235 lines
7.1 KiB
C++
235 lines
7.1 KiB
C++
/** @file Definition of the .3ds importer class. */
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#ifndef AI_3DSIMPORTER_H_INC
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#define AI_3DSIMPORTER_H_INC
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#include <map>
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#include "BaseImporter.h"
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#include "../include/aiTypes.h"
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struct aiNode;
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#include "3DSHelper.h"
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namespace Assimp
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{
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class MaterialHelper;
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using namespace Dot3DS;
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// ---------------------------------------------------------------------------
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/** The Dot3DSImporter is a worker class capable of importing a scene from a
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* 3ds Max 4/5 File (.3ds)
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*/
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class Dot3DSImporter : public BaseImporter
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{
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friend class Importer;
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protected:
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/** Constructor to be privately used by Importer */
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Dot3DSImporter();
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/** Destructor, private as well */
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~Dot3DSImporter();
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public:
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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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bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
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protected:
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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, IOSystem* pIOHandler);
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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(Dot3DS::Material& p_cMat,
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MaterialHelper& p_pcOut);
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// -------------------------------------------------------------------
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/** Read a chunk, get a pointer to it
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* The mCurrent pointer will be increased by sizeof(Dot3DSFile::Chunk),
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* thus pointing directly to the data of the chunk
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*/
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void ReadChunk(const Dot3DSFile::Chunk** p_ppcOut);
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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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float 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(int* piRemaining);
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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(int* piRemaining);
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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(int* piRemaining);
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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(int* piRemaining);
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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(int* piRemaining);
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// -------------------------------------------------------------------
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/** Apply texture coordinate offsets
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*/
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void ApplyScaleNOffset();
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void BakeScaleNOffset(aiMesh* pcMesh, Dot3DS::Material* pcSrc);
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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(int* piRemaining);
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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(int* piRemaining);
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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(int* piRemaining);
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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(int* piRemaining);
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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(int* piRemaining,Dot3DS::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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// -------------------------------------------------------------------
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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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/** U/V Scaling/Offset handling
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*/
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void GenTexCoord (Dot3DS::Texture* pcTexture,
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const std::vector<aiVector2D>& p_vIn,
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std::vector<aiVector2D>& p_vOut);
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// -------------------------------------------------------------------
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/** generate normal vectors for a given mesh
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*/
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void GenNormals(Dot3DS::Mesh* sMesh);
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// -------------------------------------------------------------------
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/** generate unique vertices for a mesh
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*/
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void MakeUnique(Dot3DS::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,Dot3DS::Node* pcIn);
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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(Dot3DS::Node* pcNode,Dot3DS::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 Dot3DSImporter::CheckIndices(Dot3DS::Mesh* sMesh);
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protected:
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/** Buffer to hold the loaded file */
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unsigned char* mBuffer;
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/** Pointer to the current read position */
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const unsigned char* mCurrent;
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/** Used to store old chunk addresses to jump back in the file*/
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const unsigned char* mLast;
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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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Dot3DS::Node* mCurrentNode, *mRootNode;
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/** Scene under construction */
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Dot3DS::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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float 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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};
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} // end of namespace Assimp
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#endif // AI_3DSIMPORTER_H_INC
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