289 lines
9.3 KiB
C++
289 lines
9.3 KiB
C++
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp 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 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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/** @file 3DSLoader.h
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* @brief 3DS File format loader
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*/
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#ifndef AI_3DSIMPORTER_H_INC
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#define AI_3DSIMPORTER_H_INC
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#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
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#include <assimp/BaseImporter.h>
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#include <assimp/types.h>
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#include "3DSHelper.h"
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#include <assimp/StreamReader.h>
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struct aiNode;
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namespace Assimp {
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using namespace D3DS;
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// ---------------------------------------------------------------------------------
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/** Importer class for 3D Studio r3 and r4 3DS files
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*/
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class Discreet3DSImporter : public BaseImporter {
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public:
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Discreet3DSImporter();
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~Discreet3DSImporter() override = default;
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details.
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*/
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const override;
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// -------------------------------------------------------------------
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/** Called prior to ReadFile().
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* The function is a request to the importer to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp) override;
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protected:
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// -------------------------------------------------------------------
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details
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*/
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const aiImporterDesc* GetInfo () const override;
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// -------------------------------------------------------------------
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler) override;
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// -------------------------------------------------------------------
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/** Converts a temporary material to the outer representation
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*/
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void ConvertMaterial(D3DS::Material& p_cMat,
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aiMaterial& p_pcOut);
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// -------------------------------------------------------------------
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/** Read a chunk
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*
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* @param pcOut Receives the current chunk
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*/
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void ReadChunk(Discreet3DS::Chunk* pcOut);
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// -------------------------------------------------------------------
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/** Parse a percentage chunk. mCurrent will point to the next
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* chunk behind afterwards. If no percentage chunk is found
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* QNAN is returned.
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*/
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ai_real ParsePercentageChunk();
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// -------------------------------------------------------------------
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/** Parse a color chunk. mCurrent will point to the next
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* chunk behind afterwards. If no color chunk is found
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* QNAN is returned in all members.
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*/
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void ParseColorChunk(aiColor3D* p_pcOut,
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bool p_bAcceptPercent = true);
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// -------------------------------------------------------------------
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/** Skip a chunk in the file
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*/
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void SkipChunk();
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// -------------------------------------------------------------------
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/** Generate the nodegraph
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*/
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void GenerateNodeGraph(aiScene* pcOut);
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// -------------------------------------------------------------------
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/** Parse a main top-level chunk in the file
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*/
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void ParseMainChunk();
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// -------------------------------------------------------------------
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/** Parse a top-level chunk in the file
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*/
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void ParseChunk(const char* name, unsigned int num);
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// -------------------------------------------------------------------
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/** Parse a top-level editor chunk in the file
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*/
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void ParseEditorChunk();
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// -------------------------------------------------------------------
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/** Parse a top-level object chunk in the file
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*/
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void ParseObjectChunk();
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// -------------------------------------------------------------------
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/** Parse a material chunk in the file
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*/
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void ParseMaterialChunk();
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// -------------------------------------------------------------------
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/** Parse a mesh chunk in the file
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*/
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void ParseMeshChunk();
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// -------------------------------------------------------------------
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/** Parse a light chunk in the file
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*/
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void ParseLightChunk();
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// -------------------------------------------------------------------
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/** Parse a camera chunk in the file
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*/
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void ParseCameraChunk();
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// -------------------------------------------------------------------
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/** Parse a face list chunk in the file
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*/
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void ParseFaceChunk();
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// -------------------------------------------------------------------
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/** Parse a keyframe chunk in the file
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*/
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void ParseKeyframeChunk();
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// -------------------------------------------------------------------
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/** Parse a hierarchy chunk in the file
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*/
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void ParseHierarchyChunk(uint16_t parent);
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// -------------------------------------------------------------------
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/** Parse a texture chunk in the file
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*/
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void ParseTextureChunk(D3DS::Texture* pcOut);
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// -------------------------------------------------------------------
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/** Convert the meshes in the file
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*/
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void ConvertMeshes(aiScene* pcOut);
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// -------------------------------------------------------------------
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/** Replace the default material in the scene
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*/
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void ReplaceDefaultMaterial();
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bool ContainsTextures(unsigned int i) const {
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return !mScene->mMaterials[i].sTexDiffuse.mMapName.empty() ||
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!mScene->mMaterials[i].sTexBump.mMapName.empty() ||
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!mScene->mMaterials[i].sTexOpacity.mMapName.empty() ||
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!mScene->mMaterials[i].sTexEmissive.mMapName.empty() ||
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!mScene->mMaterials[i].sTexSpecular.mMapName.empty() ||
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!mScene->mMaterials[i].sTexShininess.mMapName.empty() ;
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}
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// -------------------------------------------------------------------
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/** Convert the whole scene
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*/
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void ConvertScene(aiScene* pcOut);
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// -------------------------------------------------------------------
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/** generate unique vertices for a mesh
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*/
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void MakeUnique(D3DS::Mesh& sMesh);
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// -------------------------------------------------------------------
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/** Add a node to the node graph
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*/
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void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn,
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aiMatrix4x4& absTrafo);
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// -------------------------------------------------------------------
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/** Search for a node in the graph.
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* Called recursively
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*/
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void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent);
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// -------------------------------------------------------------------
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/** Apply the master scaling factor to the mesh
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*/
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void ApplyMasterScale(aiScene* pScene);
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// -------------------------------------------------------------------
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/** Clamp all indices in the file to a valid range
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*/
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void CheckIndices(D3DS::Mesh& sMesh);
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// -------------------------------------------------------------------
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/** Skip the TCB info in a track key
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*/
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void SkipTCBInfo();
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protected:
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/** Stream to read from */
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StreamReaderLE* stream;
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/** Last touched node index */
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short mLastNodeIndex;
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/** Current node, root node */
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D3DS::Node* mCurrentNode, *mRootNode;
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/** Scene under construction */
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D3DS::Scene* mScene;
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/** Ambient base color of the scene */
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aiColor3D mClrAmbient;
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/** Master scaling factor of the scene */
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ai_real mMasterScale;
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/** Path to the background image of the scene */
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std::string mBackgroundImage;
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bool bHasBG;
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/** true if PRJ file */
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bool bIsPrj;
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};
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} // end of namespace Assimp
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#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
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#endif // AI_3DSIMPORTER_H_INC
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