/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2021, assimp 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 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 Defines helper data structures for the import of 3DS files */ #ifndef AI_3DSFILEHELPER_H_INC #define AI_3DSFILEHELPER_H_INC #include #include #include #include #include #include #include #include #include //sprintf namespace Assimp { namespace D3DS { #include // --------------------------------------------------------------------------- /** Defines chunks and data structures. */ namespace Discreet3DS { //! data structure for a single chunk in a .3ds file struct Chunk { uint16_t Flag; uint32_t Size; } PACK_STRUCT; //! Used for shading field in material3ds structure //! From AutoDesk 3ds SDK typedef enum { // translated to gouraud shading with wireframe active Wire = 0x0, // if this material is set, no vertex normals will // be calculated for the model. Face normals + gouraud Flat = 0x1, // standard gouraud shading Gouraud = 0x2, // phong shading Phong = 0x3, // cooktorrance or anistropic phong shading ... // the exact meaning is unknown, if you know it // feel free to tell me ;-) Metal = 0x4, // required by the ASE loader Blinn = 0x5 } shadetype3ds; // Flags for animated keys enum { KEY_USE_TENS = 0x1, KEY_USE_CONT = 0x2, KEY_USE_BIAS = 0x4, KEY_USE_EASE_TO = 0x8, KEY_USE_EASE_FROM = 0x10 }; enum { // ******************************************************************** // Basic chunks which can be found everywhere in the file CHUNK_VERSION = 0x0002, CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B // Linear color values (gamma = 2.2?) CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B CHUNK_PERCENTW = 0x0030, // int2 percentage CHUNK_PERCENTF = 0x0031, // float4 percentage CHUNK_PERCENTD = 0x0032, // float8 percentage // ******************************************************************** // Prj master chunk CHUNK_PRJ = 0xC23D, // MDLI master chunk CHUNK_MLI = 0x3DAA, // Primary main chunk of the .3ds file CHUNK_MAIN = 0x4D4D, // Mesh main chunk CHUNK_OBJMESH = 0x3D3D, // Specifies the background color of the .3ds file // This is passed through the material system for // viewing purposes. CHUNK_BKGCOLOR = 0x1200, // Specifies the ambient base color of the scene. // This is added to all materials in the file CHUNK_AMBCOLOR = 0x2100, // Specifies the background image for the whole scene // This value is passed through the material system // to the viewer CHUNK_BIT_MAP = 0x1100, CHUNK_BIT_MAP_EXISTS = 0x1101, // ******************************************************************** // Viewport related stuff. Ignored CHUNK_DEFAULT_VIEW = 0x3000, CHUNK_VIEW_TOP = 0x3010, CHUNK_VIEW_BOTTOM = 0x3020, CHUNK_VIEW_LEFT = 0x3030, CHUNK_VIEW_RIGHT = 0x3040, CHUNK_VIEW_FRONT = 0x3050, CHUNK_VIEW_BACK = 0x3060, CHUNK_VIEW_USER = 0x3070, CHUNK_VIEW_CAMERA = 0x3080, // ******************************************************************** // Mesh chunks CHUNK_OBJBLOCK = 0x4000, CHUNK_TRIMESH = 0x4100, CHUNK_VERTLIST = 0x4110, CHUNK_VERTFLAGS = 0x4111, CHUNK_FACELIST = 0x4120, CHUNK_FACEMAT = 0x4130, CHUNK_MAPLIST = 0x4140, CHUNK_SMOOLIST = 0x4150, CHUNK_TRMATRIX = 0x4160, CHUNK_MESHCOLOR = 0x4165, CHUNK_TXTINFO = 0x4170, CHUNK_LIGHT = 0x4600, CHUNK_CAMERA = 0x4700, CHUNK_HIERARCHY = 0x4F00, // Specifies the global scaling factor. This is applied // to the root node's transformation matrix CHUNK_MASTER_SCALE = 0x0100, // ******************************************************************** // Material chunks CHUNK_MAT_MATERIAL = 0xAFFF, // asciiz containing the name of the material CHUNK_MAT_MATNAME = 0xA000, CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk // Specifies the shininess of the material // followed by percentage chunk CHUNK_MAT_SHININESS = 0xA040, CHUNK_MAT_SHININESS_PERCENT = 0xA041, // Specifies the shading mode to be used // followed by a short CHUNK_MAT_SHADING = 0xA100, // NOTE: Emissive color (self illumination) seems not // to be a color but a single value, type is unknown. // Make the parser accept both of them. // followed by percentage chunk (?) CHUNK_MAT_SELF_ILLUM = 0xA080, // Always followed by percentage chunk (?) CHUNK_MAT_SELF_ILPCT = 0xA084, // Always followed by percentage chunk CHUNK_MAT_TRANSPARENCY = 0xA050, // Diffuse texture channel 0 CHUNK_MAT_TEXTURE = 0xA200, // Contains opacity information for each texel CHUNK_MAT_OPACMAP = 0xA210, // Contains a reflection map to be used to reflect // the environment. This is partially supported. CHUNK_MAT_REFLMAP = 0xA220, // Self Illumination map (emissive colors) CHUNK_MAT_SELFIMAP = 0xA33d, // Bumpmap. Not specified whether it is a heightmap // or a normal map. Assme it is a heightmap since // artist normally prefer this format. CHUNK_MAT_BUMPMAP = 0xA230, // Specular map. Seems to influence the specular color CHUNK_MAT_SPECMAP = 0xA204, // Holds shininess data. CHUNK_MAT_MAT_SHINMAP = 0xA33C, // Scaling in U/V direction. // (need to gen separate UV coordinate set // and do this by hand) CHUNK_MAT_MAP_USCALE = 0xA354, CHUNK_MAT_MAP_VSCALE = 0xA356, // Translation in U/V direction. // (need to gen separate UV coordinate set // and do this by hand) CHUNK_MAT_MAP_UOFFSET = 0xA358, CHUNK_MAT_MAP_VOFFSET = 0xA35a, // UV-coordinates rotation around the z-axis // Assumed to be in radians. CHUNK_MAT_MAP_ANG = 0xA35C, // Tiling flags for 3DS files CHUNK_MAT_MAP_TILING = 0xa351, // Specifies the file name of a texture CHUNK_MAPFILE = 0xA300, // Specifies whether a material requires two-sided rendering CHUNK_MAT_TWO_SIDE = 0xA081, // ******************************************************************** // Main keyframer chunk. Contains translation/rotation/scaling data CHUNK_KEYFRAMER = 0xB000, // Supported sub chunks CHUNK_TRACKINFO = 0xB002, CHUNK_TRACKOBJNAME = 0xB010, CHUNK_TRACKDUMMYOBJNAME = 0xB011, CHUNK_TRACKPIVOT = 0xB013, CHUNK_TRACKPOS = 0xB020, CHUNK_TRACKROTATE = 0xB021, CHUNK_TRACKSCALE = 0xB022, // ******************************************************************** // Keyframes for various other stuff in the file // Partially ignored CHUNK_AMBIENTKEY = 0xB001, CHUNK_TRACKMORPH = 0xB026, CHUNK_TRACKHIDE = 0xB029, CHUNK_OBJNUMBER = 0xB030, CHUNK_TRACKCAMERA = 0xB003, CHUNK_TRACKFOV = 0xB023, CHUNK_TRACKROLL = 0xB024, CHUNK_TRACKCAMTGT = 0xB004, CHUNK_TRACKLIGHT = 0xB005, CHUNK_TRACKLIGTGT = 0xB006, CHUNK_TRACKSPOTL = 0xB007, CHUNK_FRAMES = 0xB008, // ******************************************************************** // light sub-chunks CHUNK_DL_OFF = 0x4620, CHUNK_DL_OUTER_RANGE = 0x465A, CHUNK_DL_INNER_RANGE = 0x4659, CHUNK_DL_MULTIPLIER = 0x465B, CHUNK_DL_EXCLUDE = 0x4654, CHUNK_DL_ATTENUATE = 0x4625, CHUNK_DL_SPOTLIGHT = 0x4610, // camera sub-chunks CHUNK_CAM_RANGES = 0x4720 }; } // --------------------------------------------------------------------------- /** Helper structure representing a 3ds mesh face */ struct Face : public FaceWithSmoothingGroup { }; #ifdef _MSC_VER #pragma warning(push) #pragma warning(disable : 4315) #endif // _MSC_VER // --------------------------------------------------------------------------- /** Helper structure representing a texture */ struct Texture { //! Default constructor Texture() AI_NO_EXCEPT : mTextureBlend(0.0f), mMapName(), mOffsetU(0.0), mOffsetV(0.0), mScaleU(1.0), mScaleV(1.0), mRotation(0.0), mMapMode(aiTextureMapMode_Wrap), bPrivate(), iUVSrc(0) { mTextureBlend = get_qnan(); } Texture(const Texture &other) : mTextureBlend(other.mTextureBlend), mMapName(other.mMapName), mOffsetU(other.mOffsetU), mOffsetV(other.mOffsetV), mScaleU(other.mScaleU), mScaleV(other.mScaleV), mRotation(other.mRotation), mMapMode(other.mMapMode), bPrivate(other.bPrivate), iUVSrc(other.iUVSrc) { // empty } Texture(Texture &&other) AI_NO_EXCEPT : mTextureBlend(other.mTextureBlend), mMapName(std::move(other.mMapName)), mOffsetU(other.mOffsetU), mOffsetV(other.mOffsetV), mScaleU(other.mScaleU), mScaleV(other.mScaleV), mRotation(other.mRotation), mMapMode(other.mMapMode), bPrivate(other.bPrivate), iUVSrc(other.iUVSrc) { // empty } Texture &operator=(Texture &&other) AI_NO_EXCEPT { if (this == &other) { return *this; } mTextureBlend = other.mTextureBlend; mMapName = std::move(other.mMapName); mOffsetU = other.mOffsetU; mOffsetV = other.mOffsetV; mScaleU = other.mScaleU; mScaleV = other.mScaleV; mRotation = other.mRotation; mMapMode = other.mMapMode; bPrivate = other.bPrivate; iUVSrc = other.iUVSrc; return *this; } //! Specifies the blend factor for the texture ai_real mTextureBlend; //! Specifies the filename of the texture std::string mMapName; //! Specifies texture coordinate offsets/scaling/rotations ai_real mOffsetU; ai_real mOffsetV; ai_real mScaleU; ai_real mScaleV; ai_real mRotation; //! Specifies the mapping mode to be used for the texture aiTextureMapMode mMapMode; //! Used internally bool bPrivate; int iUVSrc; }; #include #ifdef _MSC_VER #pragma warning(pop) #endif // _MSC_VER // --------------------------------------------------------------------------- /** Helper structure representing a 3ds material */ struct Material { //! Default constructor has been deleted Material() : mName(), mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)), mSpecularExponent(ai_real(0.0)), mShininessStrength(ai_real(1.0)), mShading(Discreet3DS::Gouraud), mTransparency(ai_real(1.0)), mBumpHeight(ai_real(1.0)), mTwoSided(false) { // empty } //! Constructor with explicit name explicit Material(const std::string &name) : mName(name), mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)), mSpecularExponent(ai_real(0.0)), mShininessStrength(ai_real(1.0)), mShading(Discreet3DS::Gouraud), mTransparency(ai_real(1.0)), mBumpHeight(ai_real(1.0)), mTwoSided(false) { // empty } Material(const Material &other) : mName(other.mName), mDiffuse(other.mDiffuse), mSpecularExponent(other.mSpecularExponent), mShininessStrength(other.mShininessStrength), mSpecular(other.mSpecular), mAmbient(other.mAmbient), mShading(other.mShading), mTransparency(other.mTransparency), sTexDiffuse(other.sTexDiffuse), sTexOpacity(other.sTexOpacity), sTexSpecular(other.sTexSpecular), sTexReflective(other.sTexReflective), sTexBump(other.sTexBump), sTexEmissive(other.sTexEmissive), sTexShininess(other.sTexShininess), mBumpHeight(other.mBumpHeight), mEmissive(other.mEmissive), sTexAmbient(other.sTexAmbient), mTwoSided(other.mTwoSided) { // empty } //! Move constructor. This is explicitly written because MSVC doesn't support defaulting it Material(Material &&other) AI_NO_EXCEPT : mName(std::move(other.mName)), mDiffuse(other.mDiffuse), mSpecularExponent(other.mSpecularExponent), mShininessStrength(other.mShininessStrength), mSpecular(other.mSpecular), mAmbient(other.mAmbient), mShading(other.mShading), mTransparency(other.mTransparency), sTexDiffuse(std::move(other.sTexDiffuse)), sTexOpacity(std::move(other.sTexOpacity)), sTexSpecular(std::move(other.sTexSpecular)), sTexReflective(std::move(other.sTexReflective)), sTexBump(std::move(other.sTexBump)), sTexEmissive(std::move(other.sTexEmissive)), sTexShininess(std::move(other.sTexShininess)), mBumpHeight(other.mBumpHeight), mEmissive(other.mEmissive), sTexAmbient(std::move(other.sTexAmbient)), mTwoSided(other.mTwoSided) { // empty } Material &operator=(Material &&other) AI_NO_EXCEPT { if (this == &other) { return *this; } mName = std::move(other.mName); mDiffuse = other.mDiffuse; mSpecularExponent = other.mSpecularExponent; mShininessStrength = other.mShininessStrength, mSpecular = other.mSpecular; mAmbient = other.mAmbient; mShading = other.mShading; mTransparency = other.mTransparency; sTexDiffuse = std::move(other.sTexDiffuse); sTexOpacity = std::move(other.sTexOpacity); sTexSpecular = std::move(other.sTexSpecular); sTexReflective = std::move(other.sTexReflective); sTexBump = std::move(other.sTexBump); sTexEmissive = std::move(other.sTexEmissive); sTexShininess = std::move(other.sTexShininess); mBumpHeight = other.mBumpHeight; mEmissive = other.mEmissive; sTexAmbient = std::move(other.sTexAmbient); mTwoSided = other.mTwoSided; return *this; } virtual ~Material() { // empty } //! Name of the material std::string mName; //! Diffuse color of the material aiColor3D mDiffuse; //! Specular exponent ai_real mSpecularExponent; //! Shininess strength, in percent ai_real mShininessStrength; //! Specular color of the material aiColor3D mSpecular; //! Ambient color of the material aiColor3D mAmbient; //! Shading type to be used Discreet3DS::shadetype3ds mShading; //! Opacity of the material ai_real mTransparency; //! Diffuse texture channel Texture sTexDiffuse; //! Opacity texture channel Texture sTexOpacity; //! Specular texture channel Texture sTexSpecular; //! Reflective texture channel Texture sTexReflective; //! Bump texture channel Texture sTexBump; //! Emissive texture channel Texture sTexEmissive; //! Shininess texture channel Texture sTexShininess; //! Scaling factor for the bump values ai_real mBumpHeight; //! Emissive color aiColor3D mEmissive; //! Ambient texture channel //! (used by the ASE format) Texture sTexAmbient; //! True if the material must be rendered from two sides bool mTwoSided; }; // --------------------------------------------------------------------------- /** Helper structure to represent a 3ds file mesh */ struct Mesh : public MeshWithSmoothingGroups { //! Default constructor has been deleted Mesh() = delete; //! Constructor with explicit name explicit Mesh(const std::string &name) : mName(name) { } //! Name of the mesh std::string mName; //! Texture coordinates std::vector mTexCoords; //! Face materials std::vector mFaceMaterials; //! Local transformation matrix aiMatrix4x4 mMat; }; // --------------------------------------------------------------------------- /** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the C-API, so it would be difficult to make them a template. */ struct aiFloatKey { double mTime; ///< The time of this key ai_real mValue; ///< The value of this key #ifdef __cplusplus // time is not compared bool operator==(const aiFloatKey &o) const { return o.mValue == this->mValue; } bool operator!=(const aiFloatKey &o) const { return o.mValue != this->mValue; } // Only time is compared. This operator is defined // for use with std::sort bool operator<(const aiFloatKey &o) const { return mTime < o.mTime; } bool operator>(const aiFloatKey &o) const { return mTime > o.mTime; } #endif }; // --------------------------------------------------------------------------- /** Helper structure to represent a 3ds file node */ struct Node { Node() = delete; explicit Node(const std::string &name) : mParent(nullptr), mName(name), mInstanceNumber(0), mHierarchyPos(0), mHierarchyIndex(0), mInstanceCount(1) { aRotationKeys.reserve(20); aPositionKeys.reserve(20); aScalingKeys.reserve(20); } ~Node() { for (unsigned int i = 0; i < mChildren.size(); ++i) delete mChildren[i]; } //! Pointer to the parent node Node *mParent; //! Holds all child nodes std::vector mChildren; //! Name of the node std::string mName; //! InstanceNumber of the node int32_t mInstanceNumber; //! Dummy nodes: real name to be combined with the $$$DUMMY std::string mDummyName; //! Position of the node in the hierarchy (tree depth) int16_t mHierarchyPos; //! Index of the node int16_t mHierarchyIndex; //! Rotation keys loaded from the file std::vector aRotationKeys; //! Position keys loaded from the file std::vector aPositionKeys; //! Scaling keys loaded from the file std::vector aScalingKeys; // For target lights (spot lights and directional lights): // The position of the target std::vector aTargetPositionKeys; // For cameras: the camera roll angle std::vector aCameraRollKeys; //! Pivot position loaded from the file aiVector3D vPivot; //instance count, will be kept only for the first node int32_t mInstanceCount; //! Add a child node, setup the right parent node for it //! \param pc Node to be 'adopted' inline Node &push_back(Node *pc) { mChildren.push_back(pc); pc->mParent = this; return *this; } }; // --------------------------------------------------------------------------- /** Helper structure analogue to aiScene */ struct Scene { //! List of all materials loaded //! NOTE: 3ds references materials globally std::vector mMaterials; //! List of all meshes loaded std::vector mMeshes; //! List of all cameras loaded std::vector mCameras; //! List of all lights loaded std::vector mLights; //! Pointer to the root node of the scene // --- moved to main class // Node* pcRootNode; }; } // end of namespace D3DS } // end of namespace Assimp #endif // AI_XFILEHELPER_H_INC