assimp/code/3DSHelper.h

565 lines
16 KiB
C++

/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines the helper data structures for importing XFiles */
#ifndef AI_3DSFILEHELPER_H_INC
#define AI_3DSFILEHELPER_H_INC
#include <string>
#include <vector>
#include <sstream>
#include "../include/aiTypes.h"
#include "../include/aiQuaternion.h"
#include "../include/aiMesh.h"
#include "../include/aiAnim.h"
#include "../include/aiMaterial.h"
#include "SpatialSort.h"
namespace Assimp
{
namespace Dot3DS
{
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack(push,2)
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error Compiler not supported
#endif
// ---------------------------------------------------------------------------
/** Dot3DSFile class: Helper class for loading 3ds files. Defines chunks
* and data structures.
*/
class Dot3DSFile
{
public:
inline Dot3DSFile() {}
//! data structure for a single chunk in a .3ds file
struct Chunk
{
unsigned short Flag;
long Size;
} PACK_STRUCT;
//! source for this used own structures,
//! replaced it with out standard math helpers
typedef aiMatrix3x3 MatTransform;
typedef aiVector3D MatTranslate;
//! Used for shading field in material3ds structure
//! From AutoDesk 3ds SDK
typedef enum
{
Wire = 0,
Flat = 1,
Gouraud = 2,
Phong = 3,
Metal = 4,
// required by the ASE loader
Blinn = 5
} shadetype3ds;
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// enum for all chunks in 3ds files. Unused
// ones are commented, list is not complete since
// there are many undocumented chunks.
//
// Links: http://www.jalix.org/ressources/graphics/3DS/_unofficials/3ds-unofficial.txt
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
enum
{
// **************************************************************
// Base chunks which can be found everywhere in the file
CHUNK_VERSION = 0x0002,
CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
// Linear color values (gamma = 2.2?)
CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
CHUNK_PERCENTW = 0x0030, // int2 percentage
CHUNK_PERCENTF = 0x0031, // float4 percentage
// **************************************************************
// Unknown and ignored
CHUNK_PRJ = 0xC23D,
// Unknown. Possibly a reference to an external .mli file?
CHUNK_MLI = 0x3DAA,
// Primary main chunk of the .3ds file
CHUNK_MAIN = 0x4D4D,
// Mesh main chunk
CHUNK_OBJMESH = 0x3D3D,
// Specifies the background color of the .3ds file
// This is passed through the material system for
// viewing purposes.
CHUNK_BKGCOLOR = 0x1200,
// Specifies the ambient base color of the scene.
// This is added to all materials in the file
CHUNK_AMBCOLOR = 0x2100,
// Specifies the background image for the whole scene
// This value is passed through the material system
// to the viewer
CHUNK_BIT_MAP = 0x1100,
CHUNK_BIT_MAP_EXISTS = 0x1101,
// **************************************************************
// Viewport related stuff. Ignored
CHUNK_DEFAULT_VIEW = 0x3000,
CHUNK_VIEW_TOP = 0x3010,
CHUNK_VIEW_BOTTOM = 0x3020,
CHUNK_VIEW_LEFT = 0x3030,
CHUNK_VIEW_RIGHT = 0x3040,
CHUNK_VIEW_FRONT = 0x3050,
CHUNK_VIEW_BACK = 0x3060,
CHUNK_VIEW_USER = 0x3070,
CHUNK_VIEW_CAMERA = 0x3080,
// **************************************************************
// Mesh chunks
CHUNK_OBJBLOCK = 0x4000,
CHUNK_TRIMESH = 0x4100,
CHUNK_VERTLIST = 0x4110,
CHUNK_VERTFLAGS = 0x4111,
CHUNK_FACELIST = 0x4120,
CHUNK_FACEMAT = 0x4130,
CHUNK_MAPLIST = 0x4140,
CHUNK_SMOOLIST = 0x4150,
CHUNK_TRMATRIX = 0x4160,
CHUNK_MESHCOLOR = 0x4165,
CHUNK_TXTINFO = 0x4170,
CHUNK_LIGHT = 0x4600,
CHUNK_SPOTLIGHT = 0x4610,
CHUNK_CAMERA = 0x4700,
CHUNK_HIERARCHY = 0x4F00,
// Specifies the global scaling factor. This is applied
// to the root node's transformation matrix
CHUNK_MASTER_SCALE = 0x0100,
// **************************************************************
// Material chunks
CHUNK_MAT_MATERIAL = 0xAFFF,
// asciiz containing the name of the material
CHUNK_MAT_MATNAME = 0xA000,
CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
// Specifies the shininess of the material
// followed by percentage chunk
CHUNK_MAT_SHININESS = 0xA040,
CHUNK_MAT_SHININESS_PERCENT = 0xA041 ,
// Specifies the shading mode to be used
// followed by a short
CHUNK_MAT_SHADING = 0xA100,
// NOTE: Emissive color (self illumination) seems not
// to be a color but a single value, type is unknown.
// Make the parser accept both of them.
// followed by percentage chunk (?)
CHUNK_MAT_SELF_ILLUM = 0xA080,
// Always followed by percentage chunk (?)
CHUNK_MAT_SELF_ILPCT = 0xA084,
// Always followed by percentage chunk
CHUNK_MAT_TRANSPARENCY = 0xA050,
// Diffuse texture channel 0
CHUNK_MAT_TEXTURE = 0xA200,
// Contains opacity information for each texel
CHUNK_MAT_OPACMAP = 0xA210,
// Contains a reflection map to be used to reflect
// the environment. This is partially supported.
CHUNK_MAT_REFLMAP = 0xA220,
// Self Illumination map (emissive colors)
CHUNK_MAT_SELFIMAP = 0xA33d,
// Bumpmap. Not specified whether it is a heightmap
// or a normal map. Assme it is a heightmap since
// artist normally prefer this format.
CHUNK_MAT_BUMPMAP = 0xA230,
// Specular map. Seems to influence the specular color
CHUNK_MAT_SPECMAP = 0xA204,
// Holds shininess data. I assume the specular exponent is
// calculated like this:
//
// s[x,y] = stex[x,y] * base_shininess;
// I also assume the data in the texture must be renormalized
// (normally by dividing / 255) after loading.
CHUNK_MAT_MAT_SHINMAP = 0xA33C,
// Scaling in U/V direction.
// (need to gen separate UV coordinate set
// and do this by hand)
CHUNK_MAT_MAP_USCALE = 0xA354,
CHUNK_MAT_MAP_VSCALE = 0xA356,
// Translation in U/V direction.
// (need to gen separate UV coordinate set
// and do this by hand)
CHUNK_MAT_MAP_UOFFSET = 0xA358,
CHUNK_MAT_MAP_VOFFSET = 0xA35a,
// UV-coordinates rotation around the z-axis
// Assumed to be in radians.
CHUNK_MAT_MAP_ANG = 0xA35C,
// Tiling flags for 3DS files
CHUNK_MAT_MAP_TILING = 0xa351,
// Specifies the file name of a texture
CHUNK_MAPFILE = 0xA300,
// Specifies whether a materail requires two-sided rendering
CHUNK_MAT_TWO_SIDE = 0xA081,
// **************************************************************
// Main keyframer chunk. Contains translation/rotation/scaling data
CHUNK_KEYFRAMER = 0xB000,
// Supported sub chunks
CHUNK_TRACKINFO = 0xB002,
CHUNK_TRACKOBJNAME = 0xB010,
CHUNK_TRACKPIVOT = 0xB013,
CHUNK_TRACKPOS = 0xB020,
CHUNK_TRACKROTATE = 0xB021,
CHUNK_TRACKSCALE = 0xB022,
// **************************************************************
// Keyframes for various other stuff in the file
// Ignored
CHUNK_AMBIENTKEY = 0xB001,
CHUNK_TRACKMORPH = 0xB026,
CHUNK_TRACKHIDE = 0xB029,
CHUNK_OBJNUMBER = 0xB030,
CHUNK_TRACKCAMERA = 0xB003,
CHUNK_TRACKFOV = 0xB023,
CHUNK_TRACKROLL = 0xB024,
CHUNK_TRACKCAMTGT = 0xB004,
CHUNK_TRACKLIGHT = 0xB005,
CHUNK_TRACKLIGTGT = 0xB006,
CHUNK_TRACKSPOTL = 0xB007,
CHUNK_FRAMES = 0xB008
// **************************************************************
};
};
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop )
#endif
#undef PACK_STRUCT
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds mesh face */
struct Face
{
Face() : iSmoothGroup(0), bFlipped(false)
{
// let the rest uninitialized for performance
this->mIndices[0] = 0;
this->mIndices[1] = 0;
this->mIndices[2] = 0;
}
//! Indices. .3ds is using uint16. However, after
//! an unique vrtex set has been geneerated it might
//! be an index becomes > 2^16
uint32_t mIndices[3];
//! specifies to which smoothing group the face belongs to
uint32_t iSmoothGroup;
//! Specifies that the face normal must be flipped
bool bFlipped;
};
// ---------------------------------------------------------------------------
/** Helper structure representing a texture */
struct Texture
{
//! Default constructor
Texture()
:
mScaleU(1.0f),
mScaleV(1.0f),
mOffsetU(0.0f),
mOffsetV(0.0f),
mRotation(0.0f),
iUVSrc(0),
mMapMode(aiTextureMapMode_Wrap)
{
mTextureBlend = std::numeric_limits<float>::quiet_NaN();
}
//! Specifies the blending factor for the texture
float mTextureBlend;
//! Specifies the filename of the texture
std::string mMapName;
//! Specifies texture coordinate offsets/scaling/rotations
float mScaleU;
float mScaleV;
float mOffsetU;
float mOffsetV;
float mRotation;
//! Specifies the mapping mode to be used for the texture
aiTextureMapMode mMapMode;
//! Used internally
bool bPrivate;
int iUVSrc;
};
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */
struct Material
{
//! Default constructor. Builds a default name for the material
Material()
:
mSpecularExponent (0.0f),
mShading(Dot3DSFile::Gouraud),
mTransparency (1.0f),
mBumpHeight (1.0f),
iBakeUVTransform (0),
pcSingleTexture (NULL),
mShininessStrength (1.0f),
mTwoSided (false)
{
static int iCnt = 0;
std::stringstream ss;
ss << "$$_UNNAMED_" << iCnt++ << "_$$";
ss >> mName;
}
//! Name of the material
std::string mName;
//! Diffuse color of the material
aiColor3D mDiffuse;
//! Specular exponent
float mSpecularExponent;
//! Shininess strength, in percent
float mShininessStrength;
//! Specular color of the material
aiColor3D mSpecular;
//! Ambient color of the material
aiColor3D mAmbient;
//! Shading type to be used
Dot3DSFile::shadetype3ds mShading;
//! Opacity of the material
float mTransparency;
//! Diffuse texture channel
Texture sTexDiffuse;
//! Opacity texture channel
Texture sTexOpacity;
//! Specular texture channel
Texture sTexSpecular;
//! Bump texture channel
Texture sTexBump;
//! Emissive texture channel
Texture sTexEmissive;
//! Shininess texture channel
Texture sTexShininess;
//! Scaling factor for the bump values
float mBumpHeight;
//! Emissive color
aiColor3D mEmissive;
//! Ambient texture channel
//! (used by the ASE format)
Texture sTexAmbient;
//! True if the material must be rendered from two sides
bool mTwoSided;
//! Used internally
unsigned int iBakeUVTransform;
Texture* pcSingleTexture;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file mesh */
struct Mesh
{
//! Default constructor
Mesh()
{
static int iCnt = 0;
std::stringstream ss;
ss << "$$_UNNAMED_" << iCnt++ << "_$$";
ss >> mName;
}
//! Name of the mesh
std::string mName;
//! Vertex positions
std::vector<aiVector3D> mPositions;
//! Face lists
std::vector<Face> mFaces;
//! Texture coordinates
std::vector<aiVector2D> mTexCoords;
//! Face materials
std::vector<unsigned int> mFaceMaterials;
//! Normal vectors
std::vector<aiVector3D> mNormals;
//! Local transformation matrix
aiMatrix4x4 mMat;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file node */
struct Node
{
Node()
// (code for keyframe animation. however, this is currently not supported by Assimp)
#if 0
: vScaling(1.0f,1.0f,1.0f)
#endif
{
static int iCnt = 0;
std::stringstream ss;
ss << "$$_UNNAMED_" << iCnt++ << "_$$";
ss >> mName;
mHierarchyPos = 0;
mHierarchyIndex = 0;
}
//! Pointer to the parent node
Node* mParent;
//! Holds all child nodes
std::vector<Node*> mChildren;
//! Name of the node
std::string mName;
//! Position of the node in the hierarchy (tree depth)
int16_t mHierarchyPos;
//! Index of the node
int16_t mHierarchyIndex;
// (code for keyframe animation. however, this is currently not supported by Assimp)
#if 0
aiVector3D vPivot;
aiVector3D vScaling;
aiMatrix4x4 mRotation;
aiVector3D vPosition;
#endif
//! 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;
//pc->mHierarchyPos = this->mHierarchyPos+1;
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;
//! Pointer to the root node of the scene
Node* pcRootNode;
};
// ---------------------------------------------------------------------------
inline bool is_qnan(float p_fIn)
{
// NOTE: Comparison against qnan is generally problematic
// because qnan == qnan is false AFAIK
union FTOINT
{
float fFloat;
int32_t iInt;
} one, two;
one.fFloat = std::numeric_limits<float>::quiet_NaN();
two.fFloat = p_fIn;
return (one.iInt == two.iInt);
}
// ---------------------------------------------------------------------------
inline bool is_not_qnan(float p_fIn)
{
return !is_qnan(p_fIn);
}
} // end of namespace Dot3DS
} // end of namespace Assimp
#endif // AI_XFILEHELPER_H_INC