593 lines
18 KiB
C++
593 lines
18 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2016, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Defines helper data structures for the import of 3DS files */
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#ifndef AI_3DSFILEHELPER_H_INC
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#define AI_3DSFILEHELPER_H_INC
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#include "SpatialSort.h"
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#include "SmoothingGroups.h"
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#include "StringUtils.h"
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#include "qnan.h"
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#include "./../include/assimp/material.h"
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#include "./../include/assimp/camera.h"
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#include "./../include/assimp/light.h"
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#include "./../include/assimp/anim.h"
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#include <stdio.h> //sprintf
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namespace Assimp {
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namespace D3DS {
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#include "./../include/assimp/Compiler/pushpack1.h"
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// ---------------------------------------------------------------------------
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/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks
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* and data structures.
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*/
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class Discreet3DS
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{
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private:
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inline Discreet3DS() {}
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public:
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//! data structure for a single chunk in a .3ds file
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struct Chunk
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{
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uint16_t Flag;
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uint32_t Size;
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} PACK_STRUCT;
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//! Used for shading field in material3ds structure
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//! From AutoDesk 3ds SDK
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typedef enum
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{
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// translated to gouraud shading with wireframe active
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Wire = 0x0,
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// if this material is set, no vertex normals will
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// be calculated for the model. Face normals + gouraud
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Flat = 0x1,
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// standard gouraud shading
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Gouraud = 0x2,
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// phong shading
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Phong = 0x3,
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// cooktorrance or anistropic phong shading ...
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// the exact meaning is unknown, if you know it
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// feel free to tell me ;-)
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Metal = 0x4,
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// required by the ASE loader
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Blinn = 0x5
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} shadetype3ds;
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// Flags for animated keys
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enum
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{
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KEY_USE_TENS = 0x1,
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KEY_USE_CONT = 0x2,
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KEY_USE_BIAS = 0x4,
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KEY_USE_EASE_TO = 0x8,
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KEY_USE_EASE_FROM = 0x10
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} ;
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enum
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{
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// ********************************************************************
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// Basic chunks which can be found everywhere in the file
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CHUNK_VERSION = 0x0002,
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CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
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CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
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// Linear color values (gamma = 2.2?)
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CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
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CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
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CHUNK_PERCENTW = 0x0030, // int2 percentage
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CHUNK_PERCENTF = 0x0031, // float4 percentage
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// ********************************************************************
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// Prj master chunk
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CHUNK_PRJ = 0xC23D,
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// MDLI master chunk
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CHUNK_MLI = 0x3DAA,
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// Primary main chunk of the .3ds file
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CHUNK_MAIN = 0x4D4D,
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// Mesh main chunk
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CHUNK_OBJMESH = 0x3D3D,
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// Specifies the background color of the .3ds file
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// This is passed through the material system for
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// viewing purposes.
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CHUNK_BKGCOLOR = 0x1200,
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// Specifies the ambient base color of the scene.
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// This is added to all materials in the file
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CHUNK_AMBCOLOR = 0x2100,
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// Specifies the background image for the whole scene
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// This value is passed through the material system
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// to the viewer
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CHUNK_BIT_MAP = 0x1100,
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CHUNK_BIT_MAP_EXISTS = 0x1101,
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// ********************************************************************
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// Viewport related stuff. Ignored
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CHUNK_DEFAULT_VIEW = 0x3000,
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CHUNK_VIEW_TOP = 0x3010,
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CHUNK_VIEW_BOTTOM = 0x3020,
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CHUNK_VIEW_LEFT = 0x3030,
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CHUNK_VIEW_RIGHT = 0x3040,
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CHUNK_VIEW_FRONT = 0x3050,
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CHUNK_VIEW_BACK = 0x3060,
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CHUNK_VIEW_USER = 0x3070,
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CHUNK_VIEW_CAMERA = 0x3080,
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// ********************************************************************
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// Mesh chunks
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CHUNK_OBJBLOCK = 0x4000,
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CHUNK_TRIMESH = 0x4100,
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CHUNK_VERTLIST = 0x4110,
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CHUNK_VERTFLAGS = 0x4111,
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CHUNK_FACELIST = 0x4120,
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CHUNK_FACEMAT = 0x4130,
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CHUNK_MAPLIST = 0x4140,
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CHUNK_SMOOLIST = 0x4150,
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CHUNK_TRMATRIX = 0x4160,
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CHUNK_MESHCOLOR = 0x4165,
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CHUNK_TXTINFO = 0x4170,
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CHUNK_LIGHT = 0x4600,
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CHUNK_CAMERA = 0x4700,
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CHUNK_HIERARCHY = 0x4F00,
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// Specifies the global scaling factor. This is applied
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// to the root node's transformation matrix
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CHUNK_MASTER_SCALE = 0x0100,
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// ********************************************************************
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// Material chunks
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CHUNK_MAT_MATERIAL = 0xAFFF,
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// asciiz containing the name of the material
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CHUNK_MAT_MATNAME = 0xA000,
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CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
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CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
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CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
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// Specifies the shininess of the material
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// followed by percentage chunk
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CHUNK_MAT_SHININESS = 0xA040,
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CHUNK_MAT_SHININESS_PERCENT = 0xA041 ,
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// Specifies the shading mode to be used
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// followed by a short
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CHUNK_MAT_SHADING = 0xA100,
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// NOTE: Emissive color (self illumination) seems not
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// to be a color but a single value, type is unknown.
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// Make the parser accept both of them.
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// followed by percentage chunk (?)
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CHUNK_MAT_SELF_ILLUM = 0xA080,
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// Always followed by percentage chunk (?)
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CHUNK_MAT_SELF_ILPCT = 0xA084,
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// Always followed by percentage chunk
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CHUNK_MAT_TRANSPARENCY = 0xA050,
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// Diffuse texture channel 0
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CHUNK_MAT_TEXTURE = 0xA200,
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// Contains opacity information for each texel
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CHUNK_MAT_OPACMAP = 0xA210,
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// Contains a reflection map to be used to reflect
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// the environment. This is partially supported.
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CHUNK_MAT_REFLMAP = 0xA220,
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// Self Illumination map (emissive colors)
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CHUNK_MAT_SELFIMAP = 0xA33d,
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// Bumpmap. Not specified whether it is a heightmap
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// or a normal map. Assme it is a heightmap since
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// artist normally prefer this format.
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CHUNK_MAT_BUMPMAP = 0xA230,
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// Specular map. Seems to influence the specular color
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CHUNK_MAT_SPECMAP = 0xA204,
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// Holds shininess data.
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CHUNK_MAT_MAT_SHINMAP = 0xA33C,
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// Scaling in U/V direction.
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// (need to gen separate UV coordinate set
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// and do this by hand)
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CHUNK_MAT_MAP_USCALE = 0xA354,
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CHUNK_MAT_MAP_VSCALE = 0xA356,
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// Translation in U/V direction.
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// (need to gen separate UV coordinate set
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// and do this by hand)
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CHUNK_MAT_MAP_UOFFSET = 0xA358,
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CHUNK_MAT_MAP_VOFFSET = 0xA35a,
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// UV-coordinates rotation around the z-axis
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// Assumed to be in radians.
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CHUNK_MAT_MAP_ANG = 0xA35C,
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// Tiling flags for 3DS files
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CHUNK_MAT_MAP_TILING = 0xa351,
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// Specifies the file name of a texture
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CHUNK_MAPFILE = 0xA300,
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// Specifies whether a materail requires two-sided rendering
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CHUNK_MAT_TWO_SIDE = 0xA081,
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// ********************************************************************
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// Main keyframer chunk. Contains translation/rotation/scaling data
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CHUNK_KEYFRAMER = 0xB000,
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// Supported sub chunks
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CHUNK_TRACKINFO = 0xB002,
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CHUNK_TRACKOBJNAME = 0xB010,
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CHUNK_TRACKDUMMYOBJNAME = 0xB011,
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CHUNK_TRACKPIVOT = 0xB013,
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CHUNK_TRACKPOS = 0xB020,
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CHUNK_TRACKROTATE = 0xB021,
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CHUNK_TRACKSCALE = 0xB022,
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// ********************************************************************
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// Keyframes for various other stuff in the file
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// Partially ignored
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CHUNK_AMBIENTKEY = 0xB001,
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CHUNK_TRACKMORPH = 0xB026,
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CHUNK_TRACKHIDE = 0xB029,
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CHUNK_OBJNUMBER = 0xB030,
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CHUNK_TRACKCAMERA = 0xB003,
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CHUNK_TRACKFOV = 0xB023,
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CHUNK_TRACKROLL = 0xB024,
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CHUNK_TRACKCAMTGT = 0xB004,
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CHUNK_TRACKLIGHT = 0xB005,
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CHUNK_TRACKLIGTGT = 0xB006,
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CHUNK_TRACKSPOTL = 0xB007,
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CHUNK_FRAMES = 0xB008,
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// ********************************************************************
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// light sub-chunks
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CHUNK_DL_OFF = 0x4620,
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CHUNK_DL_OUTER_RANGE = 0x465A,
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CHUNK_DL_INNER_RANGE = 0x4659,
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CHUNK_DL_MULTIPLIER = 0x465B,
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CHUNK_DL_EXCLUDE = 0x4654,
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CHUNK_DL_ATTENUATE = 0x4625,
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CHUNK_DL_SPOTLIGHT = 0x4610,
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// camera sub-chunks
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CHUNK_CAM_RANGES = 0x4720
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};
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};
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// ---------------------------------------------------------------------------
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/** Helper structure representing a 3ds mesh face */
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struct Face : public FaceWithSmoothingGroup
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{
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};
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// ---------------------------------------------------------------------------
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/** Helper structure representing a texture */
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struct Texture
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{
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//! Default constructor
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Texture()
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: mOffsetU (0.0f)
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, mOffsetV (0.0f)
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, mScaleU (1.0f)
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, mScaleV (1.0f)
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, mRotation (0.0f)
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, mMapMode (aiTextureMapMode_Wrap)
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, bPrivate()
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, iUVSrc (0)
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{
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mTextureBlend = get_qnan();
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}
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//! Specifies the blend factor for the texture
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float mTextureBlend;
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//! Specifies the filename of the texture
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std::string mMapName;
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//! Specifies texture coordinate offsets/scaling/rotations
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float mOffsetU;
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float mOffsetV;
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float mScaleU;
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float mScaleV;
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float mRotation;
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//! Specifies the mapping mode to be used for the texture
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aiTextureMapMode mMapMode;
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//! Used internally
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bool bPrivate;
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int iUVSrc;
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};
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#include "./../include/assimp/Compiler/poppack1.h"
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// ---------------------------------------------------------------------------
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/** Helper structure representing a 3ds material */
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struct Material
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{
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//! Default constructor. Builds a default name for the material
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Material()
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:
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mDiffuse (0.6f,0.6f,0.6f), // FIX ... we won't want object to be black
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mSpecularExponent (0.0f),
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mShininessStrength (1.0f),
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mShading(Discreet3DS::Gouraud),
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mTransparency (1.0f),
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mBumpHeight (1.0f),
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mTwoSided (false)
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{
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static int iCnt = 0;
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char szTemp[128];
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ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
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mName = szTemp;
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}
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//! Name of the material
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std::string mName;
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//! Diffuse color of the material
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aiColor3D mDiffuse;
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//! Specular exponent
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float mSpecularExponent;
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//! Shininess strength, in percent
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float mShininessStrength;
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//! Specular color of the material
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aiColor3D mSpecular;
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//! Ambient color of the material
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aiColor3D mAmbient;
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//! Shading type to be used
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Discreet3DS::shadetype3ds mShading;
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//! Opacity of the material
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float mTransparency;
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//! Diffuse texture channel
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Texture sTexDiffuse;
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//! Opacity texture channel
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Texture sTexOpacity;
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//! Specular texture channel
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Texture sTexSpecular;
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//! Reflective texture channel
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Texture sTexReflective;
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//! Bump texture channel
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Texture sTexBump;
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//! Emissive texture channel
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Texture sTexEmissive;
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//! Shininess texture channel
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Texture sTexShininess;
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//! Scaling factor for the bump values
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float mBumpHeight;
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//! Emissive color
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aiColor3D mEmissive;
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//! Ambient texture channel
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//! (used by the ASE format)
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Texture sTexAmbient;
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//! True if the material must be rendered from two sides
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bool mTwoSided;
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent a 3ds file mesh */
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struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
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{
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//! Default constructor
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Mesh()
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{
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static int iCnt = 0;
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// Generate a default name for the mesh
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char szTemp[128];
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ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
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mName = szTemp;
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}
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//! Name of the mesh
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std::string mName;
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//! Texture coordinates
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std::vector<aiVector3D> mTexCoords;
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//! Face materials
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std::vector<unsigned int> mFaceMaterials;
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//! Local transformation matrix
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aiMatrix4x4 mMat;
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};
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// ---------------------------------------------------------------------------
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/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
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C-API, so it would be difficult to make them a template. */
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struct aiFloatKey
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{
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double mTime; ///< The time of this key
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float mValue; ///< The value of this key
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#ifdef __cplusplus
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// time is not compared
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bool operator == (const aiFloatKey& o) const
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{return o.mValue == this->mValue;}
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bool operator != (const aiFloatKey& o) const
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{return o.mValue != this->mValue;}
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// Only time is compared. This operator is defined
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// for use with std::sort
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bool operator < (const aiFloatKey& o) const
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{return mTime < o.mTime;}
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bool operator > (const aiFloatKey& o) const
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{return mTime > o.mTime;}
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#endif
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};
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// ---------------------------------------------------------------------------
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/** Helper structure to represent a 3ds file node */
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struct Node
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{
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Node()
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: mParent()
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, mInstanceNumber()
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, mHierarchyPos (0)
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, mHierarchyIndex (0)
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, mInstanceCount (1)
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{
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static int iCnt = 0;
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// Generate a default name for the node
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char szTemp[128];
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::ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
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mName = szTemp;
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aRotationKeys.reserve (20);
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aPositionKeys.reserve (20);
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aScalingKeys.reserve (20);
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}
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~Node()
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{
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for (unsigned int i = 0; i < mChildren.size();++i)
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delete mChildren[i];
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}
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//! Pointer to the parent node
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Node* mParent;
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//! Holds all child nodes
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std::vector<Node*> mChildren;
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//! Name of the node
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std::string mName;
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//! InstanceNumber of the node
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int32_t mInstanceNumber;
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//! Dummy nodes: real name to be combined with the $$$DUMMY
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std::string mDummyName;
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//! Position of the node in the hierarchy (tree depth)
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int16_t mHierarchyPos;
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//! Index of the node
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int16_t mHierarchyIndex;
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//! Rotation keys loaded from the file
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std::vector<aiQuatKey> aRotationKeys;
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//! Position keys loaded from the file
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std::vector<aiVectorKey> aPositionKeys;
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//! Scaling keys loaded from the file
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std::vector<aiVectorKey> aScalingKeys;
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// For target lights (spot lights and directional lights):
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|
// The position of the target
|
|
std::vector< aiVectorKey > aTargetPositionKeys;
|
|
|
|
// For cameras: the camera roll angle
|
|
std::vector< aiFloatKey > aCameraRollKeys;
|
|
|
|
//! Pivot position loaded from the file
|
|
aiVector3D vPivot;
|
|
|
|
//instance count, will be kept only for the first node
|
|
int32_t mInstanceCount;
|
|
|
|
//! Add a child node, setup the right parent node for it
|
|
//! \param pc Node to be 'adopted'
|
|
inline Node& push_back(Node* pc)
|
|
{
|
|
mChildren.push_back(pc);
|
|
pc->mParent = this;
|
|
return *this;
|
|
}
|
|
};
|
|
// ---------------------------------------------------------------------------
|
|
/** Helper structure analogue to aiScene */
|
|
struct Scene
|
|
{
|
|
//! List of all materials loaded
|
|
//! NOTE: 3ds references materials globally
|
|
std::vector<Material> mMaterials;
|
|
|
|
//! List of all meshes loaded
|
|
std::vector<Mesh> mMeshes;
|
|
|
|
//! List of all cameras loaded
|
|
std::vector<aiCamera*> mCameras;
|
|
|
|
//! List of all lights loaded
|
|
std::vector<aiLight*> mLights;
|
|
|
|
//! Pointer to the root node of the scene
|
|
// --- moved to main class
|
|
// Node* pcRootNode;
|
|
};
|
|
|
|
|
|
} // end of namespace D3DS
|
|
} // end of namespace Assimp
|
|
|
|
#endif // AI_XFILEHELPER_H_INC
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