assimp/code/3DSLoader.h

235 lines
7.1 KiB
C++

/** @file Definition of the .3ds importer class. */
#ifndef AI_3DSIMPORTER_H_INC
#define AI_3DSIMPORTER_H_INC
#include <map>
#include "BaseImporter.h"
#include "../include/aiTypes.h"
struct aiNode;
#include "3DSHelper.h"
namespace Assimp
{
class MaterialHelper;
using namespace Dot3DS;
// ---------------------------------------------------------------------------
/** The Dot3DSImporter is a worker class capable of importing a scene from a
* 3ds Max 4/5 File (.3ds)
*/
class Dot3DSImporter : public BaseImporter
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
Dot3DSImporter();
/** Destructor, private as well */
~Dot3DSImporter();
public:
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
* See BaseImporter::CanRead() for details. */
bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
protected:
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure.
* See BaseImporter::InternReadFile() for details
*/
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Converts a temporary material to the outer representation
*/
void ConvertMaterial(Dot3DS::Material& p_cMat,
MaterialHelper& p_pcOut);
// -------------------------------------------------------------------
/** Read a chunk, get a pointer to it
* The mCurrent pointer will be increased by sizeof(Dot3DSFile::Chunk),
* thus pointing directly to the data of the chunk
*/
void ReadChunk(const Dot3DSFile::Chunk** p_ppcOut);
// -------------------------------------------------------------------
/** Parse a percentage chunk. mCurrent will point to the next
* chunk behind afterwards. If no percentage chunk is found
* QNAN is returned.
*/
float ParsePercentageChunk();
// -------------------------------------------------------------------
/** Parse a color chunk. mCurrent will point to the next
* chunk behind afterwards. If no color chunk is found
* QNAN is returned in all members.
*/
void ParseColorChunk(aiColor3D* p_pcOut,
bool p_bAcceptPercent = true);
// -------------------------------------------------------------------
/** Skip a chunk in the file
*/
void SkipChunk();
// -------------------------------------------------------------------
/** Generate the nodegraph
*/
void GenerateNodeGraph(aiScene* pcOut);
// -------------------------------------------------------------------
/** Parse a main top-level chunk in the file
*/
void ParseMainChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level chunk in the file
*/
void ParseChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level editor chunk in the file
*/
void ParseEditorChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a top-level object chunk in the file
*/
void ParseObjectChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a material chunk in the file
*/
void ParseMaterialChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Apply texture coordinate offsets
*/
void ApplyScaleNOffset();
void BakeScaleNOffset(aiMesh* pcMesh, Dot3DS::Material* pcSrc);
// -------------------------------------------------------------------
/** Parse a mesh chunk in the file
*/
void ParseMeshChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a face list chunk in the file
*/
void ParseFaceChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a keyframe chunk in the file
*/
void ParseKeyframeChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a hierarchy chunk in the file
*/
void ParseHierarchyChunk(int* piRemaining);
// -------------------------------------------------------------------
/** Parse a texture chunk in the file
*/
void ParseTextureChunk(int* piRemaining,Dot3DS::Texture* pcOut);
// -------------------------------------------------------------------
/** Convert the meshes in the file
*/
void ConvertMeshes(aiScene* pcOut);
// -------------------------------------------------------------------
/** Replace the default material in the scene
*/
void ReplaceDefaultMaterial();
// -------------------------------------------------------------------
/** Convert the whole scene
*/
void ConvertScene(aiScene* pcOut);
// -------------------------------------------------------------------
/** U/V Scaling/Offset handling
*/
void GenTexCoord (Dot3DS::Texture* pcTexture,
const std::vector<aiVector2D>& p_vIn,
std::vector<aiVector2D>& p_vOut);
// -------------------------------------------------------------------
/** generate normal vectors for a given mesh
*/
void GenNormals(Dot3DS::Mesh* sMesh);
// -------------------------------------------------------------------
/** generate unique vertices for a mesh
*/
void MakeUnique(Dot3DS::Mesh* sMesh);
// -------------------------------------------------------------------
/** Add a node to the node graph
*/
void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node* pcIn);
// -------------------------------------------------------------------
/** Search for a node in the graph.
* Called recursively
*/
void InverseNodeSearch(Dot3DS::Node* pcNode,Dot3DS::Node* pcCurrent);
// -------------------------------------------------------------------
/** Apply the master scaling factor to the mesh
*/
void ApplyMasterScale(aiScene* pScene);
// -------------------------------------------------------------------
/** Clamp all indices in the file to a valid range
*/
void Dot3DSImporter::CheckIndices(Dot3DS::Mesh* sMesh);
protected:
/** Buffer to hold the loaded file */
unsigned char* mBuffer;
/** Pointer to the current read position */
const unsigned char* mCurrent;
/** Used to store old chunk addresses to jump back in the file*/
const unsigned char* mLast;
/** Last touched node index */
short mLastNodeIndex;
/** Current node, root node */
Dot3DS::Node* mCurrentNode, *mRootNode;
/** Scene under construction */
Dot3DS::Scene* mScene;
/** Ambient base color of the scene */
aiColor3D mClrAmbient;
/** Master scaling factor of the scene */
float mMasterScale;
/** Path to the background image of the scene */
std::string mBackgroundImage;
bool bHasBG;
};
} // end of namespace Assimp
#endif // AI_3DSIMPORTER_H_INC