1342 lines
46 KiB
C++
1342 lines
46 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) 2006-2021, 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 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 team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file 3DSLoader.cpp
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* @brief Implementation of the 3ds importer class
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*
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* http://www.the-labs.com/Blender/3DS-details.html
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*/
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#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
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#include "3DSLoader.h"
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#include <assimp/StringComparison.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Discreet 3DS Importer",
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"",
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"",
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"Limited animation support",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"3ds prj"
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};
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// ------------------------------------------------------------------------------------------------
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// Begins a new parsing block
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// - Reads the current chunk and validates it
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// - computes its length
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#define ASSIMP_3DS_BEGIN_CHUNK() \
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while (true) { \
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if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)) { \
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return; \
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} \
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Discreet3DS::Chunk chunk; \
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ReadChunk(&chunk); \
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int chunkSize = chunk.Size - sizeof(Discreet3DS::Chunk); \
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if (chunkSize <= 0) \
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continue; \
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const unsigned int oldReadLimit = stream->SetReadLimit( \
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stream->GetCurrentPos() + chunkSize);
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// ------------------------------------------------------------------------------------------------
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// End a parsing block
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// Must follow at the end of each parsing block, reset chunk end marker to previous value
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#define ASSIMP_3DS_END_CHUNK() \
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stream->SkipToReadLimit(); \
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stream->SetReadLimit(oldReadLimit); \
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if (stream->GetRemainingSizeToLimit() == 0) \
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return; \
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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Discreet3DSImporter::Discreet3DSImporter() :
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stream(), mLastNodeIndex(), mCurrentNode(), mRootNode(), mScene(), mMasterScale(), bHasBG(), bIsPrj() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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Discreet3DSImporter::~Discreet3DSImporter() {
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// empty
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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 Discreet3DSImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
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std::string extension = GetExtension(pFile);
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if (extension == "3ds" || extension == "prj") {
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return true;
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}
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if (!extension.length() || checkSig) {
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uint16_t token[3];
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token[0] = 0x4d4d;
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token[1] = 0x3dc2;
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//token[2] = 0x3daa;
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return CheckMagicToken(pIOHandler, pFile, token, 2, 0, 2);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Loader registry entry
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const aiImporterDesc *Discreet3DSImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void Discreet3DSImporter::SetupProperties(const Importer * /*pImp*/) {
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// nothing to be done for the moment
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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 Discreet3DSImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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StreamReaderLE theStream(pIOHandler->Open(pFile, "rb"));
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// We should have at least one chunk
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if (theStream.GetRemainingSize() < 16) {
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throw DeadlyImportError("3DS file is either empty or corrupt: ", pFile);
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}
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this->stream = &theStream;
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// Allocate our temporary 3DS representation
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D3DS::Scene _scene;
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mScene = &_scene;
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// Initialize members
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D3DS::Node _rootNode("UNNAMED");
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mLastNodeIndex = -1;
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mCurrentNode = &_rootNode;
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mRootNode = mCurrentNode;
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mRootNode->mHierarchyPos = -1;
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mRootNode->mHierarchyIndex = -1;
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mRootNode->mParent = nullptr;
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mMasterScale = 1.0f;
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mBackgroundImage = "";
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bHasBG = false;
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bIsPrj = false;
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// Parse the file
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ParseMainChunk();
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// Process all meshes in the file. First check whether all
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// face indices have valid values. The generate our
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// internal verbose representation. Finally compute normal
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// vectors from the smoothing groups we read from the
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// file.
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for (auto &mesh : mScene->mMeshes) {
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if (mesh.mFaces.size() > 0 && mesh.mPositions.size() == 0) {
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throw DeadlyImportError("3DS file contains faces but no vertices: ", pFile);
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}
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CheckIndices(mesh);
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MakeUnique(mesh);
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ComputeNormalsWithSmoothingsGroups<D3DS::Face>(mesh);
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}
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// Replace all occurrences of the default material with a
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// valid material. Generate it if no material containing
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// DEFAULT in its name has been found in the file
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ReplaceDefaultMaterial();
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// Convert the scene from our internal representation to an
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// aiScene object. This involves copying all meshes, lights
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// and cameras to the scene
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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 sub-meshes
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GenerateNodeGraph(pScene);
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// Now apply the master scaling factor to the scene
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ApplyMasterScale(pScene);
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// Our internal scene representation and the root
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// node will be automatically deleted, so the whole hierarchy will follow
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AI_DEBUG_INVALIDATE_PTR(mRootNode);
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AI_DEBUG_INVALIDATE_PTR(mScene);
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AI_DEBUG_INVALIDATE_PTR(this->stream);
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}
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// ------------------------------------------------------------------------------------------------
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// Applies a master-scaling factor to the imported scene
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void Discreet3DSImporter::ApplyMasterScale(aiScene *pScene) {
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// There are some 3DS files with a zero scaling factor
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if (!mMasterScale)
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mMasterScale = 1.0f;
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else
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mMasterScale = 1.0f / 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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mMasterScale, 0.0f, 0.0f, 0.0f,
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0.0f, mMasterScale, 0.0f, 0.0f,
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0.0f, 0.0f, mMasterScale, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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// Check whether a scaling track is assigned to the root node.
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}
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// ------------------------------------------------------------------------------------------------
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// Reads a new chunk from the file
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void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk *pcOut) {
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ai_assert(pcOut != nullptr);
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pcOut->Flag = stream->GetI2();
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pcOut->Size = stream->GetI4();
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if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize()) {
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throw DeadlyImportError("Chunk is too large");
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}
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if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit()) {
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ASSIMP_LOG_ERROR("3DS: Chunk overflow");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Skip a chunk
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void Discreet3DSImporter::SkipChunk() {
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Discreet3DS::Chunk psChunk;
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ReadChunk(&psChunk);
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stream->IncPtr(psChunk.Size - sizeof(Discreet3DS::Chunk));
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return;
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}
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// ------------------------------------------------------------------------------------------------
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// Process the primary chunk of the file
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void Discreet3DSImporter::ParseMainChunk() {
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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switch (chunk.Flag) {
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case Discreet3DS::CHUNK_PRJ:
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bIsPrj = true;
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break;
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case Discreet3DS::CHUNK_MAIN:
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ParseEditorChunk();
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break;
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};
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ASSIMP_3DS_END_CHUNK();
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// recursively continue processing this hierarchy level
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return ParseMainChunk();
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSImporter::ParseEditorChunk() {
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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switch (chunk.Flag) {
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case Discreet3DS::CHUNK_OBJMESH:
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ParseObjectChunk();
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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 Discreet3DS::CHUNK_KEYFRAMER:
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ParseKeyframeChunk();
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break;
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case Discreet3DS::CHUNK_VERSION: {
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// print the version number
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char buff[10];
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ASSIMP_itoa10(buff, stream->GetI2());
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ASSIMP_LOG_INFO_F(std::string("3DS file format version: "), buff);
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} break;
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};
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ASSIMP_3DS_END_CHUNK();
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSImporter::ParseObjectChunk() {
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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switch (chunk.Flag) {
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case Discreet3DS::CHUNK_OBJBLOCK: {
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unsigned int cnt = 0;
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const char *sz = (const char *)stream->GetPtr();
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// Get the name of the geometry object
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while (stream->GetI1())
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++cnt;
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ParseChunk(sz, cnt);
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} break;
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case Discreet3DS::CHUNK_MAT_MATERIAL:
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// Add a new material to the list
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mScene->mMaterials.push_back(D3DS::Material(std::string("UNNAMED_" + ai_to_string(mScene->mMaterials.size()))));
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ParseMaterialChunk();
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break;
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case Discreet3DS::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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ParseColorChunk(&mClrAmbient, true);
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if (is_qnan(mClrAmbient.r)) {
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// We failed to read the ambient base color.
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ASSIMP_LOG_ERROR("3DS: Failed to read ambient base color");
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mClrAmbient.r = mClrAmbient.g = mClrAmbient.b = 0.0f;
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}
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break;
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case Discreet3DS::CHUNK_BIT_MAP: {
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// Specifies the background image. The string should already be
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// properly 0 terminated but we need to be sure
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unsigned int cnt = 0;
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const char *sz = (const char *)stream->GetPtr();
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while (stream->GetI1())
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++cnt;
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mBackgroundImage = std::string(sz, cnt);
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} break;
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case Discreet3DS::CHUNK_BIT_MAP_EXISTS:
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bHasBG = true;
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break;
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case Discreet3DS::CHUNK_MASTER_SCALE:
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// Scene master scaling factor
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mMasterScale = stream->GetF4();
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break;
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};
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ASSIMP_3DS_END_CHUNK();
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSImporter::ParseChunk(const char *name, unsigned int num) {
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ASSIMP_3DS_BEGIN_CHUNK();
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// IMPLEMENTATION NOTE;
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// Cameras or lights define their transformation in their parent node and in the
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// corresponding light or camera chunks. However, we read and process the latter
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// to to be able to return valid cameras/lights even if no scenegraph is given.
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// get chunk type
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switch (chunk.Flag) {
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case Discreet3DS::CHUNK_TRIMESH: {
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// this starts a new triangle mesh
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mScene->mMeshes.push_back(D3DS::Mesh(std::string(name, num)));
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// Read mesh chunks
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ParseMeshChunk();
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} break;
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case Discreet3DS::CHUNK_LIGHT: {
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// This starts a new light
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aiLight *light = new aiLight();
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mScene->mLights.push_back(light);
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light->mName.Set(std::string(name, num));
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// First read the position of the light
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light->mPosition.x = stream->GetF4();
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light->mPosition.y = stream->GetF4();
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light->mPosition.z = stream->GetF4();
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light->mColorDiffuse = aiColor3D(1.f, 1.f, 1.f);
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// Now check for further subchunks
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if (!bIsPrj) /* fixme */
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ParseLightChunk();
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// The specular light color is identical the the diffuse light color. The ambient light color
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// is equal to the ambient base color of the whole scene.
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light->mColorSpecular = light->mColorDiffuse;
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light->mColorAmbient = mClrAmbient;
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if (light->mType == aiLightSource_UNDEFINED) {
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// It must be a point light
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light->mType = aiLightSource_POINT;
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}
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} break;
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case Discreet3DS::CHUNK_CAMERA: {
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// This starts a new camera
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aiCamera *camera = new aiCamera();
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mScene->mCameras.push_back(camera);
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camera->mName.Set(std::string(name, num));
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// First read the position of the camera
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camera->mPosition.x = stream->GetF4();
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camera->mPosition.y = stream->GetF4();
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camera->mPosition.z = stream->GetF4();
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// Then the camera target
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camera->mLookAt.x = stream->GetF4() - camera->mPosition.x;
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camera->mLookAt.y = stream->GetF4() - camera->mPosition.y;
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camera->mLookAt.z = stream->GetF4() - camera->mPosition.z;
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ai_real len = camera->mLookAt.Length();
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if (len < 1e-5) {
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// There are some files with lookat == position. Don't know why or whether it's ok or not.
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ASSIMP_LOG_ERROR("3DS: Unable to read proper camera look-at vector");
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camera->mLookAt = aiVector3D(0.0, 1.0, 0.0);
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} else
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camera->mLookAt /= len;
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// And finally - the camera rotation angle, in counter clockwise direction
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const ai_real angle = AI_DEG_TO_RAD(stream->GetF4());
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aiQuaternion quat(camera->mLookAt, angle);
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camera->mUp = quat.GetMatrix() * aiVector3D(0.0, 1.0, 0.0);
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// Read the lense angle
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camera->mHorizontalFOV = AI_DEG_TO_RAD(stream->GetF4());
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if (camera->mHorizontalFOV < 0.001f) {
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camera->mHorizontalFOV = AI_DEG_TO_RAD(45.f);
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}
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// Now check for further subchunks
|
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if (!bIsPrj) /* fixme */ {
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ParseCameraChunk();
|
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}
|
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} break;
|
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};
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ASSIMP_3DS_END_CHUNK();
|
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}
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// ------------------------------------------------------------------------------------------------
|
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void Discreet3DSImporter::ParseLightChunk() {
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ASSIMP_3DS_BEGIN_CHUNK();
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aiLight *light = mScene->mLights.back();
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// get chunk type
|
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switch (chunk.Flag) {
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case Discreet3DS::CHUNK_DL_SPOTLIGHT:
|
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// Now we can be sure that the light is a spot light
|
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light->mType = aiLightSource_SPOT;
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|
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// We wouldn't need to normalize here, but we do it
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light->mDirection.x = stream->GetF4() - light->mPosition.x;
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light->mDirection.y = stream->GetF4() - light->mPosition.y;
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light->mDirection.z = stream->GetF4() - light->mPosition.z;
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light->mDirection.Normalize();
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// Now the hotspot and falloff angles - in degrees
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light->mAngleInnerCone = AI_DEG_TO_RAD(stream->GetF4());
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|
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// FIX: the falloff angle is just an offset
|
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light->mAngleOuterCone = light->mAngleInnerCone + AI_DEG_TO_RAD(stream->GetF4());
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break;
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|
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// intensity multiplier
|
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case Discreet3DS::CHUNK_DL_MULTIPLIER:
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light->mColorDiffuse = light->mColorDiffuse * stream->GetF4();
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break;
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|
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// light color
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case Discreet3DS::CHUNK_RGBF:
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case Discreet3DS::CHUNK_LINRGBF:
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light->mColorDiffuse.r *= stream->GetF4();
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light->mColorDiffuse.g *= stream->GetF4();
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light->mColorDiffuse.b *= stream->GetF4();
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break;
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|
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// light attenuation
|
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case Discreet3DS::CHUNK_DL_ATTENUATE:
|
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light->mAttenuationLinear = stream->GetF4();
|
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break;
|
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};
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|
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ASSIMP_3DS_END_CHUNK();
|
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}
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|
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// ------------------------------------------------------------------------------------------------
|
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void Discreet3DSImporter::ParseCameraChunk() {
|
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ASSIMP_3DS_BEGIN_CHUNK();
|
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aiCamera *camera = mScene->mCameras.back();
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|
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// get chunk type
|
|
switch (chunk.Flag) {
|
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// near and far clip plane
|
|
case Discreet3DS::CHUNK_CAM_RANGES:
|
|
camera->mClipPlaneNear = stream->GetF4();
|
|
camera->mClipPlaneFar = stream->GetF4();
|
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break;
|
|
}
|
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|
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ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Discreet3DSImporter::ParseKeyframeChunk() {
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
switch (chunk.Flag) {
|
|
case Discreet3DS::CHUNK_TRACKCAMTGT:
|
|
case Discreet3DS::CHUNK_TRACKSPOTL:
|
|
case Discreet3DS::CHUNK_TRACKCAMERA:
|
|
case Discreet3DS::CHUNK_TRACKINFO:
|
|
case Discreet3DS::CHUNK_TRACKLIGHT:
|
|
case Discreet3DS::CHUNK_TRACKLIGTGT:
|
|
|
|
// this starts a new mesh hierarchy chunk
|
|
ParseHierarchyChunk(chunk.Flag);
|
|
break;
|
|
};
|
|
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Little helper function for ParseHierarchyChunk
|
|
void Discreet3DSImporter::InverseNodeSearch(D3DS::Node *pcNode, D3DS::Node *pcCurrent) {
|
|
if (!pcCurrent) {
|
|
mRootNode->push_back(pcNode);
|
|
return;
|
|
}
|
|
|
|
if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos) {
|
|
if (pcCurrent->mParent) {
|
|
pcCurrent->mParent->push_back(pcNode);
|
|
} else
|
|
pcCurrent->push_back(pcNode);
|
|
return;
|
|
}
|
|
return InverseNodeSearch(pcNode, pcCurrent->mParent);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Find a node with a specific name in the import hierarchy
|
|
D3DS::Node *FindNode(D3DS::Node *root, const std::string &name) {
|
|
if (root->mName == name) {
|
|
return root;
|
|
}
|
|
|
|
for (std::vector<D3DS::Node *>::iterator it = root->mChildren.begin(); it != root->mChildren.end(); ++it) {
|
|
D3DS::Node *nd = FindNode(*it, name);
|
|
if (nullptr != nd) {
|
|
return nd;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Binary predicate for std::unique()
|
|
template <class T>
|
|
bool KeyUniqueCompare(const T &first, const T &second) {
|
|
return first.mTime == second.mTime;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Skip some additional import data.
|
|
void Discreet3DSImporter::SkipTCBInfo() {
|
|
unsigned int flags = stream->GetI2();
|
|
|
|
if (!flags) {
|
|
// Currently we can't do anything with these values. They occur
|
|
// quite rare, so it wouldn't be worth the effort implementing
|
|
// them. 3DS is not really suitable for complex animations,
|
|
// so full support is not required.
|
|
ASSIMP_LOG_WARN("3DS: Skipping TCB animation info");
|
|
}
|
|
|
|
if (flags & Discreet3DS::KEY_USE_TENS) {
|
|
stream->IncPtr(4);
|
|
}
|
|
if (flags & Discreet3DS::KEY_USE_BIAS) {
|
|
stream->IncPtr(4);
|
|
}
|
|
if (flags & Discreet3DS::KEY_USE_CONT) {
|
|
stream->IncPtr(4);
|
|
}
|
|
if (flags & Discreet3DS::KEY_USE_EASE_FROM) {
|
|
stream->IncPtr(4);
|
|
}
|
|
if (flags & Discreet3DS::KEY_USE_EASE_TO) {
|
|
stream->IncPtr(4);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read hierarchy and keyframe info
|
|
void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) {
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
switch (chunk.Flag) {
|
|
case Discreet3DS::CHUNK_TRACKOBJNAME:
|
|
|
|
// This is the name of the object to which the track applies. The chunk also
|
|
// defines the position of this object in the hierarchy.
|
|
{
|
|
|
|
// First of all: get the name of the object
|
|
unsigned int cnt = 0;
|
|
const char *sz = (const char *)stream->GetPtr();
|
|
|
|
while (stream->GetI1())
|
|
++cnt;
|
|
std::string name = std::string(sz, cnt);
|
|
|
|
// Now find out whether we have this node already (target animation channels
|
|
// are stored with a separate object ID)
|
|
D3DS::Node *pcNode = FindNode(mRootNode, name);
|
|
int instanceNumber = 1;
|
|
|
|
if (pcNode) {
|
|
// if the source is not a CHUNK_TRACKINFO block it won't be an object instance
|
|
if (parent != Discreet3DS::CHUNK_TRACKINFO) {
|
|
mCurrentNode = pcNode;
|
|
break;
|
|
}
|
|
pcNode->mInstanceCount++;
|
|
instanceNumber = pcNode->mInstanceCount;
|
|
}
|
|
pcNode = new D3DS::Node(name);
|
|
pcNode->mInstanceNumber = instanceNumber;
|
|
|
|
// There are two unknown values which we can safely ignore
|
|
stream->IncPtr(4);
|
|
|
|
// Now read the hierarchy position of the object
|
|
uint16_t hierarchy = stream->GetI2() + 1;
|
|
pcNode->mHierarchyPos = hierarchy;
|
|
pcNode->mHierarchyIndex = mLastNodeIndex;
|
|
|
|
// And find a proper position in the graph for it
|
|
if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy) {
|
|
|
|
// add to the parent of the last touched node
|
|
mCurrentNode->mParent->push_back(pcNode);
|
|
mLastNodeIndex++;
|
|
} else if (hierarchy >= mLastNodeIndex) {
|
|
|
|
// place it at the current position in the hierarchy
|
|
mCurrentNode->push_back(pcNode);
|
|
mLastNodeIndex = hierarchy;
|
|
} else {
|
|
// need to go back to the specified position in the hierarchy.
|
|
InverseNodeSearch(pcNode, mCurrentNode);
|
|
mLastNodeIndex++;
|
|
}
|
|
// Make this node the current node
|
|
mCurrentNode = pcNode;
|
|
}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_TRACKDUMMYOBJNAME:
|
|
|
|
// This is the "real" name of a $$$DUMMY object
|
|
{
|
|
const char *sz = (const char *)stream->GetPtr();
|
|
while (stream->GetI1())
|
|
;
|
|
|
|
// If object name is DUMMY, take this one instead
|
|
if (mCurrentNode->mName == "$$$DUMMY") {
|
|
mCurrentNode->mName = std::string(sz);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_TRACKPIVOT:
|
|
|
|
if (Discreet3DS::CHUNK_TRACKINFO != parent) {
|
|
ASSIMP_LOG_WARN("3DS: Skipping pivot subchunk for non usual object");
|
|
break;
|
|
}
|
|
|
|
// Pivot = origin of rotation and scaling
|
|
mCurrentNode->vPivot.x = stream->GetF4();
|
|
mCurrentNode->vPivot.y = stream->GetF4();
|
|
mCurrentNode->vPivot.z = stream->GetF4();
|
|
break;
|
|
|
|
// ////////////////////////////////////////////////////////////////////
|
|
// POSITION KEYFRAME
|
|
case Discreet3DS::CHUNK_TRACKPOS: {
|
|
stream->IncPtr(10);
|
|
const unsigned int numFrames = stream->GetI4();
|
|
bool sortKeys = false;
|
|
|
|
// This could also be meant as the target position for
|
|
// (targeted) lights and cameras
|
|
std::vector<aiVectorKey> *l;
|
|
if (Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent) {
|
|
l = &mCurrentNode->aTargetPositionKeys;
|
|
} else
|
|
l = &mCurrentNode->aPositionKeys;
|
|
|
|
l->reserve(numFrames);
|
|
for (unsigned int i = 0; i < numFrames; ++i) {
|
|
const unsigned int fidx = stream->GetI4();
|
|
|
|
// Setup a new position key
|
|
aiVectorKey v;
|
|
v.mTime = (double)fidx;
|
|
|
|
SkipTCBInfo();
|
|
v.mValue.x = stream->GetF4();
|
|
v.mValue.y = stream->GetF4();
|
|
v.mValue.z = stream->GetF4();
|
|
|
|
// check whether we'll need to sort the keys
|
|
if (!l->empty() && v.mTime <= l->back().mTime)
|
|
sortKeys = true;
|
|
|
|
// Add the new keyframe to the list
|
|
l->push_back(v);
|
|
}
|
|
|
|
// Sort all keys with ascending time values and remove duplicates?
|
|
if (sortKeys) {
|
|
std::stable_sort(l->begin(), l->end());
|
|
l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare<aiVectorKey>), l->end());
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
// ////////////////////////////////////////////////////////////////////
|
|
// CAMERA ROLL KEYFRAME
|
|
case Discreet3DS::CHUNK_TRACKROLL: {
|
|
// roll keys are accepted for cameras only
|
|
if (parent != Discreet3DS::CHUNK_TRACKCAMERA) {
|
|
ASSIMP_LOG_WARN("3DS: Ignoring roll track for non-camera object");
|
|
break;
|
|
}
|
|
bool sortKeys = false;
|
|
std::vector<aiFloatKey> *l = &mCurrentNode->aCameraRollKeys;
|
|
|
|
stream->IncPtr(10);
|
|
const unsigned int numFrames = stream->GetI4();
|
|
l->reserve(numFrames);
|
|
for (unsigned int i = 0; i < numFrames; ++i) {
|
|
const unsigned int fidx = stream->GetI4();
|
|
|
|
// Setup a new position key
|
|
aiFloatKey v;
|
|
v.mTime = (double)fidx;
|
|
|
|
// This is just a single float
|
|
SkipTCBInfo();
|
|
v.mValue = stream->GetF4();
|
|
|
|
// Check whether we'll need to sort the keys
|
|
if (!l->empty() && v.mTime <= l->back().mTime)
|
|
sortKeys = true;
|
|
|
|
// Add the new keyframe to the list
|
|
l->push_back(v);
|
|
}
|
|
|
|
// Sort all keys with ascending time values and remove duplicates?
|
|
if (sortKeys) {
|
|
std::stable_sort(l->begin(), l->end());
|
|
l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare<aiFloatKey>), l->end());
|
|
}
|
|
} break;
|
|
|
|
// ////////////////////////////////////////////////////////////////////
|
|
// CAMERA FOV KEYFRAME
|
|
case Discreet3DS::CHUNK_TRACKFOV: {
|
|
ASSIMP_LOG_ERROR("3DS: Skipping FOV animation track. "
|
|
"This is not supported");
|
|
} break;
|
|
|
|
// ////////////////////////////////////////////////////////////////////
|
|
// ROTATION KEYFRAME
|
|
case Discreet3DS::CHUNK_TRACKROTATE: {
|
|
stream->IncPtr(10);
|
|
const unsigned int numFrames = stream->GetI4();
|
|
|
|
bool sortKeys = false;
|
|
std::vector<aiQuatKey> *l = &mCurrentNode->aRotationKeys;
|
|
l->reserve(numFrames);
|
|
|
|
for (unsigned int i = 0; i < numFrames; ++i) {
|
|
const unsigned int fidx = stream->GetI4();
|
|
SkipTCBInfo();
|
|
|
|
aiQuatKey v;
|
|
v.mTime = (double)fidx;
|
|
|
|
// The rotation keyframe is given as an axis-angle pair
|
|
const float rad = stream->GetF4();
|
|
aiVector3D axis;
|
|
axis.x = stream->GetF4();
|
|
axis.y = stream->GetF4();
|
|
axis.z = stream->GetF4();
|
|
|
|
if (!axis.x && !axis.y && !axis.z)
|
|
axis.y = 1.f;
|
|
|
|
// Construct a rotation quaternion from the axis-angle pair
|
|
v.mValue = aiQuaternion(axis, rad);
|
|
|
|
// Check whether we'll need to sort the keys
|
|
if (!l->empty() && v.mTime <= l->back().mTime)
|
|
sortKeys = true;
|
|
|
|
// add the new keyframe to the list
|
|
l->push_back(v);
|
|
}
|
|
// Sort all keys with ascending time values and remove duplicates?
|
|
if (sortKeys) {
|
|
std::stable_sort(l->begin(), l->end());
|
|
l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare<aiQuatKey>), l->end());
|
|
}
|
|
} break;
|
|
|
|
// ////////////////////////////////////////////////////////////////////
|
|
// SCALING KEYFRAME
|
|
case Discreet3DS::CHUNK_TRACKSCALE: {
|
|
stream->IncPtr(10);
|
|
const unsigned int numFrames = stream->GetI2();
|
|
stream->IncPtr(2);
|
|
|
|
bool sortKeys = false;
|
|
std::vector<aiVectorKey> *l = &mCurrentNode->aScalingKeys;
|
|
l->reserve(numFrames);
|
|
|
|
for (unsigned int i = 0; i < numFrames; ++i) {
|
|
const unsigned int fidx = stream->GetI4();
|
|
SkipTCBInfo();
|
|
|
|
// Setup a new key
|
|
aiVectorKey v;
|
|
v.mTime = (double)fidx;
|
|
|
|
// ... and read its value
|
|
v.mValue.x = stream->GetF4();
|
|
v.mValue.y = stream->GetF4();
|
|
v.mValue.z = stream->GetF4();
|
|
|
|
// check whether we'll need to sort the keys
|
|
if (!l->empty() && v.mTime <= l->back().mTime)
|
|
sortKeys = true;
|
|
|
|
// Remove zero-scalings on singular axes - they've been reported to be there erroneously in some strange files
|
|
if (!v.mValue.x) v.mValue.x = 1.f;
|
|
if (!v.mValue.y) v.mValue.y = 1.f;
|
|
if (!v.mValue.z) v.mValue.z = 1.f;
|
|
|
|
l->push_back(v);
|
|
}
|
|
// Sort all keys with ascending time values and remove duplicates?
|
|
if (sortKeys) {
|
|
std::stable_sort(l->begin(), l->end());
|
|
l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare<aiVectorKey>), l->end());
|
|
}
|
|
} break;
|
|
};
|
|
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a face chunk - it contains smoothing groups and material assignments
|
|
void Discreet3DSImporter::ParseFaceChunk() {
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// Get the mesh we're currently working on
|
|
D3DS::Mesh &mMesh = mScene->mMeshes.back();
|
|
|
|
// Get chunk type
|
|
switch (chunk.Flag) {
|
|
case Discreet3DS::CHUNK_SMOOLIST: {
|
|
// This is the list of smoothing groups - a bitfield for every face.
|
|
// Up to 32 smoothing groups assigned to a single face.
|
|
unsigned int num = chunkSize / 4, m = 0;
|
|
if (num > mMesh.mFaces.size()) {
|
|
throw DeadlyImportError("3DS: More smoothing groups than faces");
|
|
}
|
|
for (std::vector<D3DS::Face>::iterator i = mMesh.mFaces.begin(); m != num; ++i, ++m) {
|
|
// nth bit is set for nth smoothing group
|
|
(*i).iSmoothGroup = stream->GetI4();
|
|
}
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_FACEMAT: {
|
|
// at fist an asciiz with the material name
|
|
const char *sz = (const char *)stream->GetPtr();
|
|
while (stream->GetI1())
|
|
;
|
|
|
|
// find the index of the material
|
|
unsigned int idx = 0xcdcdcdcd, cnt = 0;
|
|
for (std::vector<D3DS::Material>::const_iterator i = mScene->mMaterials.begin(); i != mScene->mMaterials.end(); ++i, ++cnt) {
|
|
// use case independent comparisons. hopefully it will work.
|
|
if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str())) {
|
|
idx = cnt;
|
|
break;
|
|
}
|
|
}
|
|
if (0xcdcdcdcd == idx) {
|
|
ASSIMP_LOG_ERROR_F("3DS: Unknown material: ", sz);
|
|
}
|
|
|
|
// Now continue and read all material indices
|
|
cnt = (uint16_t)stream->GetI2();
|
|
for (unsigned int i = 0; i < cnt; ++i) {
|
|
unsigned int fidx = (uint16_t)stream->GetI2();
|
|
|
|
// check range
|
|
if (fidx >= mMesh.mFaceMaterials.size()) {
|
|
ASSIMP_LOG_ERROR("3DS: Invalid face index in face material list");
|
|
} else
|
|
mMesh.mFaceMaterials[fidx] = idx;
|
|
}
|
|
} break;
|
|
};
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a mesh chunk. Here's the actual mesh data
|
|
void Discreet3DSImporter::ParseMeshChunk() {
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// Get the mesh we're currently working on
|
|
D3DS::Mesh &mMesh = mScene->mMeshes.back();
|
|
|
|
// get chunk type
|
|
switch (chunk.Flag) {
|
|
case Discreet3DS::CHUNK_VERTLIST: {
|
|
// This is the list of all vertices in the current mesh
|
|
int num = (int)(uint16_t)stream->GetI2();
|
|
mMesh.mPositions.reserve(num);
|
|
while (num-- > 0) {
|
|
aiVector3D v;
|
|
v.x = stream->GetF4();
|
|
v.y = stream->GetF4();
|
|
v.z = stream->GetF4();
|
|
mMesh.mPositions.push_back(v);
|
|
}
|
|
} break;
|
|
case Discreet3DS::CHUNK_TRMATRIX: {
|
|
// This is the RLEATIVE transformation matrix of the current mesh. Vertices are
|
|
// pretransformed by this matrix wonder.
|
|
mMesh.mMat.a1 = stream->GetF4();
|
|
mMesh.mMat.b1 = stream->GetF4();
|
|
mMesh.mMat.c1 = stream->GetF4();
|
|
mMesh.mMat.a2 = stream->GetF4();
|
|
mMesh.mMat.b2 = stream->GetF4();
|
|
mMesh.mMat.c2 = stream->GetF4();
|
|
mMesh.mMat.a3 = stream->GetF4();
|
|
mMesh.mMat.b3 = stream->GetF4();
|
|
mMesh.mMat.c3 = stream->GetF4();
|
|
mMesh.mMat.a4 = stream->GetF4();
|
|
mMesh.mMat.b4 = stream->GetF4();
|
|
mMesh.mMat.c4 = stream->GetF4();
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_MAPLIST: {
|
|
// This is the list of all UV coords in the current mesh
|
|
int num = (int)(uint16_t)stream->GetI2();
|
|
mMesh.mTexCoords.reserve(num);
|
|
while (num-- > 0) {
|
|
aiVector3D v;
|
|
v.x = stream->GetF4();
|
|
v.y = stream->GetF4();
|
|
mMesh.mTexCoords.push_back(v);
|
|
}
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_FACELIST: {
|
|
// This is the list of all faces in the current mesh
|
|
int num = (int)(uint16_t)stream->GetI2();
|
|
mMesh.mFaces.reserve(num);
|
|
while (num-- > 0) {
|
|
// 3DS faces are ALWAYS triangles
|
|
mMesh.mFaces.push_back(D3DS::Face());
|
|
D3DS::Face &sFace = mMesh.mFaces.back();
|
|
|
|
sFace.mIndices[0] = (uint16_t)stream->GetI2();
|
|
sFace.mIndices[1] = (uint16_t)stream->GetI2();
|
|
sFace.mIndices[2] = (uint16_t)stream->GetI2();
|
|
|
|
stream->IncPtr(2); // skip edge visibility flag
|
|
}
|
|
|
|
// 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);
|
|
|
|
// Larger 3DS files could have multiple FACE chunks here
|
|
chunkSize = (int)stream->GetRemainingSizeToLimit();
|
|
if (chunkSize > (int)sizeof(Discreet3DS::Chunk))
|
|
ParseFaceChunk();
|
|
} break;
|
|
};
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a 3DS material chunk
|
|
void Discreet3DSImporter::ParseMaterialChunk() {
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
switch (chunk.Flag) {
|
|
case Discreet3DS::CHUNK_MAT_MATNAME:
|
|
|
|
{
|
|
// The material name string is already zero-terminated, but we need to be sure ...
|
|
const char *sz = (const char *)stream->GetPtr();
|
|
unsigned int cnt = 0;
|
|
while (stream->GetI1())
|
|
++cnt;
|
|
|
|
if (!cnt) {
|
|
// This may not be, we use the default name instead
|
|
ASSIMP_LOG_ERROR("3DS: Empty material name");
|
|
} else
|
|
mScene->mMaterials.back().mName = std::string(sz, cnt);
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_DIFFUSE: {
|
|
// This is the diffuse material color
|
|
aiColor3D *pc = &mScene->mMaterials.back().mDiffuse;
|
|
ParseColorChunk(pc);
|
|
if (is_qnan(pc->r)) {
|
|
// color chunk is invalid. Simply ignore it
|
|
ASSIMP_LOG_ERROR("3DS: Unable to read DIFFUSE chunk");
|
|
pc->r = pc->g = pc->b = 1.0f;
|
|
}
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SPECULAR: {
|
|
// This is the specular material color
|
|
aiColor3D *pc = &mScene->mMaterials.back().mSpecular;
|
|
ParseColorChunk(pc);
|
|
if (is_qnan(pc->r)) {
|
|
// color chunk is invalid. Simply ignore it
|
|
ASSIMP_LOG_ERROR("3DS: Unable to read SPECULAR chunk");
|
|
pc->r = pc->g = pc->b = 1.0f;
|
|
}
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_AMBIENT: {
|
|
// This is the ambient material color
|
|
aiColor3D *pc = &mScene->mMaterials.back().mAmbient;
|
|
ParseColorChunk(pc);
|
|
if (is_qnan(pc->r)) {
|
|
// color chunk is invalid. Simply ignore it
|
|
ASSIMP_LOG_ERROR("3DS: Unable to read AMBIENT chunk");
|
|
pc->r = pc->g = pc->b = 0.0f;
|
|
}
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SELF_ILLUM: {
|
|
// This is the emissive material color
|
|
aiColor3D *pc = &mScene->mMaterials.back().mEmissive;
|
|
ParseColorChunk(pc);
|
|
if (is_qnan(pc->r)) {
|
|
// color chunk is invalid. Simply ignore it
|
|
ASSIMP_LOG_ERROR("3DS: Unable to read EMISSIVE chunk");
|
|
pc->r = pc->g = pc->b = 0.0f;
|
|
}
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_TRANSPARENCY: {
|
|
// This is the material's transparency
|
|
ai_real *pcf = &mScene->mMaterials.back().mTransparency;
|
|
*pcf = ParsePercentageChunk();
|
|
|
|
// NOTE: transparency, not opacity
|
|
if (is_qnan(*pcf))
|
|
*pcf = ai_real(1.0);
|
|
else
|
|
*pcf = ai_real(1.0) - *pcf * (ai_real)0xFFFF / ai_real(100.0);
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SHADING:
|
|
// This is the material shading mode
|
|
mScene->mMaterials.back().mShading = (D3DS::Discreet3DS::shadetype3ds)stream->GetI2();
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_TWO_SIDE:
|
|
// This is the two-sided flag
|
|
mScene->mMaterials.back().mTwoSided = true;
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SHININESS: { // This is the shininess of the material
|
|
ai_real *pcf = &mScene->mMaterials.back().mSpecularExponent;
|
|
*pcf = ParsePercentageChunk();
|
|
if (is_qnan(*pcf))
|
|
*pcf = 0.0;
|
|
else
|
|
*pcf *= (ai_real)0xFFFF;
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT: { // This is the shininess strength of the material
|
|
ai_real *pcf = &mScene->mMaterials.back().mShininessStrength;
|
|
*pcf = ParsePercentageChunk();
|
|
if (is_qnan(*pcf))
|
|
*pcf = ai_real(0.0);
|
|
else
|
|
*pcf *= (ai_real)0xffff / ai_real(100.0);
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SELF_ILPCT: { // This is the self illumination strength of the material
|
|
ai_real f = ParsePercentageChunk();
|
|
if (is_qnan(f))
|
|
f = ai_real(0.0);
|
|
else
|
|
f *= (ai_real)0xFFFF / ai_real(100.0);
|
|
mScene->mMaterials.back().mEmissive = aiColor3D(f, f, f);
|
|
} break;
|
|
|
|
// Parse texture chunks
|
|
case Discreet3DS::CHUNK_MAT_TEXTURE:
|
|
// Diffuse texture
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexDiffuse);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_BUMPMAP:
|
|
// Height map
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexBump);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_OPACMAP:
|
|
// Opacity texture
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexOpacity);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_MAT_SHINMAP:
|
|
// Shininess map
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexShininess);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_SPECMAP:
|
|
// Specular map
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexSpecular);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_SELFIMAP:
|
|
// Self-illumination (emissive) map
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexEmissive);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_REFLMAP:
|
|
// Reflection map
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexReflective);
|
|
break;
|
|
};
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture *pcOut) {
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
switch (chunk.Flag) {
|
|
case Discreet3DS::CHUNK_MAPFILE: {
|
|
// The material name string is already zero-terminated, but we need to be sure ...
|
|
const char *sz = (const char *)stream->GetPtr();
|
|
unsigned int cnt = 0;
|
|
while (stream->GetI1())
|
|
++cnt;
|
|
pcOut->mMapName = std::string(sz, cnt);
|
|
} break;
|
|
|
|
case Discreet3DS::CHUNK_PERCENTD:
|
|
// Manually parse the blend factor
|
|
pcOut->mTextureBlend = ai_real(stream->GetF8());
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_PERCENTF:
|
|
// Manually parse the blend factor
|
|
pcOut->mTextureBlend = stream->GetF4();
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_PERCENTW:
|
|
// Manually parse the blend factor
|
|
pcOut->mTextureBlend = (ai_real)((uint16_t)stream->GetI2()) / ai_real(100.0);
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_MAP_USCALE:
|
|
// Texture coordinate scaling in the U direction
|
|
pcOut->mScaleU = stream->GetF4();
|
|
if (0.0f == pcOut->mScaleU) {
|
|
ASSIMP_LOG_WARN("Texture coordinate scaling in the x direction is zero. Assuming 1.");
|
|
pcOut->mScaleU = 1.0f;
|
|
}
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_MAP_VSCALE:
|
|
// Texture coordinate scaling in the V direction
|
|
pcOut->mScaleV = stream->GetF4();
|
|
if (0.0f == pcOut->mScaleV) {
|
|
ASSIMP_LOG_WARN("Texture coordinate scaling in the y direction is zero. Assuming 1.");
|
|
pcOut->mScaleV = 1.0f;
|
|
}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_MAP_UOFFSET:
|
|
// Texture coordinate offset in the U direction
|
|
pcOut->mOffsetU = -stream->GetF4();
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_MAP_VOFFSET:
|
|
// Texture coordinate offset in the V direction
|
|
pcOut->mOffsetV = stream->GetF4();
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_MAP_ANG:
|
|
// Texture coordinate rotation, CCW in DEGREES
|
|
pcOut->mRotation = -AI_DEG_TO_RAD(stream->GetF4());
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_MAP_TILING: {
|
|
const uint16_t iFlags = stream->GetI2();
|
|
|
|
// Get the mapping mode (for both axes)
|
|
if (iFlags & 0x2u)
|
|
pcOut->mMapMode = aiTextureMapMode_Mirror;
|
|
|
|
else if (iFlags & 0x10u)
|
|
pcOut->mMapMode = aiTextureMapMode_Decal;
|
|
|
|
// wrapping in all remaining cases
|
|
else
|
|
pcOut->mMapMode = aiTextureMapMode_Wrap;
|
|
} break;
|
|
};
|
|
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a percentage chunk
|
|
ai_real Discreet3DSImporter::ParsePercentageChunk() {
|
|
Discreet3DS::Chunk chunk;
|
|
ReadChunk(&chunk);
|
|
|
|
if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag) {
|
|
return stream->GetF4() * ai_real(100) / ai_real(0xFFFF);
|
|
} else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag) {
|
|
return (ai_real)((uint16_t)stream->GetI2()) / (ai_real)0xFFFF;
|
|
}
|
|
|
|
return get_qnan();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a color chunk. If a percentage chunk is found instead it is read as a grayscale color
|
|
void Discreet3DSImporter::ParseColorChunk(aiColor3D *out, bool acceptPercent) {
|
|
ai_assert(out != nullptr);
|
|
|
|
// error return value
|
|
const ai_real qnan = get_qnan();
|
|
static const aiColor3D clrError = aiColor3D(qnan, qnan, qnan);
|
|
|
|
Discreet3DS::Chunk chunk;
|
|
ReadChunk(&chunk);
|
|
const unsigned int diff = chunk.Size - sizeof(Discreet3DS::Chunk);
|
|
|
|
bool bGamma = false;
|
|
|
|
// Get the type of the chunk
|
|
switch (chunk.Flag) {
|
|
case Discreet3DS::CHUNK_LINRGBF:
|
|
bGamma = true;
|
|
|
|
case Discreet3DS::CHUNK_RGBF:
|
|
if (sizeof(float) * 3 > diff) {
|
|
*out = clrError;
|
|
return;
|
|
}
|
|
out->r = stream->GetF4();
|
|
out->g = stream->GetF4();
|
|
out->b = stream->GetF4();
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_LINRGBB:
|
|
bGamma = true;
|
|
case Discreet3DS::CHUNK_RGBB: {
|
|
if (sizeof(char) * 3 > diff) {
|
|
*out = clrError;
|
|
return;
|
|
}
|
|
const ai_real invVal = ai_real(1.0) / ai_real(255.0);
|
|
out->r = (ai_real)(uint8_t)stream->GetI1() * invVal;
|
|
out->g = (ai_real)(uint8_t)stream->GetI1() * invVal;
|
|
out->b = (ai_real)(uint8_t)stream->GetI1() * invVal;
|
|
} break;
|
|
|
|
// Percentage chunks are accepted, too.
|
|
case Discreet3DS::CHUNK_PERCENTF:
|
|
if (acceptPercent && 4 <= diff) {
|
|
out->g = out->b = out->r = stream->GetF4();
|
|
break;
|
|
}
|
|
*out = clrError;
|
|
return;
|
|
|
|
case Discreet3DS::CHUNK_PERCENTW:
|
|
if (acceptPercent && 1 <= diff) {
|
|
out->g = out->b = out->r = (ai_real)(uint8_t)stream->GetI1() / ai_real(255.0);
|
|
break;
|
|
}
|
|
*out = clrError;
|
|
return;
|
|
|
|
default:
|
|
stream->IncPtr(diff);
|
|
// Skip unknown chunks, hope this won't cause any problems.
|
|
return ParseColorChunk(out, acceptPercent);
|
|
};
|
|
(void)bGamma;
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
|