1341 lines
39 KiB
C++
1341 lines
39 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) 2006-2008, 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 following
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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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/** @file Implementation of the 3ds importer class */
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#include "3DSLoader.h"
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#include "MaterialSystem.h"
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#include "DefaultLogger.h"
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include <boost/scoped_ptr.hpp>
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using namespace Assimp;
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#define ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG \
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"WARNING: Size of chunk data plus size of " \
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"subordinate chunks is larger than the size " \
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"specified in the higher-level chunk header." \
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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Dot3DSImporter::Dot3DSImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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Dot3DSImporter::~Dot3DSImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool Dot3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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// not brilliant but working ;-)
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if( extension == ".3ds" || extension == ".3DS" ||
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extension == ".3Ds" || extension == ".3dS")
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return true;
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// recursively delete a given node
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void DeleteNodeRecursively (aiNode* p_piNode)
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{
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if (!p_piNode)return;
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if (p_piNode->mChildren)
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{
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for (unsigned int i = 0 ; i < p_piNode->mNumChildren;++i)
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{
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DeleteNodeRecursively(p_piNode->mChildren[i]);
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}
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}
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delete p_piNode;
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return;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void Dot3DSImporter::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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{
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throw new ImportErrorException( "Failed to open file " + pFile + ".");
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}
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// check whether the .3ds file is large enough to contain
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// at least one chunk.
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size_t fileSize = file->FileSize();
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if( fileSize < 16)
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{
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throw new ImportErrorException( ".3ds File is too small.");
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}
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this->mScene = new Dot3DS::Scene();
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// allocate storage and copy the contents of the file to a memory buffer
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this->mBuffer = new unsigned char[fileSize];
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file->Read( mBuffer, 1, fileSize);
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this->mCurrent = this->mBuffer;
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this->mLast = this->mBuffer+fileSize;
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// initialize members
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this->mLastNodeIndex = -1;
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this->mCurrentNode = new Dot3DS::Node();
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this->mRootNode = this->mCurrentNode;
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this->mRootNode->mHierarchyPos = -1;
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this->mRootNode->mHierarchyIndex = -1;
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this->mRootNode->mParent = NULL;
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this->mMasterScale = 1.0f;
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this->mBackgroundImage = "";
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this->bHasBG = false;
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this->mErrorText = "";
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int iRemaining = (unsigned int)fileSize;
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this->ParseMainChunk(&iRemaining);
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// Generate an unique set of vertices/indices for
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// all meshes contained in the file
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for (std::vector<Dot3DS::Mesh>::iterator
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i = this->mScene->mMeshes.begin();
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i != this->mScene->mMeshes.end();++i)
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{
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// TODO: see function body
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this->CheckIndices(&(*i));
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this->MakeUnique(&(*i));
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// first generate normals for the mesh
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this->GenNormals(&(*i));
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}
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// Apply scaling and offsets to all texture coordinates
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this->ApplyScaleNOffset();
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// Replace all occurences of the default material with a valid material.
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// Generate it if no material containing DEFAULT in its name has been
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// found in the file
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this->ReplaceDefaultMaterial();
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// Convert the scene from our internal representation to an aiScene object
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this->ConvertScene(pScene);
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// Generate the node graph for the scene. This is a little bit
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// tricky since we'll need to split some meshes into submeshes
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this->GenerateNodeGraph(pScene);
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// Now apply a master scaling factor to the scene
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this->ApplyMasterScale(pScene);
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delete[] this->mBuffer;
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delete this->mScene;
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// check whether an error occured during reading ... set it as warning
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if ("" != this->mErrorText)
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{
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DefaultLogger::get()->warn(this->mErrorText);
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ApplyMasterScale(aiScene* pScene)
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{
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// NOTE: Some invalid files have masterscale set to 0.0
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if (0.0f == this->mMasterScale)
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{
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this->mMasterScale = 1.0f;
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}
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else this->mMasterScale = 1.0f / this->mMasterScale;
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// construct an uniform scaling matrix and multiply with it
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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this->mMasterScale,0.0f, 0.0f, 0.0f,
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0.0f, this->mMasterScale,0.0f, 0.0f,
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0.0f, 0.0f, this->mMasterScale,0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ReadChunk(const Dot3DSFile::Chunk** p_ppcOut)
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{
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ai_assert(p_ppcOut != NULL);
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// read chunk
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if ((unsigned int)this->mCurrent >= (unsigned int)this->mLast)
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{
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*p_ppcOut = NULL;
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return;
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}
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const unsigned int iDiff = (unsigned int)this->mLast - (unsigned int)this->mCurrent;
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if (iDiff < sizeof(Dot3DSFile::Chunk))
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{
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*p_ppcOut = NULL;
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return;
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}
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*p_ppcOut = (const Dot3DSFile::Chunk*) this->mCurrent;
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this->mCurrent += sizeof(Dot3DSFile::Chunk);
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseMainChunk(int* piRemaining)
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{
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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if (NULL == psChunk)return;
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const unsigned char* pcCur = this->mCurrent;
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const unsigned char* pcCurNext = pcCur + (psChunk->Size
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- sizeof(Dot3DSFile::Chunk));
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// get chunk type
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int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_MAIN:
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//case 0x444d: // bugfix
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this->ParseEditorChunk(&iRemaining);
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break;
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};
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if ((unsigned int)pcCurNext < (unsigned int)this->mCurrent)
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{
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// place an error message. If we crash the programmer
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// will be able to find it
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this->mErrorText = ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG;
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pcCurNext = this->mCurrent;
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}
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// Go to the starting position of the next top-level chunk
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this->mCurrent = pcCurNext;
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*piRemaining -= psChunk->Size;
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if (0 >= *piRemaining)return;
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return this->ParseMainChunk(piRemaining);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseEditorChunk(int* piRemaining)
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{
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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if (NULL == psChunk)return;
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const unsigned char* pcCur = this->mCurrent;
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const unsigned char* pcCurNext = pcCur + (psChunk->Size
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- sizeof(Dot3DSFile::Chunk));
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// get chunk type
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int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_OBJMESH:
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this->ParseObjectChunk(&iRemaining);
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break;
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// NOTE: In several documentations in the internet this
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// chunk appears at different locations
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case Dot3DSFile::CHUNK_KEYFRAMER:
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this->ParseKeyframeChunk(&iRemaining);
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break;
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};
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if ((unsigned int)pcCurNext < (unsigned int)this->mCurrent)
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{
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// place an error message. If we crash the programmer
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// will be able to find it
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this->mErrorText = ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG;
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pcCurNext = this->mCurrent;
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}
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// Go to the starting position of the next top-level chunk
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this->mCurrent = pcCurNext;
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*piRemaining -= psChunk->Size;
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if (0 >= *piRemaining)return;
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return this->ParseEditorChunk(piRemaining);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseObjectChunk(int* piRemaining)
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{
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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if (NULL == psChunk)return;
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const unsigned char* pcCur = this->mCurrent;
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const unsigned char* pcCurNext = pcCur + (psChunk->Size
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- sizeof(Dot3DSFile::Chunk));
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const unsigned char* sz = this->mCurrent;
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unsigned int iCnt = 0;
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// get chunk type
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int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_OBJBLOCK:
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this->mScene->mMeshes.push_back(Dot3DS::Mesh());
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// at first we need to parse the name of the
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// geometry object
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while (*sz++ != '\0')
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{
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if (sz > pcCurNext-1)break;
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++iCnt;
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}
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this->mScene->mMeshes.back().mName = std::string(
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(const char*)this->mCurrent,iCnt);
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++iCnt;
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this->mCurrent += iCnt;
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iRemaining -= iCnt;
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this->ParseChunk(&iRemaining);
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break;
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case Dot3DSFile::CHUNK_MAT_MATERIAL:
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this->mScene->mMaterials.push_back(Dot3DS::Material());
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this->ParseMaterialChunk(&iRemaining);
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break;
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case Dot3DSFile::CHUNK_AMBCOLOR:
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// This is the ambient base color of the scene.
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// We add it to the ambient color of all materials
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this->ParseColorChunk(&this->mClrAmbient,true);
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if (is_qnan(this->mClrAmbient.r))
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{
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this->mClrAmbient.r = 0.0f;
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this->mClrAmbient.g = 0.0f;
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this->mClrAmbient.b = 0.0f;
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}
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break;
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case Dot3DSFile::CHUNK_BIT_MAP:
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this->mBackgroundImage = std::string((const char*)this->mCurrent);
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break;
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case Dot3DSFile::CHUNK_BIT_MAP_EXISTS:
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bHasBG = true;
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break;
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case Dot3DSFile::CHUNK_MASTER_SCALE:
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this->mMasterScale = *((float*)this->mCurrent);
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this->mCurrent += sizeof(float);
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break;
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// NOTE: In several documentations in the internet this
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// chunk appears at different locations
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case Dot3DSFile::CHUNK_KEYFRAMER:
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this->ParseKeyframeChunk(&iRemaining);
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break;
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};
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if ((unsigned int)pcCurNext < (unsigned int)this->mCurrent)
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{
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// place an error message. If we crash the programmer
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// will be able to find it
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this->mErrorText = ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG;
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pcCurNext = this->mCurrent;
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}
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// Go to the starting position of the next top-level chunk
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this->mCurrent = pcCurNext;
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*piRemaining -= psChunk->Size;
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if (0 >= *piRemaining)return;
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return this->ParseObjectChunk(piRemaining);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::SkipChunk()
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{
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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if (NULL == psChunk)return;
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this->mCurrent += psChunk->Size - sizeof(Dot3DSFile::Chunk);
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseChunk(int* piRemaining)
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{
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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if (NULL == psChunk)return;
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const unsigned char* pcCur = this->mCurrent;
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const unsigned char* pcCurNext = pcCur + (psChunk->Size
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- sizeof(Dot3DSFile::Chunk));
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// get chunk type
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int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_TRIMESH:
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// this starts a new mesh
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this->ParseMeshChunk(&iRemaining);
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break;
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};
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if ((unsigned int)pcCurNext < (unsigned int)this->mCurrent)
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{
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// place an error message. If we crash the programmer
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// will be able to find it
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this->mErrorText = ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG;
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pcCurNext = this->mCurrent;
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}
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// Go to the starting position of the next top-level chunk
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this->mCurrent = pcCurNext;
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*piRemaining -= psChunk->Size;
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if (0 >= *piRemaining)return;
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return this->ParseChunk(piRemaining);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseKeyframeChunk(int* piRemaining)
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{
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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if (NULL == psChunk)return;
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const unsigned char* pcCur = this->mCurrent;
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const unsigned char* pcCurNext = pcCur + (psChunk->Size
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- sizeof(Dot3DSFile::Chunk));
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// get chunk type
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int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_TRACKINFO:
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// this starts a new mesh
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this->ParseHierarchyChunk(&iRemaining);
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break;
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};
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if ((unsigned int)pcCurNext < (unsigned int)this->mCurrent)
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{
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// place an error message. If we crash the programmer
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// will be able to find it
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this->mErrorText = ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG;
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pcCurNext = this->mCurrent;
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}
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// Go to the starting position of the next top-level chunk
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this->mCurrent = pcCurNext;
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*piRemaining -= psChunk->Size;
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if (0 >= *piRemaining)return;
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return this->ParseKeyframeChunk(piRemaining);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::InverseNodeSearch(Dot3DS::Node* pcNode,Dot3DS::Node* pcCurrent)
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{
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if (NULL == pcCurrent)
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{
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this->mRootNode->push_back(pcNode);
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return;
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}
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if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos)
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{
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if(NULL != pcCurrent->mParent)
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pcCurrent->mParent->push_back(pcNode);
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else pcCurrent->push_back(pcNode);
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return;
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}
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return this->InverseNodeSearch(pcNode,pcCurrent->mParent);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseHierarchyChunk(int* piRemaining)
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{
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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if (NULL == psChunk)return;
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const unsigned char* pcCur = this->mCurrent;
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const unsigned char* pcCurNext = pcCur + (psChunk->Size
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- sizeof(Dot3DSFile::Chunk));
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// get chunk type
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const unsigned char* sz = (unsigned char*)this->mCurrent;
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unsigned int iCnt = 0;
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uint16_t iHierarchy;
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// uint16_t iTemp;
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Dot3DS::Node* pcNode;
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_TRACKOBJNAME:
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// get object name
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while (*sz++ != '\0')
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{
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if (sz > pcCurNext-1)break;
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++iCnt;
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|
}
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|
pcNode = new Dot3DS::Node();
|
|
pcNode->mName = std::string((const char*)this->mCurrent,iCnt);
|
|
|
|
iCnt++;
|
|
// there are two unknown values which we can safely ignore
|
|
this->mCurrent += iCnt + sizeof(uint16_t)*2;
|
|
iHierarchy = *((uint16_t*)this->mCurrent);
|
|
iHierarchy++;
|
|
pcNode->mHierarchyPos = iHierarchy;
|
|
pcNode->mHierarchyIndex = this->mLastNodeIndex;
|
|
if (this->mCurrentNode && this->mCurrentNode->mHierarchyPos == iHierarchy)
|
|
{
|
|
// add to the parent of the last touched node
|
|
this->mCurrentNode->mParent->push_back(pcNode);
|
|
this->mLastNodeIndex++;
|
|
}
|
|
else if(iHierarchy >= this->mLastNodeIndex)
|
|
{
|
|
// place it at the current position in the hierarchy
|
|
this->mCurrentNode->push_back(pcNode);
|
|
this->mLastNodeIndex = iHierarchy;
|
|
}
|
|
else
|
|
{
|
|
// need to go back to the specified position in the hierarchy.
|
|
this->InverseNodeSearch(pcNode,this->mCurrentNode);
|
|
this->mLastNodeIndex++;
|
|
}
|
|
this->mCurrentNode = pcNode;
|
|
break;
|
|
|
|
// (code for keyframe animation. however, this is currently not supported by Assimp)
|
|
#if 0
|
|
|
|
case Dot3DSFile::CHUNK_TRACKPIVOT:
|
|
|
|
this->mCurrentNode->vPivot = *((aiVector3D*)this->mCurrent);
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
break;
|
|
|
|
|
|
case Dot3DSFile::CHUNK_TRACKPOS:
|
|
|
|
/*
|
|
+2 short flags;
|
|
+8 short unknown[4];
|
|
+2 short keys;
|
|
+2 short unknown;
|
|
struct {
|
|
+2 short framenum;
|
|
+4 long unknown;
|
|
float pos_x, pos_y, pos_z;
|
|
} pos[keys];
|
|
*/
|
|
this->mCurrent += 10;
|
|
iTemp = *((uint16_t*)mCurrent);
|
|
|
|
this->mCurrent += sizeof(uint16_t) * 2;
|
|
|
|
if (0 != iTemp)
|
|
{
|
|
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
|
|
{
|
|
uint16_t sNum = *((uint16_t*)mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
|
|
if (0 == sNum)
|
|
{
|
|
this->mCurrent += sizeof(uint32_t);
|
|
this->mCurrentNode->vPosition = *((aiVector3D*)this->mCurrent);
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
}
|
|
else this->mCurrent += sizeof(uint32_t) + sizeof(aiVector3D);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_TRACKROTATE:
|
|
|
|
/*
|
|
+2 short flags;
|
|
+8 short unknown[4];
|
|
+2 short keys;
|
|
+2 short unknown;
|
|
struct {
|
|
+2 short framenum;
|
|
+4 long unknown;
|
|
float rad , pos_x, pos_y, pos_z;
|
|
} pos[keys];
|
|
*/
|
|
this->mCurrent += 10;
|
|
iTemp = *((uint16_t*)mCurrent);
|
|
|
|
this->mCurrent += sizeof(uint16_t) * 2;
|
|
if (0 != iTemp)
|
|
{
|
|
bool neg = false;
|
|
unsigned int iNum0 = 0;
|
|
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
|
|
{
|
|
uint16_t sNum = *((uint16_t*)mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
|
|
if (0 == sNum)
|
|
{
|
|
this->mCurrent += sizeof(uint32_t);
|
|
float fRadians = *((float*)this->mCurrent);
|
|
this->mCurrent += sizeof(float);
|
|
aiVector3D vAxis = *((aiVector3D*)this->mCurrent);
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
|
|
// some idiotic files have rotations with fRadians = 0 ...
|
|
if (0.0f != fRadians)
|
|
{
|
|
|
|
// get the rotation matrix around the axis
|
|
const float fSin = sinf(-fRadians);
|
|
const float fCos = cosf(-fRadians);
|
|
const float fOneMinusCos = 1.0f - fCos;
|
|
|
|
std::swap(vAxis.z,vAxis.y);
|
|
//vAxis.z *= -1.0f;
|
|
//vAxis.Normalize();
|
|
|
|
aiMatrix4x4 mRot = aiMatrix4x4(
|
|
(vAxis.x * vAxis.x) * fOneMinusCos + fCos,
|
|
(vAxis.x * vAxis.y) * fOneMinusCos /*-*/- (vAxis.z * fSin),
|
|
(vAxis.x * vAxis.z) * fOneMinusCos /*+*/+ (vAxis.y * fSin),
|
|
0.0f,
|
|
(vAxis.y * vAxis.x) * fOneMinusCos /*+*/+ (vAxis.z * fSin),
|
|
(vAxis.y * vAxis.y) * fOneMinusCos + fCos,
|
|
(vAxis.y * vAxis.z) * fOneMinusCos /*-*/- (vAxis.x * fSin),
|
|
0.0f,
|
|
(vAxis.z * vAxis.x) * fOneMinusCos /*-*/- (vAxis.y * fSin),
|
|
(vAxis.z * vAxis.y) * fOneMinusCos /*+*/+ (vAxis.x * fSin),
|
|
(vAxis.z * vAxis.z) * fOneMinusCos + fCos,
|
|
0.0f,0.0f,0.0f,0.0f,1.0f);
|
|
mRot.Transpose();
|
|
|
|
// build a chain of concatenated rotation matrix'
|
|
// if there are multiple track chunks for the same frame
|
|
// (there are some silly files usinf this ...)
|
|
if (0 != iNum0)
|
|
{
|
|
this->mCurrentNode->mRotation = this->mCurrentNode->mRotation * mRot;
|
|
}
|
|
else
|
|
{
|
|
// for the first time simply set the rotation matrix
|
|
this->mCurrentNode->mRotation = mRot;
|
|
}
|
|
iNum0++;
|
|
}
|
|
}
|
|
else this->mCurrent += sizeof(uint32_t) + sizeof(aiVector3D) + sizeof(float);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_TRACKSCALE:
|
|
|
|
/*
|
|
+2 short flags;
|
|
+8 short unknown[4];
|
|
+2 short keys;
|
|
+2 short unknown;
|
|
struct {
|
|
+2 short framenum;
|
|
+4 long unknown;
|
|
float pos_x, pos_y, pos_z;
|
|
} pos[keys];
|
|
*/
|
|
this->mCurrent += 10;
|
|
iTemp = *((uint16_t*)mCurrent);
|
|
|
|
this->mCurrent += sizeof(uint16_t) * 2;
|
|
|
|
if (0 != iTemp)
|
|
{
|
|
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
|
|
{
|
|
uint16_t sNum = *((uint16_t*)mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
if (0 == sNum)
|
|
{
|
|
this->mCurrent += sizeof(uint32_t);
|
|
aiVector3D vMe = *((aiVector3D*)this->mCurrent);
|
|
// ignore zero scalings
|
|
if (0.0f != vMe.x && 0.0f != vMe.y && 0.0f != vMe.z)
|
|
{
|
|
this->mCurrentNode->vScaling.x *= vMe.x;
|
|
this->mCurrentNode->vScaling.y *= vMe.y;
|
|
this->mCurrentNode->vScaling.z *= vMe.z;
|
|
}
|
|
else
|
|
{
|
|
DefaultLogger::get()->warn("Found zero scaling factors. "
|
|
"This will be ignored.");
|
|
}
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
}
|
|
else this->mCurrent += sizeof(uint32_t) + sizeof(aiVector3D);
|
|
}
|
|
}
|
|
break;
|
|
#endif // end keyframe animation code
|
|
|
|
};
|
|
if ((unsigned int)pcCurNext < (unsigned int)this->mCurrent)
|
|
{
|
|
// place an error message. If we crash the programmer
|
|
// will be able to find it
|
|
this->mErrorText = ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG;
|
|
pcCurNext = this->mCurrent;
|
|
}
|
|
// Go to the starting position of the next top-level chunk
|
|
this->mCurrent = pcCurNext;
|
|
|
|
*piRemaining -= psChunk->Size;
|
|
if (0 >= *piRemaining)return;
|
|
return this->ParseHierarchyChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseFaceChunk(int* piRemaining)
|
|
{
|
|
const Dot3DSFile::Chunk* psChunk;
|
|
|
|
Dot3DS::Mesh& mMesh = this->mScene->mMeshes.back();
|
|
|
|
this->ReadChunk(&psChunk);
|
|
if (NULL == psChunk)return;
|
|
|
|
const unsigned char* pcCur = this->mCurrent;
|
|
const unsigned char* pcCurNext = pcCur + (psChunk->Size
|
|
- sizeof(Dot3DSFile::Chunk));
|
|
|
|
// get chunk type
|
|
const unsigned char* sz = this->mCurrent;
|
|
uint32_t iCnt = 0,iTemp;
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_SMOOLIST:
|
|
|
|
// one int32 for each face
|
|
for (std::vector<Dot3DS::Face>::iterator
|
|
i = mMesh.mFaces.begin();
|
|
i != mMesh.mFaces.end();++i)
|
|
{
|
|
// nth bit is set for nth smoothing group
|
|
(*i).iSmoothGroup = *((uint32_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint32_t);
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_FACEMAT:
|
|
|
|
// at fist an asciiz with the material name
|
|
while (*sz++ != '\0')
|
|
{
|
|
if (sz > pcCurNext-1)break;
|
|
}
|
|
|
|
// find the index of the material
|
|
unsigned int iIndex = 0xFFFFFFFF;
|
|
iCnt = 0;
|
|
for (std::vector<Dot3DS::Material>::const_iterator
|
|
i = this->mScene->mMaterials.begin();
|
|
i != this->mScene->mMaterials.end();++i,++iCnt)
|
|
{
|
|
// compare case-independent to be sure it works
|
|
if (0 == ASSIMP_stricmp((const char*)this->mCurrent,
|
|
(const char*)((*i).mName.c_str())))
|
|
{
|
|
iIndex = iCnt;
|
|
break;
|
|
}
|
|
}
|
|
if (iIndex == 0xFFFFFFFF)
|
|
{
|
|
// this material is not known. Ignore this. We will later
|
|
// assign the default material to all faces using *this*
|
|
// material. Use 0xcdcdcdcd as special value to indicate
|
|
// this.
|
|
iIndex = 0xcdcdcdcd;
|
|
}
|
|
this->mCurrent = sz;
|
|
iCnt = (int)(*((uint16_t*)this->mCurrent));
|
|
this->mCurrent += sizeof(uint16_t);
|
|
|
|
for (unsigned int i = 0; i < iCnt;++i)
|
|
{
|
|
iTemp = (uint16_t)*((uint16_t*)this->mCurrent);
|
|
|
|
// check range
|
|
if (iTemp >= mMesh.mFaceMaterials.size())
|
|
{
|
|
mMesh.mFaceMaterials[mMesh.mFaceMaterials.size()-1] = iIndex;
|
|
}
|
|
else
|
|
{
|
|
mMesh.mFaceMaterials[iTemp] = iIndex;
|
|
}
|
|
this->mCurrent += sizeof(uint16_t);
|
|
}
|
|
|
|
break;
|
|
};
|
|
if ((unsigned int)pcCurNext < (unsigned int)this->mCurrent)
|
|
{
|
|
// place an error message. If we crash the programmer
|
|
// will be able to find it
|
|
this->mErrorText = ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG;
|
|
pcCurNext = this->mCurrent;
|
|
}
|
|
// Go to the starting position of the next chunk on this level
|
|
this->mCurrent = pcCurNext;
|
|
|
|
*piRemaining -= psChunk->Size;
|
|
if (0 >= *piRemaining)return;
|
|
return ParseFaceChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseMeshChunk(int* piRemaining)
|
|
{
|
|
const Dot3DSFile::Chunk* psChunk;
|
|
|
|
Dot3DS::Mesh& mMesh = this->mScene->mMeshes.back();
|
|
|
|
this->ReadChunk(&psChunk);
|
|
if (NULL == psChunk)return;
|
|
|
|
const unsigned char* pcCur = this->mCurrent;
|
|
const unsigned char* pcCurNext = pcCur + (psChunk->Size
|
|
- sizeof(Dot3DSFile::Chunk));
|
|
|
|
// get chunk type
|
|
const unsigned char* sz = this->mCurrent;
|
|
unsigned int iCnt = 0;
|
|
int iRemaining;
|
|
uint16_t iNum = 0;
|
|
float* pf;
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_VERTLIST:
|
|
|
|
iNum = *((short*)this->mCurrent);
|
|
this->mCurrent += sizeof(short);
|
|
while (iNum-- > 0)
|
|
{
|
|
mMesh.mPositions.push_back(*((aiVector3D*)this->mCurrent));
|
|
mMesh.mPositions.back().z *= -1.0f;
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_TRMATRIX:
|
|
{
|
|
// http://www.gamedev.net/community/forums/topic.asp?topic_id=263063
|
|
// http://www.gamedev.net/community/forums/topic.asp?topic_id=392310
|
|
pf = (float*)this->mCurrent;
|
|
this->mCurrent += 12 * sizeof(float);
|
|
|
|
mMesh.mMat.a1 = pf[0];
|
|
mMesh.mMat.a2 = pf[1];
|
|
mMesh.mMat.a3 = pf[2];
|
|
mMesh.mMat.b1 = pf[3];
|
|
mMesh.mMat.b2 = pf[4];
|
|
mMesh.mMat.b3 = pf[5];
|
|
mMesh.mMat.c1 = pf[6];
|
|
mMesh.mMat.c2 = pf[7];
|
|
mMesh.mMat.c3 = pf[8];
|
|
mMesh.mMat.d1 = pf[9];
|
|
mMesh.mMat.d2 = pf[10];
|
|
mMesh.mMat.d3 = pf[11];
|
|
|
|
std::swap((float&)mMesh.mMat.d2, (float&)mMesh.mMat.d3);
|
|
std::swap((float&)mMesh.mMat.a2, (float&)mMesh.mMat.a3);
|
|
std::swap((float&)mMesh.mMat.b1, (float&)mMesh.mMat.c1);
|
|
std::swap((float&)mMesh.mMat.c2, (float&)mMesh.mMat.b3);
|
|
std::swap((float&)mMesh.mMat.b2, (float&)mMesh.mMat.c3);
|
|
|
|
mMesh.mMat.Transpose();
|
|
|
|
//aiMatrix4x4 mInv = mMesh.mMat;
|
|
//mInv.Inverse();
|
|
|
|
//// invert the matrix and transform all vertices with it
|
|
//// (the origin of all vertices is 0|0|0 now)
|
|
//for (register unsigned int i = 0; i < mMesh.mPositions.size();++i)
|
|
// {
|
|
// aiVector3D a,c;
|
|
// a = mMesh.mPositions[i];
|
|
// c[0]= mInv[0][0]*a[0] + mInv[1][0]*a[1] + mInv[2][0]*a[2] + mInv[3][0];
|
|
// c[1]= mInv[0][1]*a[0] + mInv[1][1]*a[1] + mInv[2][1]*a[2] + mInv[3][1];
|
|
// c[2]= mInv[0][2]*a[0] + mInv[1][2]*a[1] + mInv[2][2]*a[2] + mInv[3][2];
|
|
// mMesh.mPositions[i] = c;
|
|
// }
|
|
|
|
// now check whether the matrix has got a negative determinant
|
|
// If yes, we need to flip all vertices x axis ....
|
|
// From lib3ds, mesh.c
|
|
if (mMesh.mMat.Determinant() < 0.0f)
|
|
{
|
|
aiMatrix4x4 mInv = mMesh.mMat;
|
|
mInv.Inverse();
|
|
|
|
aiMatrix4x4 mMe = mMesh.mMat;
|
|
mMe.a1 *= -1.0f;
|
|
mMe.b1 *= -1.0f;
|
|
mMe.c1 *= -1.0f;
|
|
mMe.d1 *= -1.0f;
|
|
mInv = mInv * mMe;
|
|
for (register unsigned int i = 0; i < mMesh.mPositions.size();++i)
|
|
{
|
|
aiVector3D a,c;
|
|
a = mMesh.mPositions[i];
|
|
c[0]= mInv[0][0]*a[0] + mInv[1][0]*a[1] + mInv[2][0]*a[2] + mInv[3][0];
|
|
c[1]= mInv[0][1]*a[0] + mInv[1][1]*a[1] + mInv[2][1]*a[2] + mInv[3][1];
|
|
c[2]= mInv[0][2]*a[0] + mInv[1][2]*a[1] + mInv[2][2]*a[2] + mInv[3][2];
|
|
mMesh.mPositions[i] = c;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAPLIST:
|
|
|
|
iNum = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
while (iNum-- > 0)
|
|
{
|
|
mMesh.mTexCoords.push_back(*((aiVector2D*)this->mCurrent));
|
|
this->mCurrent += sizeof(aiVector2D);
|
|
}
|
|
break;
|
|
|
|
#if (defined _DEBUG)
|
|
|
|
case Dot3DSFile::CHUNK_TXTINFO:
|
|
|
|
// for debugging purposes. Read two bytes to determine the mapping type
|
|
iNum = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
break;
|
|
#endif
|
|
|
|
case Dot3DSFile::CHUNK_FACELIST:
|
|
|
|
iNum = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
while (iNum-- > 0)
|
|
{
|
|
Dot3DS::Face sFace;
|
|
sFace.i1 = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
sFace.i2 = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
sFace.i3 = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += 2*sizeof(uint16_t);
|
|
mMesh.mFaces.push_back(sFace);
|
|
}
|
|
|
|
// resize the material array (0xcdcdcdcd marks the
|
|
// default material; so if a face is not referenced
|
|
// by a material $$DEFAULT will be assigned to it)
|
|
mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd);
|
|
|
|
iRemaining = (int)pcCurNext - (int)this->mCurrent;
|
|
if (iRemaining > 0)this->ParseFaceChunk(&iRemaining);
|
|
break;
|
|
|
|
};
|
|
if ((unsigned int)pcCurNext < (unsigned int)this->mCurrent)
|
|
{
|
|
// place an error message. If we crash the programmer
|
|
// will be able to find it
|
|
this->mErrorText = ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG;
|
|
pcCurNext = this->mCurrent;
|
|
}
|
|
// Go to the starting position of the next chunk on this level
|
|
this->mCurrent = pcCurNext;
|
|
|
|
*piRemaining -= psChunk->Size;
|
|
if (0 >= *piRemaining)return;
|
|
return ParseMeshChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseMaterialChunk(int* piRemaining)
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{
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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if (NULL == psChunk)return;
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const unsigned char* pcCur = this->mCurrent;
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const unsigned char* pcCurNext = pcCur + (psChunk->Size
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- sizeof(Dot3DSFile::Chunk));
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// get chunk type
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const unsigned char* sz = this->mCurrent;
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unsigned int iCnt = 0;
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int iRemaining;
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aiColor3D* pc;
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float* pcf;
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_MAT_MATNAME:
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// string in file is zero-terminated,
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// this should be no problem. However, validate whether
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// it overlaps the end of the chunk, if yes we should
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// truncate it.
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while (*sz++ != '\0')
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{
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if (sz > pcCurNext-1)break;
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++iCnt;
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}
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this->mScene->mMaterials.back().mName = std::string(
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(const char*)this->mCurrent,iCnt);
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break;
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case Dot3DSFile::CHUNK_MAT_DIFFUSE:
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pc = &this->mScene->mMaterials.back().mDiffuse;
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this->ParseColorChunk(pc);
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if (is_qnan(pc->r))
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{
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// color chunk is invalid. Simply ignore it
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pc->r = pc->g = pc->b = 1.0f;
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}
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break;
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case Dot3DSFile::CHUNK_MAT_SPECULAR:
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pc = &this->mScene->mMaterials.back().mSpecular;
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this->ParseColorChunk(pc);
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if (is_qnan(pc->r))
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{
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// color chunk is invalid. Simply ignore it
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pc->r = pc->g = pc->b = 1.0f;
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}
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break;
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case Dot3DSFile::CHUNK_MAT_AMBIENT:
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pc = &this->mScene->mMaterials.back().mAmbient;
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this->ParseColorChunk(pc);
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if (is_qnan(pc->r))
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{
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// color chunk is invalid. Simply ignore it
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pc->r = pc->g = pc->b = 1.0f;
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}
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break;
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case Dot3DSFile::CHUNK_MAT_SELF_ILLUM:
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pc = &this->mScene->mMaterials.back().mEmissive;
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this->ParseColorChunk(pc);
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if (is_qnan(pc->r))
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{
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// color chunk is invalid. Simply ignore it
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// EMISSSIVE TO 0|0|0
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pc->r = pc->g = pc->b = 0.0f;
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}
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break;
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case Dot3DSFile::CHUNK_MAT_TRANSPARENCY:
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pcf = &this->mScene->mMaterials.back().mTransparency;
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*pcf = this->ParsePercentageChunk();
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// NOTE: transparency, not opacity
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*pcf = 1.0f - *pcf;
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if (is_qnan(*pcf))
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*pcf = 0.0f;
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break;
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case Dot3DSFile::CHUNK_MAT_SHADING:
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this->mScene->mMaterials.back().mShading =
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(Dot3DS::Dot3DSFile::shadetype3ds)*((uint16_t*)this->mCurrent);
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this->mCurrent += sizeof(uint16_t);
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break;
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case Dot3DSFile::CHUNK_MAT_SHININESS:
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pcf = &this->mScene->mMaterials.back().mSpecularExponent;
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*pcf = this->ParsePercentageChunk();
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if (is_qnan(*pcf))
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*pcf = 0.0f;
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else *pcf *= (float)0xFFFF;
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break;
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case Dot3DSFile::CHUNK_MAT_SHININESS_PERCENT:
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pcf = &this->mScene->mMaterials.back().mShininessStrength;
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*pcf = this->ParsePercentageChunk();
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if (is_qnan(*pcf))
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*pcf = 0.0f;
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else *pcf *= (float)0xffff / 100.0f;
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break;
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case Dot3DSFile::CHUNK_MAT_SELF_ILPCT:
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pcf = &this->mScene->mMaterials.back().sTexEmissive.mTextureBlend;
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*pcf = this->ParsePercentageChunk();
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if (is_qnan(*pcf))
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*pcf = 1.0f;
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break;
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// parse texture chunks
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case Dot3DSFile::CHUNK_MAT_TEXTURE:
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iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexDiffuse);
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break;
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case Dot3DSFile::CHUNK_MAT_BUMPMAP:
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iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexBump);
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break;
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case Dot3DSFile::CHUNK_MAT_OPACMAP:
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iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexOpacity);
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break;
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case Dot3DSFile::CHUNK_MAT_MAT_SHINMAP:
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iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexShininess);
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break;
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case Dot3DSFile::CHUNK_MAT_SPECMAP:
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iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexSpecular);
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break;
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case Dot3DSFile::CHUNK_MAT_SELFIMAP:
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iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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this->ParseTextureChunk(&iRemaining,&this->mScene->mMaterials.back().sTexEmissive);
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break;
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};
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if ((unsigned int)pcCurNext < (unsigned int)this->mCurrent)
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{
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// place an error message. If we crash the programmer
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// will be able to find it
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this->mErrorText = ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG;
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pcCurNext = this->mCurrent;
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}
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// Go to the starting position of the next chunk on this level
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this->mCurrent = pcCurNext;
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*piRemaining -= psChunk->Size;
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if (0 >= *piRemaining)return;
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return ParseMaterialChunk(piRemaining);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseTextureChunk(int* piRemaining,Dot3DS::Texture* pcOut)
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{
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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if (NULL == psChunk)return;
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const unsigned char* pcCur = this->mCurrent;
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const unsigned char* pcCurNext = pcCur + (psChunk->Size
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- sizeof(Dot3DSFile::Chunk));
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// get chunk type
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const unsigned char* sz = this->mCurrent;
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unsigned int iCnt = 0;
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_MAPFILE:
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// string in file is zero-terminated,
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// this should be no problem. However, validate whether
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// it overlaps the end of the chunk, if yes we should
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// truncate it.
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while (*sz++ != '\0')
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{
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if (sz > pcCurNext-1)break;
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++iCnt;
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}
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pcOut->mMapName = std::string((const char*)this->mCurrent,iCnt);
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break;
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// manually parse the blend factor
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case Dot3DSFile::CHUNK_PERCENTF:
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pcOut->mTextureBlend = *((float*)this->mCurrent);
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break;
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// manually parse the blend factor
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case Dot3DSFile::CHUNK_PERCENTW:
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pcOut->mTextureBlend = (float)(*((short*)this->mCurrent)) / (float)100;
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break;
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case Dot3DSFile::CHUNK_MAT_MAP_USCALE:
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pcOut->mScaleU = *((float*)this->mCurrent);
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break;
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case Dot3DSFile::CHUNK_MAT_MAP_VSCALE:
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pcOut->mScaleV = *((float*)this->mCurrent);
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break;
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case Dot3DSFile::CHUNK_MAT_MAP_UOFFSET:
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pcOut->mOffsetU = *((float*)this->mCurrent);
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break;
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case Dot3DSFile::CHUNK_MAT_MAP_VOFFSET:
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pcOut->mOffsetV = *((float*)this->mCurrent);
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break;
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case Dot3DSFile::CHUNK_MAT_MAP_ANG:
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pcOut->mRotation = *((float*)this->mCurrent);
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break;
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};
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// Go to the starting position of the next chunk on this level
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this->mCurrent = pcCurNext;
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*piRemaining -= psChunk->Size;
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if (0 >= *piRemaining)return;
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return ParseTextureChunk(piRemaining,pcOut);
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}
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// ------------------------------------------------------------------------------------------------
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float Dot3DSImporter::ParsePercentageChunk()
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{
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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if (NULL == psChunk)return std::numeric_limits<float>::quiet_NaN();
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if (Dot3DSFile::CHUNK_PERCENTF == psChunk->Flag)
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{
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if (sizeof(float) > psChunk->Size)
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return std::numeric_limits<float>::quiet_NaN();
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return *((float*)this->mCurrent);
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}
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else if (Dot3DSFile::CHUNK_PERCENTW == psChunk->Flag)
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{
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if (2 > psChunk->Size)
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return std::numeric_limits<float>::quiet_NaN();
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return (float)(*((short*)this->mCurrent)) / (float)0xFFFF;
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}
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this->mCurrent += psChunk->Size - sizeof(Dot3DSFile::Chunk);
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return std::numeric_limits<float>::quiet_NaN();
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseColorChunk(aiColor3D* p_pcOut,
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bool p_bAcceptPercent)
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{
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ai_assert(p_pcOut != NULL);
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// error return value
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static const aiColor3D clrError = aiColor3D(std::numeric_limits<float>::quiet_NaN(),
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std::numeric_limits<float>::quiet_NaN(),
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std::numeric_limits<float>::quiet_NaN());
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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if (NULL == psChunk)
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{
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*p_pcOut = clrError;
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return;
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}
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const unsigned char* pcCur = this->mCurrent;
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this->mCurrent += psChunk->Size - sizeof(Dot3DSFile::Chunk);
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bool bGamma = false;
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switch(psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_LINRGBF:
|
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bGamma = true;
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case Dot3DSFile::CHUNK_RGBF:
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if (sizeof(float) * 3 > psChunk->Size - sizeof(Dot3DSFile::Chunk))
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{
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*p_pcOut = clrError;
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return;
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}
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p_pcOut->r = ((float*)pcCur)[0];
|
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p_pcOut->g = ((float*)pcCur)[1];
|
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p_pcOut->b = ((float*)pcCur)[2];
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break;
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case Dot3DSFile::CHUNK_LINRGBB:
|
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bGamma = true;
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case Dot3DSFile::CHUNK_RGBB:
|
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if (sizeof(char) * 3 > psChunk->Size - sizeof(Dot3DSFile::Chunk))
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{
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*p_pcOut = clrError;
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return;
|
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}
|
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p_pcOut->r = (float)pcCur[0] / 255.0f;
|
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p_pcOut->g = (float)pcCur[1] / 255.0f;
|
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p_pcOut->b = (float)pcCur[2] / 255.0f;
|
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break;
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|
// percentage chunks: accepted to be compatible with various
|
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// .3ds files with very curious content
|
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case Dot3DSFile::CHUNK_PERCENTF:
|
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if (p_bAcceptPercent && 4 <= psChunk->Size - sizeof(Dot3DSFile::Chunk))
|
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{
|
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p_pcOut->r = *((float*)pcCur);
|
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p_pcOut->g = *((float*)pcCur);
|
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p_pcOut->b = *((float*)pcCur);
|
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break;
|
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}
|
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*p_pcOut = clrError;
|
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return;
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case Dot3DSFile::CHUNK_PERCENTW:
|
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if (p_bAcceptPercent && 1 <= psChunk->Size - sizeof(Dot3DSFile::Chunk))
|
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{
|
|
p_pcOut->r = (float)pcCur[0] / 255.0f;
|
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p_pcOut->g = (float)pcCur[0] / 255.0f;
|
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p_pcOut->b = (float)pcCur[0] / 255.0f;
|
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break;
|
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}
|
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*p_pcOut = clrError;
|
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return;
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default:
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|
// skip unknown chunks, hope this won't cause any problems.
|
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return this->ParseColorChunk(p_pcOut,p_bAcceptPercent);
|
|
};
|
|
// assume input gamma = 1.0, output gamma = 2.2
|
|
// Not sure whether this is correct, too tired to
|
|
// think about it ;-)
|
|
if (bGamma)
|
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{
|
|
p_pcOut->r = powf(p_pcOut->r, 1.0f / 2.2f);
|
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p_pcOut->g = powf(p_pcOut->g, 1.0f / 2.2f);
|
|
p_pcOut->b = powf(p_pcOut->b, 1.0f / 2.2f);
|
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}
|
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return;
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}
|