We failed to read the ambient base color.
// Set it to black so it won't have affect
// the rendering
mClrAmbient.r = 0.0f;
mClrAmbient.g = 0.0f;
mClrAmbient.b = 0.0f;
}
break;
case Discreet3DS::CHUNK_BIT_MAP:
{
// Specifies the background image. The string
// should already be properly 0 terminated but we
// need to be sure
unsigned int cnt = 0;
const char* sz = (const char*)stream->GetPtr();
while (stream->GetI1())++cnt;
mBackgroundImage = std::string(sz,cnt);
}
break;
case Discreet3DS::CHUNK_BIT_MAP_EXISTS:
bHasBG = true;
break;
case Discreet3DS::CHUNK_MASTER_SCALE:
// Scene master scaling factor
mMasterScale = stream->GetF4();
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseObjectChunk();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
{
ASSIMP_3DS_BEGIN_CHUNK();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_TRIMESH:
{
// this starts a new triangle mesh
mScene->mMeshes.push_back(D3DS::Mesh());
D3DS::Mesh& m = mScene->mMeshes.back();
// Setup the name of the mesh
m.mName = std::string(name, num);
// Read mesh chunks
ParseMeshChunk();
}
break;
case Discreet3DS::CHUNK_LIGHT:
{
// This starts a new light
aiLight* light = new aiLight();
mScene->mLights.push_back(light);
light->mName.Set(std::string(name, num));
// First read the position of the light
light->mPosition.x = stream->GetF4();
light->mPosition.y = stream->GetF4();
light->mPosition.z = stream->GetF4();
// Now check for further subchunks (excluding color)
int8_t* p = stream->GetPtr();
ParseLightChunk();
// Now read the color
stream->SetPtr(p);
ParseColorChunk(&light->mColorDiffuse,true);
if (is_qnan(light->mColorDiffuse.r))
{
// it could be there is no color subchunk
light->mColorDiffuse = aiColor3D(1.f,1.f,1.f);
}
// The specular light color is identical to
// the diffuse light color. The ambient light
// color is equal to the ambient base color of
// the whole scene.
light->mColorSpecular = light->mColorDiffuse;
light->mColorAmbient = mClrAmbient;
if (light->mType == aiLightSource_UNDEFINED)
{
// It must be a point light
light->mType = aiLightSource_POINT;
}}
break;
case Discreet3DS::CHUNK_CAMERA:
{
// This starts a new camera
aiCamera* camera = new aiCamera();
mScene->mCameras.push_back(camera);
camera->mName.Set(std::string(name, num));
// First read the position of the camera
camera->mPosition.x = stream->GetF4();
camera->mPosition.y = stream->GetF4();
camera->mPosition.z = stream->GetF4();
// Then the camera target
camera->mLookAt.x = stream->GetF4() - camera->mPosition.x;
camera->mLookAt.y = stream->GetF4() - camera->mPosition.y;
camera->mLookAt.z = stream->GetF4() - camera->mPosition.z;
// We wouldn't need to normalize here, but we do it
camera->mLookAt.Normalize();
// And finally - the camera rotation angle, in
// counter clockwise direction
float angle = AI_DEG_TO_RAD( stream->GetF4() );
aiQuaternion quat(camera->mLookAt,angle);
camera->mUp = quat.GetMatrix() * aiVector3D(0.f,1.f,0.f);
// Read the lense angle
// TODO
camera->mHorizontalFOV = AI_DEG_TO_RAD ( stream->GetF4() );
}
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseChunk(name,num);
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseLightChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
aiLight* light = mScene->mLights.back();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_SPOTLIGHT:
{
// Now we can be sure that the light is a spot light
light->mType = aiLightSource_SPOT;
// We wouldn't need to normalize here, but we do it
light->mDirection.x = stream->GetF4() - light->mPosition.x;
light->mDirection.y = stream->GetF4() - light->mPosition.y;
light->mDirection.z = stream->GetF4() - light->mPosition.z;
light->mDirection.Normalize();
// Now the hotspot and falloff angles - in degrees
light->mAngleInnerCone = AI_DEG_TO_RAD( stream->GetF4() );
light->mAngleOuterCone = AI_DEG_TO_RAD( stream->GetF4() );
// We assume linear attenuation
light->mAttenuationLinear = 1;
}
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseLightChunk();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseKeyframeChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_TRACKCAMTGT:
case Discreet3DS::CHUNK_SPOTLIGHT:
case Discreet3DS::CHUNK_TRACKCAMERA:
case Discreet3DS::CHUNK_TRACKINFO:
case Discreet3DS::CHUNK_TRACKLIGHT:
case Discreet3DS::CHUNK_TRACKLIGTGT:
// this starts a new mesh hierarchy chunk
ParseHierarchyChunk(chunk.Flag);
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseKeyframeChunk();
}
// ------------------------------------------------------------------------------------------------
// Little helper function for ParseHierarchyChunk
void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent)
{
if (!pcCurrent)
{
mRootNode->push_back(pcNode);
return;
}
if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos)
{
if(pcCurrent->mParent)pcCurrent->mParent->push_back(pcNode);
else pcCurrent->push_back(pcNode);
return;
}
return InverseNodeSearch(pcNode,pcCurrent->mParent);
}
// ------------------------------------------------------------------------------------------------
D3DS::Node* FindNode(D3DS::Node* root, const std::string& name)
{
if (root->mName == name)return root;
for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();
it != root->mChildren.end(); ++it)
{
D3DS::Node* nd;
if (( nd = FindNode(*it,name)))return nd;
}
return NULL;
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
{
ASSIMP_3DS_BEGIN_CHUNK();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_TRACKOBJNAME:
// This is the name of the object to which the track applies
// The chunk also defines the position of this object in the
// hierarchy.
{
// First of all: get the name of the object
unsigned int cnt = 0;
const char* sz = (const char*)stream->GetPtr();
while (stream->GetI1())++cnt;
std::string name = std::string(sz,cnt);
// Now find out whether we have this node already
// (target animation channels are stored with a
// separate object ID)
D3DS::Node* pcNode = FindNode(mRootNode,name);
if (!pcNode)
{
pcNode = new D3DS::Node();
pcNode->mName = name;
}
// There are two unknown values which we can safely ignore
stream->IncPtr(4);
// Now read the hierarchy position of the object
uint16_t hierarchy = stream->GetI2() + 1;
pcNode->mHierarchyPos = hierarchy;
pcNode->mHierarchyIndex = mLastNodeIndex;
// And find a proper position in the graph for it
if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy)
{
// add to the parent of the last touched node
mCurrentNode->mParent->push_back(pcNode);
mLastNodeIndex++;
}
else if(hierarchy >= mLastNodeIndex)
{
// place it at the current position in the hierarchy
mCurrentNode->push_back(pcNode);
mLastNodeIndex = hierarchy;
}
else
{
// need to go back to the specified position in the hierarchy.
InverseNodeSearch(pcNode,mCurrentNode);
mLastNodeIndex++;
}
// Make this node the current node
mCurrentNode = pcNode;
}
break;
case Discreet3DS::CHUNK_TRACKDUMMYOBJNAME:
// This is the "real" name of a $$$DUMMY object
{
if (mCurrentNode->mName != "$$$DUMMY")
{
DefaultLogger::get()->warn("3DS: Skipping dummy object name for non-dummy object");
break;
}
const char* sz = (const char*)stream->GetPtr();
while (stream->GetI1());
mCurrentNode->mDummyName = std::string(sz);
}
break;
case Discreet3DS::CHUNK_TRACKPIVOT:
if ( Discreet3DS::CHUNK_TRACKINFO != parent)
{
DefaultLogger::get()->warn("3DS: Skipping pivot subchunk for non usual object");
break;
}
// Pivot = origin of rotation and scaling
mCurrentNode->vPivot.x = stream->GetF4();
mCurrentNode->vPivot.y = stream->GetF4();
mCurrentNode->vPivot.z = stream->GetF4();
break;
case Discreet3DS::CHUNK_TRACKPOS:
{
stream->IncPtr(10);
unsigned int numFrames = stream->GetI2();
stream->IncPtr(2);
// This could also be meant as the target position for
// (targeted) lights and cameras
std::vector<aiVectorKey>* l;
if ( Discreet3DS::CHUNK_TRACKCAMTGT == parent ||
Discreet3DS::CHUNK_TRACKLIGTGT == parent)
{
l = & mCurrentNode->aTargetPositionKeys;
}
else l = & mCurrentNode->aPositionKeys;
for (unsigned int i = 0; i < numFrames;++i)
{
unsigned int fidx = stream->GetI2();
// Setup a new position key
aiVectorKey v;
v.mTime = (double)fidx;
stream->IncPtr(4);
v.mValue.x = stream->GetF4();
v.mValue.y = stream->GetF4();
v.mValue.z = stream->GetF4();
// Check whether we do already have this keyframe
for (std::vector<aiVectorKey>::const_iterator
i = l->begin();i != l->end();++i)
{
if ((*i).mTime == v.mTime)
{
DefaultLogger::get()->error("3DS: Found duplicate position keyframe");
v.mTime = -10e10f;
break;
}
}
// Add the new keyframe to the list
if (v.mTime != -10e10f)l->push_back(v);
}}
break;
case Discreet3DS::CHUNK_TRACKROLL:
{
// roll keys are accepted for cameras only
if (parent != Discreet3DS::CHUNK_TRACKCAMERA)
{
DefaultLogger::get()->warn("3DS: Ignoring roll track for non-camera object");
break;
}
stream->IncPtr(10);
unsigned int numFrames = stream->GetI2();
stream->IncPtr(2);
for (unsigned int i = 0; i < numFrames;++i)
{
unsigned int fidx = stream->GetI2();
// Setup a new position key
aiFloatKey v;
v.first = (double)fidx;
// This is just a single float
stream->IncPtr(4);
v.second = stream->GetF4();
// Check whether we do already have this keyframe
for (std::vector<aiFloatKey>::const_iterator
i = mCurrentNode->aCameraRollKeys.begin();
i != mCurrentNode->aCameraRollKeys.end();++i)
{
if ((*i).first == v.first)
{
DefaultLogger::get()->error("3DS: Found duplicate camera roll keyframe");
v.first = -10e10f;
break;
}
}
// Add the new keyframe to the list
if (v.first != -10e10f)
mCurrentNode->aCameraRollKeys.push_back(v);
}}
break;
case Discreet3DS::CHUNK_TRACKROTATE:
{
stream->IncPtr(10);
unsigned int numFrames = stream->GetI2();
stream->IncPtr(2);
for (unsigned int i = 0; i < numFrames;++i)
{
unsigned int fidx = stream->GetI2();
aiQuatKey v;
v.mTime = (double)fidx;
// The rotation keyframe is given as an axis-angle pair
float rad = stream->GetF4();
aiVector3D axis;
axis.x = stream->GetF4();
axis.y = stream->GetF4();
axis.z = stream->GetF4();
// Construct a rotation quaternion from the axis-angle pair
v.mValue = aiQuaternion(axis,rad);
// check whether we do already have this keyframe
for (std::vector<aiQuatKey>::const_iterator
i = mCurrentNode->aRotationKeys.begin();
i != mCurrentNode->aRotationKeys.end();++i)
{
if ((*i).mTime == v.mTime)
{
DefaultLogger::get()->error("3DS: Found duplicate rotation keyframe");
v.mTime = -10e10f;
break;
}
}
// add the new keyframe to the list
if (v.mTime != -10e10f)
mCurrentNode->aRotationKeys.push_back(v);
}}
break;
case Discreet3DS::CHUNK_TRACKSCALE:
{
unsigned int invalid = 0;
stream->IncPtr(10);
unsigned int numFrames = stream->GetI2();
stream->IncPtr(2);
for (unsigned int i = 0; i < numFrames;++i)
{
unsigned int fidx = stream->GetI2();
// Setup a new key
aiVectorKey v;
v.mTime = (double)fidx;
// ... and read its value
v.mValue.x = stream->GetF4();
v.mValue.y = stream->GetF4();
v.mValue.z = stream->GetF4();
// check whether we do already have this keyframe
for (std::vector<aiVectorKey>::const_iterator
i = mCurrentNode->aScalingKeys.begin();
i != mCurrentNode->aScalingKeys.end();++i)
{
if ((*i).mTime == v.mTime)
{
DefaultLogger::get()->error("3DS: Found duplicate scaling keyframe");
v.mTime = -10e10f;
break;
}
}
// add the new keyframe
if (v.mTime != -10e10f)
mCurrentNode->aScalingKeys.push_back(v);
// Check whether this is a zero scaling keyframe
if (!v.mValue.x && !v.mValue.y && !v.mValue.z)
{
DefaultLogger::get()->warn("3DS: Found zero scaled axis in scaling keyframe");
++invalid;
}
}
// there are 3DS files that have only zero scalings
if (numFrames == invalid)
{
DefaultLogger::get()->warn("3DS: All scaling keys are zero. Ignoring them ...");
mCurrentNode->aScalingKeys.clear();
}}
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseHierarchyChunk(parent);
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseFaceChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
// Get the mesh we're currently working on
D3DS::Mesh& mMesh = mScene->mMeshes.back();
// Get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_SMOOLIST:
{
// This is the list of smoothing groups - a bitfield for
// every frame. Up to 32 smoothing groups assigned to a
// face.
unsigned int num = chunkSize/4, m = 0;
for (std::vector<D3DS::Face>::iterator i = mMesh.mFaces.begin();
m != num;++i, ++m)
{
// nth bit is set for nth smoothing group
(*i).iSmoothGroup = stream->GetI4();
}}
break;
case Discreet3DS::CHUNK_FACEMAT:
{
// at fist an asciiz with the material name
const char* sz = (const char*)stream->GetPtr();
while (stream->GetI1());
// find the index of the material
unsigned int idx = 0xcdcdcdcd, cnt = 0;
for (std::vector<D3DS::Material>::const_iterator
i = mScene->mMaterials.begin();
i != mScene->mMaterials.end();++i,++cnt)
{
// compare case-independent to be sure it works
if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str()))
{
idx = cnt;
break;
}
}
if (0xcdcdcdcd == idx)
{
DefaultLogger::get()->error(std::string("3DS: Unknown material: ") + sz);
// This material is not known. Ignore this. We will later
// assign the default material to all faces using *this*
// material. Use 0xcdcdcdcd as special value to indicate
// this.
}
// Now continue and read all material indices
cnt = stream->GetI2();
for (unsigned int i = 0; i < cnt;++i)
{
unsigned int fidx = (uint16_t)stream->GetI2();
// check range
if (fidx >= mMesh.mFaceMaterials.size())
{
DefaultLogger::get()->error("3DS: Invalid face index in face material list");
}
else mMesh.mFaceMaterials[fidx] = idx;
}}
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseFaceChunk();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseMeshChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
// Get the mesh we're currently working on
D3DS::Mesh& mMesh = mScene->mMeshes.back();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_VERTLIST:
{
// This is the list of all vertices in the current mesh
int num = stream->GetI2();
while (num-- > 0)
{
aiVector3D v;
v.x = stream->GetF4();
v.y = stream->GetF4();
v.z = stream->GetF4();
mMesh.mPositions.push_back(v);
}}
break;
case Discreet3DS::CHUNK_TRMATRIX:
{
// This is the RLEATIVE transformation matrix of the
// current mesh. However, all vertices are pretransformed
mMesh.mMat.a1 = stream->GetF4();
mMesh.mMat.b1 = stream->GetF4();
mMesh.mMat.c1 = stream->GetF4();
mMesh.mMat.a2 = stream->GetF4();
mMesh.mMat.b2 = stream->GetF4();
mMesh.mMat.c2 = stream->GetF4();
mMesh.mMat.a3 = stream->GetF4();
mMesh.mMat.b3 = stream->GetF4();
mMesh.mMat.c3 = stream->GetF4();
mMesh.mMat.a4 = stream->GetF4();
mMesh.mMat.b4 = stream->GetF4();
mMesh.mMat.c4 = stream->GetF4();
// Now check whether the matrix has got a negative determinant
// If yes, we need to flip all vertices' x axis ....
// From lib3ds, mesh.c
if (mMesh.mMat.Determinant() < 0.0f)
{
// Compute the inverse of the matrix
aiMatrix4x4 mInv = mMesh.mMat;
mInv.Inverse();
aiMatrix4x4 mMe = mMesh.mMat;
mMe.a1 *= -1.0f;
mMe.b1 *= -1.0f;
mMe.c1 *= -1.0f;
mMe.d1 *= -1.0f;
mInv = mInv * mMe;
// Now transform all vertices
for (unsigned int i = 0; i < (unsigned int)mMesh.mPositions.size();++i)
{
aiVector3D a,c;
a = mMesh.mPositions[i];
c[0]= mInv[0][0]*a[0] + mInv[1][0]*a[1] + mInv[2][0]*a[2] + mInv[3][0];
c[1]= mInv[0][1]*a[0] + mInv[1][1]*a[1] + mInv[2][1]*a[2] + mInv[3][1];
c[2]= mInv[0][2]*a[0] + mInv[1][2]*a[1] + mInv[2][2]*a[2] + mInv[3][2];
mMesh.mPositions[i] = c;
}
}}
break;
case Discreet3DS::CHUNK_MAPLIST:
{
// This is the list of all UV coords in the current mesh
int num = stream->GetI2();
while (num-- > 0)
{
aiVector2D v;
v.x = stream->GetF4();
v.y = stream->GetF4();
mMesh.mTexCoords.push_back(v);
}}
break;
case Discreet3DS::CHUNK_FACELIST:
{
// This is the list of all faces in the current mesh
int num = stream->GetI2();
while (num-- > 0)
{
// 3DS faces are ALWAYS triangles
mMesh.mFaces.push_back(D3DS::Face());
D3DS::Face& sFace = mMesh.mFaces.back();
sFace.mIndices[0] = (uint16_t)stream->GetI2();
sFace.mIndices[1] = (uint16_t)stream->GetI2();
sFace.mIndices[2] = (uint16_t)stream->GetI2();
stream->IncPtr(2); // skip edge visibility flag
}
// Resize the material array (0xcdcdcdcd marks the
// default material; so if a face is not referenced
// by a material $$DEFAULT will be assigned to it)
mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd);
// Larger 3DS files could have multiple FACE chunks here
chunkSize = stream->GetRemainingSizeToLimit();
if (chunkSize > sizeof(Discreet3DS::Chunk))
ParseFaceChunk();
}
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseMeshChunk();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseMaterialChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_MAT_MATNAME:
{
// The material name string is already zero-terminated, but
// we need to be sure ...
const char* sz = (const char*)stream->GetPtr();
unsigned int cnt = 0;
while (stream->GetI1())++cnt;
if (!cnt)
{
// This may not be, we use the default name instead
DefaultLogger::get()->error("3DS: Empty material name");
}
else mScene->mMaterials.back().mName = std::string(sz,cnt);
}
break;
case Discreet3DS::CHUNK_MAT_DIFFUSE:
{
// This is the diffuse material color
aiColor3D* pc = &mScene->mMaterials.back().mDiffuse;
ParseColorChunk(pc);
if (is_qnan(pc->r))
{
// color chunk is invalid. Simply ignore it
DefaultLogger::get()->error("Unable to read DIFFUSE chunk");
pc->r = pc->g = pc->b = 1.0f;
}}
break;
case Discreet3DS::CHUNK_MAT_SPECULAR:
{
// This is the specular material color
aiColor3D* pc = &mScene->mMaterials.back().mSpecular;
ParseColorChunk(pc);
if (is_qnan(pc->r))
{
// color chunk is invalid. Simply ignore it
DefaultLogger::get()->error("Unable to read SPECULAR chunk");
pc->r = pc->g = pc->b = 1.0f;
}}
break;
case Discreet3DS::CHUNK_MAT_AMBIENT:
{
// This is the ambient material color
aiColor3D* pc = &mScene->mMaterials.back().mAmbient;
ParseColorChunk(pc);
if (is_qnan(pc->r))
{
// color chunk is invalid. Simply ignore it
DefaultLogger::get()->error("Unable to read AMBIENT chunk");
pc->r = pc->g = pc->b = 0.0f;
}}
break;
case Discreet3DS::CHUNK_MAT_SELF_ILLUM:
{
// This is the emissive material color
aiColor3D* pc = &mScene->mMaterials.back().mEmissive;
ParseColorChunk(pc);
if (is_qnan(pc->r))
{
// color chunk is invalid. Simply ignore it
DefaultLogger::get()->error("Unable to read EMISSIVE chunk");
pc->r = pc->g = pc->b = 0.0f;
}}
break;
case Discreet3DS::CHUNK_MAT_TRANSPARENCY:
{
// This is the material's transparency
float* pcf = &mScene->mMaterials.back().mTransparency;
*pcf = ParsePercentageChunk();
// NOTE: transparency, not opacity
if (is_qnan(*pcf))*pcf = 1.0f;
else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f;
}
break;
case Discreet3DS::CHUNK_MAT_SHADING:
// This is the material shading mode
mScene->mMaterials.back().mShading = (D3DS::Discreet3DS::shadetype3ds)stream->GetI2();
break;
case Discreet3DS::CHUNK_MAT_TWO_SIDE:
// This is the two-sided flag
mScene->mMaterials.back().mTwoSided = true;
break;
case Discreet3DS::CHUNK_MAT_SHININESS:
{ // This is the shininess of the material
float* pcf = &mScene->mMaterials.back().mSpecularExponent;
*pcf = ParsePercentageChunk();
if (is_qnan(*pcf))*pcf = 0.0f;
else *pcf *= (float)0xFFFF;
}
break;
case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT:
{ // This is the shininess strength of the material
float* pcf = &mScene->mMaterials.back().mShininessStrength;
*pcf = ParsePercentageChunk();
if (is_qnan(*pcf))*pcf = 0.0f;
else *pcf *= (float)0xffff / 100.0f;
}
break;
case Discreet3DS::CHUNK_MAT_SELF_ILPCT:
{ // This is the self illumination strength of the material
// TODO: need to multiply with emissive base color?
float* pcf = &mScene->mMaterials.back().sTexEmissive.mTextureBlend;
*pcf = ParsePercentageChunk();
if (is_qnan(*pcf))*pcf = 0.0f;
else *pcf = *pcf * (float)0xFFFF / 100.0f;
}
break;
// Parse texture chunks
case Discreet3DS::CHUNK_MAT_TEXTURE:
// Diffuse texture
ParseTextureChunk(&mScene->mMaterials.back().sTexDiffuse);
break;
case Discreet3DS::CHUNK_MAT_BUMPMAP:
// Height map
ParseTextureChunk(&mScene->mMaterials.back().sTexBump);
break;
case Discreet3DS::CHUNK_MAT_OPACMAP:
// Opacity texture
ParseTextureChunk(&mScene->mMaterials.back().sTexOpacity);
break;
case Discreet3DS::CHUNK_MAT_MAT_SHINMAP:
// Shininess map
ParseTextureChunk(&mScene->mMaterials.back().sTexShininess);
break;
case Discreet3DS::CHUNK_MAT_SPECMAP:
// Specular map
ParseTextureChunk(&mScene->mMaterials.back().sTexSpecular);
break;
case Discreet3DS::CHUNK_MAT_SELFIMAP:
// Self-illumination (emissive) map
ParseTextureChunk(&mScene->mMaterials.back().sTexEmissive);
break;
case Discreet3DS::CHUNK_MAT_REFLMAP:
// Reflection map - no support in Assimp
DefaultLogger::get()->warn("3DS: Found reflection map in file. This is not supported");
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseMaterialChunk();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
{
ASSIMP_3DS_BEGIN_CHUNK();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_MAPFILE:
{
// The material name string is already zero-terminated, but
// we need to be sure ...
const char* sz = (const char*)stream->GetPtr();
unsigned int cnt = 0;
while (stream->GetI1())++cnt;
pcOut->mMapName = std::string(sz,cnt);
}
break;
case Discreet3DS::CHUNK_PERCENTF:
// Manually parse the blend factor
pcOut->mTextureBlend = stream->GetF4();
break;
case Discreet3DS::CHUNK_PERCENTW:
// Manually parse the blend factor
pcOut->mTextureBlend = (float)((uint16_t)stream->GetI2()) / 100.0f;
break;
case Discreet3DS::CHUNK_MAT_MAP_USCALE:
// Texture coordinate scaling in the U direction
pcOut->mScaleU = stream->GetF4();
if (0.0f == pcOut->mScaleU)
{
DefaultLogger::get()->warn("Texture coordinate scaling in the "
"x direction is zero. Assuming this should be 1.0 ... ");
pcOut->mScaleU = 1.0f;
}
break;
case Discreet3DS::CHUNK_MAT_MAP_VSCALE:
// Texture coordinate scaling in the V direction
pcOut->mScaleV = stream->GetF4();
if (0.0f == pcOut->mScaleV)
{
DefaultLogger::get()->warn("Texture coordinate scaling in the "
"y direction is zero. Assuming this should be 1.0 ... ");
pcOut->mScaleV = 1.0f;
}
break;
case Discreet3DS::CHUNK_MAT_MAP_UOFFSET:
// Texture coordinate offset in the U direction
pcOut->mOffsetU = stream->GetF4();
break;
case Discreet3DS::CHUNK_MAT_MAP_VOFFSET:
// Texture coordinate offset in the V direction
pcOut->mOffsetV = stream->GetF4();
break;
case Discreet3DS::CHUNK_MAT_MAP_ANG:
// Texture coordinate rotation, CCW in radians
pcOut->mRotation = stream->GetF4();
break;
case Discreet3DS::CHUNK_MAT_MAP_TILING:
{
uint16_t iFlags = stream->GetI2();
// check whether the mirror flag is set
if (iFlags & 0x2u)
{
pcOut->mMapMode = aiTextureMapMode_Mirror;
}
// assume that "decal" means clamping ...
else if (iFlags & 0x10u && iFlags & 0x1u)
{
pcOut->mMapMode = aiTextureMapMode_Clamp;
}}
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseTextureChunk(pcOut);
}
// ------------------------------------------------------------------------------------------------
// Read a percentage chunk
float Discreet3DSImporter::ParsePercentageChunk()
{
Discreet3DS::Chunk chunk;
ReadChunk(&chunk);
if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag)
{
return stream->GetF4();
}
else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag)
{
return (float)((uint16_t)stream->GetI2()) / (float)0xFFFF;
}
return std::numeric_limits<float>::quiet_NaN();
}
// ------------------------------------------------------------------------------------------------
// Read a color chunk. If a percentage chunk is found instead, it will be converted
// to a grayscale color value
void Discreet3DSImporter::ParseColorChunk(aiColor3D* p_pcOut,
bool p_bAcceptPercent)
{
ai_assert(p_pcOut != NULL);
// error return value
static const aiColor3D clrError = aiColor3D(std::numeric_limits<float>::quiet_NaN(),
std::numeric_limits<float>::quiet_NaN(),
std::numeric_limits<float>::quiet_NaN());
Discreet3DS::Chunk chunk;
ReadChunk(&chunk);
const unsigned int diff = chunk.Size - sizeof(Discreet3DS::Chunk);
bool bGamma = false;
// Get the type of the chunk
switch(chunk.Flag)
{
case Discreet3DS::CHUNK_LINRGBF:
bGamma = true;
case Discreet3DS::CHUNK_RGBF:
if (sizeof(float) * 3 > diff)
{
*p_pcOut = clrError;
return;
}
p_pcOut->r = stream->GetF4();
p_pcOut->g = stream->GetF4();
p_pcOut->b = stream->GetF4();
break;
case Discreet3DS::CHUNK_LINRGBB:
bGamma = true;
case Discreet3DS::CHUNK_RGBB:
if (sizeof(char) * 3 > diff)
{
*p_pcOut = clrError;
return;
}
p_pcOut->r = (float)(uint8_t)stream->GetI1() / 255.0f;
p_pcOut->g = (float)(uint8_t)stream->GetI1() / 255.0f;
p_pcOut->b = (float)(uint8_t)stream->GetI1() / 255.0f;
break;
// Percentage chunks: accepted to be compatible with various
// .3ds files with very curious content
case Discreet3DS::CHUNK_PERCENTF:
if (p_bAcceptPercent && 4 <= diff)
{
p_pcOut->r = stream->GetF4();
p_pcOut->g = p_pcOut->b = p_pcOut->r;
break;
}
*p_pcOut = clrError;
return;
case Discreet3DS::CHUNK_PERCENTW:
if (p_bAcceptPercent && 1 <= diff)
{
p_pcOut->r = (float)(uint8_t)stream->GetI1() / 255.0f;
p_pcOut->g = p_pcOut->b = p_pcOut->r;
break;
}
*p_pcOut = clrError;
return;
default:
// skip unknown chunks, hope this won't cause any problems.
return ParseColorChunk(p_pcOut,p_bAcceptPercent);
};
// Do a gamma correction ... I'm not sure whether this is correct
// or not but I'm too tired now to think of it
if (bGamma)
{
p_pcOut->r = powf(p_pcOut->r, 1.0f / 2.2f);
p_pcOut->g = powf(p_pcOut->g, 1.0f / 2.2f);
p_pcOut->b = powf(p_pcOut->b, 1.0f / 2.2f);
}
return;
}