2008-05-09 17:24:28 +00:00
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/*
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Free Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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2008-05-05 12:36:31 +00:00
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/** @file Defines the helper data structures for importing XFiles */
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#ifndef AI_3DSFILEHELPER_H_INC
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#define AI_3DSFILEHELPER_H_INC
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#include <string>
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#include <vector>
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#include <sstream>
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#include "../include/aiTypes.h"
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#include "../include/aiQuaternion.h"
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#include "../include/aiMesh.h"
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#include "../include/aiAnim.h"
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#include "SpatialSort.h"
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namespace Assimp
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{
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namespace Dot3DS
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{
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#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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# pragma pack(push,2)
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# define PACK_STRUCT
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#elif defined( __GNUC__ )
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# define PACK_STRUCT __attribute__((packed))
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#else
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# error Compiler not supported
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#endif
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// ---------------------------------------------------------------------------
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/** Dot3DSFile class: Helper class for loading 3ds files. Defines chunks
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* and data structures.
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*/
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class Dot3DSFile
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{
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public:
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inline Dot3DSFile() {}
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2008-05-09 17:24:28 +00:00
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//! data structure for a single chunk in a .3ds file
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2008-05-05 12:36:31 +00:00
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struct Chunk
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{
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unsigned short Flag;
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long Size;
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} PACK_STRUCT;
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2008-05-09 17:24:28 +00:00
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//! source for this used own structures,
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//! replaced it with out standard math helpers
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2008-05-05 12:36:31 +00:00
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typedef aiMatrix3x3 MatTransform;
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typedef aiVector3D MatTranslate;
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2008-05-09 17:24:28 +00:00
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//! Used for shading field in material3ds structure
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//! From AutoDesk 3ds SDK
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2008-05-05 12:36:31 +00:00
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typedef enum
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{
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Wire = 0,
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Flat = 1,
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Gouraud = 2,
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Phong = 3,
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2008-05-09 17:24:28 +00:00
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Metal = 4,
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// required by the ASE loader
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Blinn = 5
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2008-05-05 12:36:31 +00:00
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} shadetype3ds;
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// enum for all chunks in 3ds files. Unused
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// ones are commented, list is not complete since
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// there are many undocumented chunks.
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//
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// Links: http://www.jalix.org/ressources/graphics/3DS/_unofficials/3ds-unofficial.txt
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// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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enum
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{
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// **************************************************************
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// Base chunks which can be found everywhere in the file
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CHUNK_VERSION = 0x0002,
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CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
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CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
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// Linear color values (gamma = 2.2?)
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CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
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CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
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CHUNK_PERCENTW = 0x0030, // int2 percentage
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CHUNK_PERCENTF = 0x0031, // float4 percentage
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// **************************************************************
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// Unknown and ignored
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CHUNK_PRJ = 0xC23D,
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// Unknown. Possibly a reference to an external .mli file?
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CHUNK_MLI = 0x3DAA,
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// Primary main chunk of the .3ds file
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CHUNK_MAIN = 0x4D4D,
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// Mesh main chunk
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CHUNK_OBJMESH = 0x3D3D,
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// Specifies the background color of the .3ds file
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// This is passed through the material system for
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// viewing purposes.
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CHUNK_BKGCOLOR = 0x1200,
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// Specifies the ambient base color of the scene.
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// This is added to all materials in the file
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CHUNK_AMBCOLOR = 0x2100,
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// Specifies the background image for the whole scene
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// This value is passed through the material system
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// to the viewer
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CHUNK_BIT_MAP = 0x1100,
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CHUNK_BIT_MAP_EXISTS = 0x1101,
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// **************************************************************
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// Viewport related stuff. Ignored
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CHUNK_DEFAULT_VIEW = 0x3000,
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CHUNK_VIEW_TOP = 0x3010,
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CHUNK_VIEW_BOTTOM = 0x3020,
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CHUNK_VIEW_LEFT = 0x3030,
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CHUNK_VIEW_RIGHT = 0x3040,
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CHUNK_VIEW_FRONT = 0x3050,
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CHUNK_VIEW_BACK = 0x3060,
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CHUNK_VIEW_USER = 0x3070,
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CHUNK_VIEW_CAMERA = 0x3080,
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// **************************************************************
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// Mesh chunks
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CHUNK_OBJBLOCK = 0x4000,
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CHUNK_TRIMESH = 0x4100,
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CHUNK_VERTLIST = 0x4110,
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CHUNK_VERTFLAGS = 0x4111,
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CHUNK_FACELIST = 0x4120,
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CHUNK_FACEMAT = 0x4130,
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CHUNK_MAPLIST = 0x4140,
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CHUNK_SMOOLIST = 0x4150,
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CHUNK_TRMATRIX = 0x4160,
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CHUNK_MESHCOLOR = 0x4165,
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CHUNK_TXTINFO = 0x4170,
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CHUNK_LIGHT = 0x4600,
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CHUNK_SPOTLIGHT = 0x4610,
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CHUNK_CAMERA = 0x4700,
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CHUNK_HIERARCHY = 0x4F00,
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// Specifies the global scaling factor. This is applied
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// to the root node's transformation matrix
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CHUNK_MASTER_SCALE = 0x0100,
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// **************************************************************
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// Material chunks
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CHUNK_MAT_MATERIAL = 0xAFFF,
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// asciiz containing the name of the material
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CHUNK_MAT_MATNAME = 0xA000,
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CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
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CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
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CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
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// Specifies the shininess of the material
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// followed by percentage chunk
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CHUNK_MAT_SHININESS = 0xA040,
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// Specifies the shading mode to be used
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// followed by a short
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CHUNK_MAT_SHADING = 0xA100,
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// NOTE: Emissive color (self illumination) seems not
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// to be a color but a single value, type is unknown.
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// Make the parser accept both of them.
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// followed by percentage chunk (?)
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CHUNK_MAT_SELF_ILLUM = 0xA080,
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// Always followed by percentage chunk (?)
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CHUNK_MAT_SELF_ILPCT = 0xA084,
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// Always followed by percentage chunk
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CHUNK_MAT_TRANSPARENCY = 0xA050,
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// Diffuse texture channel 0
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CHUNK_MAT_TEXTURE = 0xA200,
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// Contains opacity information for each texel
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CHUNK_MAT_OPACMAP = 0xA210,
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// Contains a reflection map to be used to reflect
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// the environment. This is partially supported.
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CHUNK_MAT_REFLMAP = 0xA220,
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// Self Illumination map (emissive colors)
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CHUNK_MAT_SELFIMAP = 0xA33d,
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// Bumpmap. Not specified whether it is a heightmap
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// or a normal map. Assme it is a heightmap since
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// artist normally prefer this format.
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CHUNK_MAT_BUMPMAP = 0xA230,
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// Specular map. Seems to influence the specular color
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CHUNK_MAT_SPECMAP = 0xA204,
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// Holds shininess data. I assume the specular exponent is
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// calculated like this:
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//
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// s[x,y] = stex[x,y] * base_shininess;
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// I also assume the data in the texture must be renormalized
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// (normally by dividing / 255) after loading.
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CHUNK_MAT_MAT_SHINMAP = 0xA33C,
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// Scaling in U/V direction.
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// (need to gen separate UV coordinate set
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// and do this by hand)
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CHUNK_MAT_MAP_USCALE = 0xA354,
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CHUNK_MAT_MAP_VSCALE = 0xA356,
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// Translation in U/V direction.
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// (need to gen separate UV coordinate set
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// and do this by hand)
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CHUNK_MAT_MAP_UOFFSET = 0xA358,
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CHUNK_MAT_MAP_VOFFSET = 0xA35a,
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// UV-coordinates rotation around the z-axis
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// Assumed to be in radians.
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CHUNK_MAT_MAP_ANG = 0xA35C,
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// Specifies the file name of a texture
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CHUNK_MAPFILE = 0xA300,
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// **************************************************************
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// Main keyframer chunk. Contains translation/rotation/scaling data
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CHUNK_KEYFRAMER = 0xB000,
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// Supported sub chunks
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CHUNK_TRACKINFO = 0xB002,
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CHUNK_TRACKOBJNAME = 0xB010,
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CHUNK_TRACKPIVOT = 0xB013,
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CHUNK_TRACKPOS = 0xB020,
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CHUNK_TRACKROTATE = 0xB021,
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CHUNK_TRACKSCALE = 0xB022,
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// **************************************************************
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// Keyframes for various other stuff in the file
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// Ignored
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CHUNK_AMBIENTKEY = 0xB001,
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CHUNK_TRACKMORPH = 0xB026,
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CHUNK_TRACKHIDE = 0xB029,
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CHUNK_OBJNUMBER = 0xB030,
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CHUNK_TRACKCAMERA = 0xB003,
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CHUNK_TRACKFOV = 0xB023,
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CHUNK_TRACKROLL = 0xB024,
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CHUNK_TRACKCAMTGT = 0xB004,
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CHUNK_TRACKLIGHT = 0xB005,
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CHUNK_TRACKLIGTGT = 0xB006,
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CHUNK_TRACKSPOTL = 0xB007,
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CHUNK_FRAMES = 0xB008
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// **************************************************************
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};
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};
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#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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# pragma pack( pop )
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#endif
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#undef PACK_STRUCT
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// ---------------------------------------------------------------------------
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/** Helper structure representing a 3ds mesh face */
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struct Face
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{
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2008-05-09 17:24:28 +00:00
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Face() : iSmoothGroup(0), bDirection(true), i1(0), i2(0), i3(0)
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2008-05-05 12:36:31 +00:00
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{
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// let the rest uninitialized for performance
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}
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2008-05-09 17:24:28 +00:00
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//! Indices. .3ds is using uint16. However, after
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//! an unique vrtex set has been geneerated it might
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//! be an index becomes > 2^16
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union
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{
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struct
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{
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uint32_t i1;
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uint32_t i2;
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uint32_t i3;
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};
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uint32_t mIndices[3];
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};
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//! specifies to which smoothing group the face belongs to
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2008-05-05 12:36:31 +00:00
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uint32_t iSmoothGroup;
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2008-05-09 17:24:28 +00:00
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//! Direction the normal vector of the face
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//! will be pointing to
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2008-05-05 12:36:31 +00:00
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bool bDirection;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure representing a texture */
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struct Texture
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{
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2008-05-09 17:24:28 +00:00
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//! Default constructor
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2008-05-05 12:36:31 +00:00
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Texture()
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:
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mScaleU(1.0f),
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mScaleV(1.0f),
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mOffsetU(0.0f),
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mOffsetV(0.0f),
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mRotation(0.0f),
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iUVSrc(0)
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{
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mTextureBlend = std::numeric_limits<float>::quiet_NaN();
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}
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2008-05-09 17:24:28 +00:00
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//! Specifies the blending factor for the texture
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2008-05-05 12:36:31 +00:00
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float mTextureBlend;
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2008-05-09 17:24:28 +00:00
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//! Specifies the filename of the texture
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2008-05-05 12:36:31 +00:00
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std::string mMapName;
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2008-05-09 17:24:28 +00:00
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//! Specifies texture coordinate offsets/scaling/rotations
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2008-05-05 12:36:31 +00:00
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float mScaleU;
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float mScaleV;
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float mOffsetU;
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float mOffsetV;
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float mRotation;
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2008-05-09 17:24:28 +00:00
|
|
|
//! Used internally
|
2008-05-05 12:36:31 +00:00
|
|
|
bool bPrivate;
|
|
|
|
int iUVSrc;
|
|
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
/** Helper structure representing a 3ds material */
|
|
|
|
struct Material
|
|
|
|
{
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Default constructor. Builds a default name for the material
|
2008-05-05 12:36:31 +00:00
|
|
|
Material()
|
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|
:
|
|
|
|
mSpecularExponent (0.0f),
|
|
|
|
mShading(Dot3DSFile::Gouraud),
|
|
|
|
mTransparency (1.0f),
|
|
|
|
mBumpHeight (1.0f),
|
|
|
|
iBakeUVTransform (0),
|
|
|
|
pcSingleTexture (NULL)
|
|
|
|
{
|
|
|
|
static int iCnt = 0;
|
|
|
|
std::stringstream ss(mName);
|
2008-05-13 23:26:52 +00:00
|
|
|
ss << "$$_UNNAMED_" << iCnt++ << "_$$";
|
2008-05-05 12:36:31 +00:00
|
|
|
}
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|
2008-05-09 17:24:28 +00:00
|
|
|
//! Name of the material
|
2008-05-05 12:36:31 +00:00
|
|
|
std::string mName;
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Diffuse color of the material
|
2008-05-05 12:36:31 +00:00
|
|
|
aiColor3D mDiffuse;
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Specular exponent
|
2008-05-05 12:36:31 +00:00
|
|
|
float mSpecularExponent;
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Specular color of the material
|
2008-05-05 12:36:31 +00:00
|
|
|
aiColor3D mSpecular;
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Ambient color of the material
|
2008-05-05 12:36:31 +00:00
|
|
|
aiColor3D mAmbient;
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Shading type to be used
|
2008-05-05 12:36:31 +00:00
|
|
|
Dot3DSFile::shadetype3ds mShading;
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Opacity of the material
|
2008-05-05 12:36:31 +00:00
|
|
|
float mTransparency;
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|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Diffuse texture channel
|
2008-05-05 12:36:31 +00:00
|
|
|
Texture sTexDiffuse;
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Opacity texture channel
|
2008-05-05 12:36:31 +00:00
|
|
|
Texture sTexOpacity;
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Specular texture channel
|
2008-05-05 12:36:31 +00:00
|
|
|
Texture sTexSpecular;
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Bump texture channel
|
2008-05-05 12:36:31 +00:00
|
|
|
Texture sTexBump;
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Emissive texture channel
|
2008-05-05 12:36:31 +00:00
|
|
|
Texture sTexEmissive;
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Shininess texture channel
|
2008-05-05 12:36:31 +00:00
|
|
|
Texture sTexShininess;
|
|
|
|
|
|
|
|
/*
|
|
|
|
float mReflectionTextureBlend;
|
|
|
|
std::string mReflectionTexture;
|
|
|
|
*/
|
|
|
|
float mBumpHeight;
|
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Emissive color
|
2008-05-05 12:36:31 +00:00
|
|
|
aiColor3D mEmissive;
|
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Used internally
|
2008-05-05 12:36:31 +00:00
|
|
|
unsigned int iBakeUVTransform;
|
|
|
|
Texture* pcSingleTexture;
|
|
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
/** Helper structure to represent a 3ds file mesh */
|
|
|
|
struct Mesh
|
|
|
|
{
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Default constructor
|
2008-05-05 12:36:31 +00:00
|
|
|
Mesh()
|
|
|
|
{
|
|
|
|
static int iCnt = 0;
|
|
|
|
std::stringstream ss(mName);
|
2008-05-13 23:26:52 +00:00
|
|
|
ss << "$$_UNNAMED_" << iCnt++ << "_$$";
|
2008-05-05 12:36:31 +00:00
|
|
|
}
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
//! Name of the mesh
|
2008-05-05 12:36:31 +00:00
|
|
|
std::string mName;
|
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Vertex positions
|
2008-05-05 12:36:31 +00:00
|
|
|
std::vector<aiVector3D> mPositions;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
//! Face lists
|
2008-05-05 12:36:31 +00:00
|
|
|
std::vector<Face> mFaces;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
//! Texture coordinates
|
2008-05-05 12:36:31 +00:00
|
|
|
std::vector<aiVector2D> mTexCoords;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
//! Face materials
|
2008-05-05 12:36:31 +00:00
|
|
|
std::vector<unsigned int> mFaceMaterials;
|
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Normal vectors
|
|
|
|
std::vector<aiVector3D> mNormals;
|
2008-05-05 12:36:31 +00:00
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Local transformation matrix
|
2008-05-05 12:36:31 +00:00
|
|
|
aiMatrix4x4 mMat;
|
|
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
/** Helper structure to represent a 3ds file node */
|
|
|
|
struct Node
|
|
|
|
{
|
|
|
|
Node()
|
|
|
|
#if 0
|
|
|
|
: vScaling(1.0f,1.0f,1.0f)
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
static int iCnt = 0;
|
|
|
|
std::stringstream ss(mName);
|
2008-05-13 23:26:52 +00:00
|
|
|
ss << "$$_UNNAMED_" << iCnt++ << "_$$";
|
2008-05-05 12:36:31 +00:00
|
|
|
|
|
|
|
mHierarchyPos = 0;
|
|
|
|
mHierarchyIndex = 0;
|
|
|
|
}
|
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Pointer to the parent node
|
2008-05-05 12:36:31 +00:00
|
|
|
Node* mParent;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
//! Holds all child nodes
|
2008-05-05 12:36:31 +00:00
|
|
|
std::vector<Node*> mChildren;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
//! Name of the node
|
2008-05-05 12:36:31 +00:00
|
|
|
std::string mName;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
//! Position of the node in the hierarchy (tree depth)
|
2008-05-05 12:36:31 +00:00
|
|
|
int16_t mHierarchyPos;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
//! Index of the node
|
2008-05-05 12:36:31 +00:00
|
|
|
int16_t mHierarchyIndex;
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
aiVector3D vPivot;
|
|
|
|
aiVector3D vScaling;
|
|
|
|
aiMatrix4x4 mRotation;
|
|
|
|
aiVector3D vPosition;
|
|
|
|
#endif
|
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Add a child node, setup the right parent node for it
|
|
|
|
//! \param pc Node to be 'adopted'
|
2008-05-05 12:36:31 +00:00
|
|
|
inline Node& push_back(Node* pc)
|
|
|
|
{
|
|
|
|
mChildren.push_back(pc);
|
|
|
|
pc->mParent = this;
|
|
|
|
pc->mHierarchyPos = this->mHierarchyPos+1;
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
/** Helper structure analogue to aiScene */
|
|
|
|
struct Scene
|
|
|
|
{
|
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
//! List of all materials loaded
|
|
|
|
//! NOTE: 3ds references materials globally
|
2008-05-05 12:36:31 +00:00
|
|
|
std::vector<Material> mMaterials;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
//! List of all meshes loaded
|
2008-05-05 12:36:31 +00:00
|
|
|
std::vector<Mesh> mMeshes;
|
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
//! Pointer to the root node of the scene
|
2008-05-05 12:36:31 +00:00
|
|
|
Node* pcRootNode;
|
|
|
|
};
|
|
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
inline bool is_qnan(float p_fIn)
|
|
|
|
{
|
|
|
|
// NOTE: Comparison against qnan is generally problematic
|
|
|
|
// because qnan == qnan is false AFAIK
|
|
|
|
union FTOINT
|
|
|
|
{
|
|
|
|
float fFloat;
|
|
|
|
int32_t iInt;
|
|
|
|
} one, two;
|
|
|
|
one.fFloat = std::numeric_limits<float>::quiet_NaN();
|
|
|
|
two.fFloat = p_fIn;
|
|
|
|
|
|
|
|
return (one.iInt == two.iInt);
|
|
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
inline bool is_not_qnan(float p_fIn)
|
|
|
|
{
|
|
|
|
return !is_qnan(p_fIn);
|
|
|
|
}
|
|
|
|
|
|
|
|
} // end of namespace Dot3DS
|
|
|
|
} // end of namespace Assimp
|
|
|
|
|
|
|
|
#endif // AI_XFILEHELPER_H_INC
|