1163 lines
34 KiB
C++
1163 lines
34 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 Implementation of the 3ds importer class */
|
|
|
|
#include "AssimpPCH.h"
|
|
|
|
// internal headers
|
|
#include "3DSLoader.h"
|
|
#include "MaterialSystem.h"
|
|
#include "TextureTransform.h"
|
|
#include "StringComparison.h"
|
|
#include "qnan.h"
|
|
|
|
using namespace Assimp;
|
|
|
|
|
|
// begin a chunk: parse it, validate its length, get a pointer to its end
|
|
#define ASSIMP_3DS_BEGIN_CHUNK() \
|
|
const Dot3DSFile::Chunk* psChunk; \
|
|
this->ReadChunk(&psChunk); \
|
|
const unsigned char* pcCur = this->mCurrent; \
|
|
const unsigned char* pcCurNext = pcCur + (psChunk->Size \
|
|
- sizeof(Dot3DSFile::Chunk));
|
|
|
|
// process the end of a chunk and return if the end of the file is reached
|
|
#define ASSIMP_3DS_END_CHUNK() \
|
|
this->mCurrent = pcCurNext; \
|
|
piRemaining -= psChunk->Size; \
|
|
if (0 >= piRemaining)return;
|
|
|
|
|
|
// check whether the size of all subordinate chunks of a chunks is
|
|
// not larger than the size of the chunk itself
|
|
#ifdef _DEBUG
|
|
# define ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG \
|
|
"Size of chunk data plus size of subordinate chunks is " \
|
|
"larger than the size specified in the top-level chunk header."
|
|
|
|
# define ASSIMP_3DS_VALIDATE_CHUNK_SIZE() \
|
|
if (pcCurNext < this->mCurrent) \
|
|
{ \
|
|
DefaultLogger::get()->warn(ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG); \
|
|
pcCurNext = this->mCurrent; \
|
|
}
|
|
#else
|
|
# define ASSIMP_3DS_VALIDATE_CHUNK_SIZE()
|
|
#endif
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
Dot3DSImporter::Dot3DSImporter()
|
|
{
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
Dot3DSImporter::~Dot3DSImporter()
|
|
{
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the class can handle the format of the given file.
|
|
bool Dot3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
|
|
{
|
|
// simple check of file extension is enough for the moment
|
|
std::string::size_type pos = pFile.find_last_of('.');
|
|
// no file extension - can't read
|
|
if( pos == std::string::npos)
|
|
return false;
|
|
std::string extension = pFile.substr( pos);
|
|
|
|
// not brillant but working ;-)
|
|
if( extension == ".3ds" || extension == ".3DS" ||
|
|
extension == ".3Ds" || extension == ".3dS")
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Setup configuration properties
|
|
void Dot3DSImporter::SetupProperties(const Importer* pImp)
|
|
{
|
|
this->configSkipPivot = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_3DS_IGNORE_PIVOT,0) ? true : false;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Imports the given file into the given scene structure.
|
|
void Dot3DSImporter::InternReadFile(
|
|
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
|
|
{
|
|
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
|
|
|
|
// Check whether we can read from the file
|
|
if( file.get() == NULL)
|
|
throw new ImportErrorException( "Failed to open 3DS file " + pFile + ".");
|
|
|
|
// check whether the .3ds file is large enough to contain
|
|
// at least one chunk.
|
|
size_t fileSize = file->FileSize();
|
|
if( fileSize < 16)
|
|
throw new ImportErrorException( "3DS File is too small.");
|
|
|
|
this->mScene = new Dot3DS::Scene();
|
|
|
|
// allocate storage and copy the contents of the file to a memory buffer
|
|
std::vector<unsigned char> mBuffer2(fileSize);
|
|
file->Read( &mBuffer2[0], 1, fileSize);
|
|
this->mCurrent = this->mBuffer = &mBuffer2[0];
|
|
this->mLast = this->mBuffer+fileSize;
|
|
|
|
// initialize members
|
|
this->mLastNodeIndex = -1;
|
|
this->mCurrentNode = new Dot3DS::Node();
|
|
this->mRootNode = this->mCurrentNode;
|
|
this->mRootNode->mHierarchyPos = -1;
|
|
this->mRootNode->mHierarchyIndex = -1;
|
|
this->mRootNode->mParent = NULL;
|
|
this->mMasterScale = 1.0f;
|
|
this->mBackgroundImage = "";
|
|
this->bHasBG = false;
|
|
|
|
int iRemaining = (unsigned int)fileSize;
|
|
this->ParseMainChunk(iRemaining);
|
|
|
|
// Generate an unique set of vertices/indices for
|
|
// all meshes contained in the file
|
|
for (std::vector<Dot3DS::Mesh>::iterator
|
|
i = this->mScene->mMeshes.begin();
|
|
i != this->mScene->mMeshes.end();++i)
|
|
{
|
|
// TODO: see function body
|
|
this->CheckIndices(*i);
|
|
this->MakeUnique(*i);
|
|
|
|
// first generate normals for the mesh
|
|
ComputeNormalsWithSmoothingsGroups<Dot3DS::Face>(*i);
|
|
}
|
|
|
|
// Apply scaling and offsets to all texture coordinates
|
|
TextureTransform::ApplyScaleNOffset(this->mScene->mMaterials);
|
|
|
|
// Replace all occurences of the default material with a valid material.
|
|
// Generate it if no material containing DEFAULT in its name has been
|
|
// found in the file
|
|
this->ReplaceDefaultMaterial();
|
|
|
|
// Convert the scene from our internal representation to an aiScene object
|
|
this->ConvertScene(pScene);
|
|
|
|
// Generate the node graph for the scene. This is a little bit
|
|
// tricky since we'll need to split some meshes into submeshes
|
|
this->GenerateNodeGraph(pScene);
|
|
|
|
// Now apply a master scaling factor to the scene
|
|
this->ApplyMasterScale(pScene);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ApplyMasterScale(aiScene* pScene)
|
|
{
|
|
if (!this->mMasterScale)this->mMasterScale = 1.0f;
|
|
else this->mMasterScale = 1.0f / this->mMasterScale;
|
|
|
|
// construct an uniform scaling matrix and multiply with it
|
|
pScene->mRootNode->mTransformation *= aiMatrix4x4(
|
|
this->mMasterScale,0.0f, 0.0f, 0.0f,
|
|
0.0f, this->mMasterScale,0.0f, 0.0f,
|
|
0.0f, 0.0f, this->mMasterScale,0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ReadChunk(const Dot3DSFile::Chunk** p_ppcOut)
|
|
{
|
|
ai_assert(p_ppcOut != NULL);
|
|
|
|
// read chunk
|
|
if (this->mCurrent >= this->mLast)
|
|
throw new ImportErrorException("Unexpected end of file, can't read chunk header");
|
|
|
|
const uintptr_t iDiff = this->mLast - this->mCurrent;
|
|
if (iDiff < sizeof(Dot3DSFile::Chunk))
|
|
{
|
|
*p_ppcOut = NULL;
|
|
return;
|
|
}
|
|
*p_ppcOut = (const Dot3DSFile::Chunk*) this->mCurrent;
|
|
if ((**p_ppcOut).Size + this->mCurrent > this->mLast)
|
|
throw new ImportErrorException("Unexpected end of file, can't read chunk footer");
|
|
|
|
this->mCurrent += sizeof(Dot3DSFile::Chunk);
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseMainChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_MAIN:
|
|
this->ParseEditorChunk(iRemaining);
|
|
break;
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return this->ParseMainChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseEditorChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_OBJMESH:
|
|
|
|
this->ParseObjectChunk(iRemaining);
|
|
break;
|
|
|
|
// NOTE: In several documentations in the internet this
|
|
// chunk appears at different locations
|
|
case Dot3DSFile::CHUNK_KEYFRAMER:
|
|
|
|
this->ParseKeyframeChunk(iRemaining);
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_VERSION:
|
|
|
|
if (psChunk->Size >= 2+sizeof(Dot3DSFile::Chunk))
|
|
{
|
|
// print the version number
|
|
char szBuffer[128];
|
|
::sprintf(szBuffer,"3DS file version chunk: %i",
|
|
(int) *((uint16_t*)this->mCurrent));
|
|
DefaultLogger::get()->info(szBuffer);
|
|
}
|
|
else
|
|
{
|
|
DefaultLogger::get()->warn("Invalid version chunk in 3DS file");
|
|
}
|
|
break;
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return this->ParseEditorChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseObjectChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
const unsigned char* sz = this->mCurrent;
|
|
unsigned int iCnt = 0;
|
|
|
|
// get chunk type
|
|
int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_OBJBLOCK:
|
|
|
|
this->mScene->mMeshes.push_back(Dot3DS::Mesh());
|
|
|
|
// at first we need to parse the name of the
|
|
// geometry object
|
|
|
|
while (*sz++ != '\0')
|
|
{
|
|
if (sz > pcCurNext-1)break;
|
|
++iCnt;
|
|
}
|
|
this->mScene->mMeshes.back().mName = std::string(
|
|
(const char*)this->mCurrent,iCnt);
|
|
++iCnt;
|
|
|
|
this->mCurrent += iCnt;
|
|
iRemaining -= iCnt;
|
|
this->ParseChunk(iRemaining);
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_MATERIAL:
|
|
|
|
this->mScene->mMaterials.push_back(Dot3DS::Material());
|
|
this->ParseMaterialChunk(iRemaining);
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_AMBCOLOR:
|
|
|
|
// This is the ambient base color of the scene.
|
|
// We add it to the ambient color of all materials
|
|
this->ParseColorChunk(&this->mClrAmbient,true);
|
|
if (is_qnan(this->mClrAmbient.r))
|
|
{
|
|
this->mClrAmbient.r = 0.0f;
|
|
this->mClrAmbient.g = 0.0f;
|
|
this->mClrAmbient.b = 0.0f;
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_BIT_MAP:
|
|
this->mBackgroundImage = std::string((const char*)this->mCurrent);
|
|
break;
|
|
|
|
|
|
case Dot3DSFile::CHUNK_BIT_MAP_EXISTS:
|
|
bHasBG = true;
|
|
break;
|
|
|
|
|
|
case Dot3DSFile::CHUNK_MASTER_SCALE:
|
|
|
|
this->mMasterScale = *((float*)this->mCurrent);
|
|
this->mCurrent += sizeof(float);
|
|
break;
|
|
|
|
// NOTE: In several documentations in the internet this
|
|
// chunk appears at different locations
|
|
case Dot3DSFile::CHUNK_KEYFRAMER:
|
|
|
|
this->ParseKeyframeChunk(iRemaining);
|
|
break;
|
|
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return this->ParseObjectChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::SkipChunk()
|
|
{
|
|
const Dot3DSFile::Chunk* psChunk;
|
|
this->ReadChunk(&psChunk);
|
|
|
|
this->mCurrent += psChunk->Size - sizeof(Dot3DSFile::Chunk);
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_TRIMESH:
|
|
// this starts a new mesh
|
|
this->ParseMeshChunk(iRemaining);
|
|
break;
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return this->ParseChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseKeyframeChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_TRACKINFO:
|
|
// this starts a new mesh
|
|
this->ParseHierarchyChunk(iRemaining);
|
|
break;
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return this->ParseKeyframeChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::InverseNodeSearch(Dot3DS::Node* pcNode,Dot3DS::Node* pcCurrent)
|
|
{
|
|
if (NULL == pcCurrent)
|
|
{
|
|
this->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 this->InverseNodeSearch(pcNode,pcCurrent->mParent);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseHierarchyChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
const unsigned char* sz = (unsigned char*)this->mCurrent;
|
|
unsigned int iCnt = 0;
|
|
uint16_t iHierarchy;
|
|
Dot3DS::Node* pcNode;
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_TRACKOBJNAME:
|
|
|
|
// get object name
|
|
while (*sz++ != '\0')
|
|
{
|
|
if (sz > pcCurNext-1)break;
|
|
++iCnt;
|
|
}
|
|
pcNode = new Dot3DS::Node();
|
|
pcNode->mName = std::string((const char*)this->mCurrent,iCnt);
|
|
|
|
iCnt++;
|
|
// there are two unknown values which we can safely ignore
|
|
this->mCurrent += iCnt + sizeof(uint16_t)*2;
|
|
iHierarchy = *((uint16_t*)this->mCurrent);
|
|
iHierarchy++;
|
|
pcNode->mHierarchyPos = iHierarchy;
|
|
pcNode->mHierarchyIndex = this->mLastNodeIndex;
|
|
if (this->mCurrentNode && this->mCurrentNode->mHierarchyPos == iHierarchy)
|
|
{
|
|
// add to the parent of the last touched node
|
|
this->mCurrentNode->mParent->push_back(pcNode);
|
|
this->mLastNodeIndex++;
|
|
}
|
|
else if(iHierarchy >= this->mLastNodeIndex)
|
|
{
|
|
// place it at the current position in the hierarchy
|
|
this->mCurrentNode->push_back(pcNode);
|
|
this->mLastNodeIndex = iHierarchy;
|
|
}
|
|
else
|
|
{
|
|
// need to go back to the specified position in the hierarchy.
|
|
this->InverseNodeSearch(pcNode,this->mCurrentNode);
|
|
this->mLastNodeIndex++;
|
|
}
|
|
this->mCurrentNode = pcNode;
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_TRACKPIVOT:
|
|
|
|
// pivot = origin of rotation and scaling
|
|
this->mCurrentNode->vPivot = *((const aiVector3D*)this->mCurrent);
|
|
//std::swap((float&)mCurrentNode->vPivot.y,(float&)mCurrentNode->vPivot.z);
|
|
|
|
mCurrentNode->vPivot.y *= -1.f;
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
break;
|
|
|
|
#ifdef AI_3DS_KEYFRAME_ANIMATION
|
|
|
|
case Dot3DSFile::CHUNK_TRACKPOS:
|
|
|
|
/*
|
|
+2 short flags;
|
|
+8 short unknown[4];
|
|
+2 short keys;
|
|
+2 short unknown;
|
|
struct {
|
|
+2 short framenum;
|
|
+4 long unknown;
|
|
float pos_x, pos_y, pos_z;
|
|
} pos[keys];
|
|
*/
|
|
this->mCurrent += 10;
|
|
iTemp = *((const uint16_t*)mCurrent);
|
|
|
|
this->mCurrent += sizeof(uint16_t) * 2;
|
|
|
|
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
|
|
{
|
|
uint16_t sNum = *((const uint16_t*)mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
|
|
aiVectorKey v;v.mTime = (double)sNum;
|
|
|
|
this->mCurrent += sizeof(uint32_t);
|
|
v.mValue = *((const aiVector3D*)this->mCurrent);
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
|
|
// check whether we do already have this keyframe
|
|
for (std::vector<aiVectorKey>::const_iterator
|
|
i = this->mCurrentNode->aPositionKeys.begin();
|
|
i != this->mCurrentNode->aPositionKeys.end();++i)
|
|
{
|
|
if ((*i).mTime == v.mTime){v.mTime = -10e10f;break;}
|
|
}
|
|
// add the new keyframe
|
|
if (v.mTime != -10e10f)
|
|
this->mCurrentNode->aPositionKeys.push_back(v);
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_TRACKROTATE:
|
|
|
|
/*
|
|
+2 short flags;
|
|
+8 short unknown[4];
|
|
+2 short keys;
|
|
+2 short unknown;
|
|
struct {
|
|
+2 short framenum;
|
|
+4 long unknown;
|
|
float rad , pos_x, pos_y, pos_z;
|
|
} pos[keys];
|
|
*/
|
|
this->mCurrent += 10;
|
|
iTemp = *((const uint16_t*)mCurrent);
|
|
|
|
this->mCurrent += sizeof(uint16_t) * 2;
|
|
|
|
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
|
|
{
|
|
uint16_t sNum = *((const uint16_t*)mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
|
|
aiQuatKey v;v.mTime = (double)sNum;
|
|
this->mCurrent += sizeof(uint32_t);
|
|
|
|
float fRadians = *((const float*)this->mCurrent);
|
|
this->mCurrent += sizeof(float);
|
|
|
|
aiVector3D vAxis = *((const aiVector3D*)this->mCurrent);
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
|
|
// construct a rotation quaternion from the axis-angle pair
|
|
v.mValue = aiQuaternion(vAxis,fRadians);
|
|
|
|
// check whether we do already have this keyframe
|
|
for (std::vector<aiQuatKey>::const_iterator
|
|
i = this->mCurrentNode->aRotationKeys.begin();
|
|
i != this->mCurrentNode->aRotationKeys.end();++i)
|
|
{
|
|
if ((*i).mTime == v.mTime){v.mTime = -10e10f;break;}
|
|
}
|
|
// add the new keyframe
|
|
if (v.mTime != -10e10f)
|
|
this->mCurrentNode->aRotationKeys.push_back(v);
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_TRACKSCALE:
|
|
|
|
/*
|
|
+2 short flags;
|
|
+8 short unknown[4];
|
|
+2 short keys;
|
|
+2 short unknown;
|
|
struct {
|
|
+2 short framenum;
|
|
+4 long unknown;
|
|
float pos_x, pos_y, pos_z;
|
|
} pos[keys];
|
|
*/
|
|
this->mCurrent += 10;
|
|
iTemp = *((const uint16_t*)mCurrent);
|
|
|
|
this->mCurrent += sizeof(uint16_t) * 2;
|
|
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
|
|
{
|
|
uint16_t sNum = *((const uint16_t*)mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
|
|
aiVectorKey v;
|
|
v.mTime = (double)sNum;
|
|
|
|
this->mCurrent += sizeof(uint32_t);
|
|
v.mValue = *((const aiVector3D*)this->mCurrent);
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
|
|
// check whether we do already have this keyframe
|
|
for (std::vector<aiVectorKey>::const_iterator
|
|
i = this->mCurrentNode->aScalingKeys.begin();
|
|
i != this->mCurrentNode->aScalingKeys.end();++i)
|
|
{
|
|
if ((*i).mTime == v.mTime){v.mTime = -10e10f;break;}
|
|
}
|
|
// add the new keyframe
|
|
if (v.mTime != -10e10f)this->mCurrentNode->aScalingKeys.push_back(v);
|
|
|
|
if (v.mValue.x && v.mValue.y && v.mValue.z)
|
|
{
|
|
DefaultLogger::get()->warn("Found zero scaled axis in scaling keyframe");
|
|
++iCnt;
|
|
}
|
|
}
|
|
// there are 3DS files that have only zero scalings
|
|
if (iTemp == iCnt)
|
|
{
|
|
DefaultLogger::get()->warn("All scaling keys are zero. They will be removed");
|
|
this->mCurrentNode->aScalingKeys.clear();
|
|
}
|
|
break;
|
|
#endif
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return this->ParseHierarchyChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseFaceChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
Dot3DS::Mesh& mMesh = this->mScene->mMeshes.back();
|
|
|
|
// get chunk type
|
|
const unsigned char* sz = this->mCurrent;
|
|
uint32_t iCnt = 0,iTemp;
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_SMOOLIST:
|
|
|
|
// one int32 for each face
|
|
for (std::vector<Dot3DS::Face>::iterator
|
|
i = mMesh.mFaces.begin();
|
|
i != mMesh.mFaces.end();++i)
|
|
{
|
|
// nth bit is set for nth smoothing group
|
|
(*i).iSmoothGroup = *((uint32_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint32_t);
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_FACEMAT:
|
|
|
|
// at fist an asciiz with the material name
|
|
while (*sz++)
|
|
{
|
|
// make sure we don't run over the end of the chunk
|
|
if (sz > pcCurNext-1)break;
|
|
}
|
|
|
|
// find the index of the material
|
|
unsigned int iIndex = 0xFFFFFFFF;
|
|
iCnt = 0;
|
|
for (std::vector<Dot3DS::Material>::const_iterator
|
|
i = this->mScene->mMaterials.begin();
|
|
i != this->mScene->mMaterials.end();++i,++iCnt)
|
|
{
|
|
// compare case-independent to be sure it works
|
|
if (0 == ASSIMP_stricmp((const char*)this->mCurrent,
|
|
(const char*)((*i).mName.c_str())))
|
|
{
|
|
iIndex = iCnt;
|
|
break;
|
|
}
|
|
}
|
|
if (0xFFFFFFFF == iIndex)
|
|
{
|
|
// this material is not known. Ignore this. We will later
|
|
// assign the default material to all faces using *this*
|
|
// material. Use 0xcdcdcdcd as special value to indicate
|
|
// this.
|
|
iIndex = 0xcdcdcdcd;
|
|
}
|
|
this->mCurrent = sz;
|
|
iCnt = (int)(*((uint16_t*)this->mCurrent));
|
|
this->mCurrent += sizeof(uint16_t);
|
|
|
|
for (unsigned int i = 0; i < iCnt;++i)
|
|
{
|
|
iTemp = (uint16_t)*((uint16_t*)this->mCurrent);
|
|
|
|
// check range
|
|
if (iTemp >= mMesh.mFaceMaterials.size())
|
|
{
|
|
DefaultLogger::get()->error("Invalid face index in face material list");
|
|
mMesh.mFaceMaterials[mMesh.mFaceMaterials.size()-1] = iIndex;
|
|
}
|
|
else
|
|
{
|
|
mMesh.mFaceMaterials[iTemp] = iIndex;
|
|
}
|
|
this->mCurrent += sizeof(uint16_t);
|
|
}
|
|
|
|
break;
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return ParseFaceChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseMeshChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
Dot3DS::Mesh& mMesh = this->mScene->mMeshes.back();
|
|
|
|
// get chunk type
|
|
int iRemaining;
|
|
uint16_t iNum = 0;
|
|
float* pf;
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_VERTLIST:
|
|
|
|
iNum = *((short*)this->mCurrent);
|
|
this->mCurrent += sizeof(short);
|
|
while (iNum-- > 0)
|
|
{
|
|
mMesh.mPositions.push_back(*((aiVector3D*)this->mCurrent));
|
|
aiVector3D& v = mMesh.mPositions.back();
|
|
//std::swap( (float&)v.y, (float&)v.z);
|
|
v.y *= -1.0f;
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_TRMATRIX:
|
|
{
|
|
pf = (float*)this->mCurrent;
|
|
this->mCurrent += 12 * sizeof(float);
|
|
|
|
mMesh.mMat.a1 = pf[0];
|
|
mMesh.mMat.b1 = pf[1];
|
|
mMesh.mMat.c1 = pf[2];
|
|
mMesh.mMat.a2 = pf[3];
|
|
mMesh.mMat.b2 = pf[4];
|
|
mMesh.mMat.c2 = pf[5];
|
|
mMesh.mMat.a3 = pf[6];
|
|
mMesh.mMat.b3 = pf[7];
|
|
mMesh.mMat.c3 = pf[8];
|
|
mMesh.mMat.a4 = pf[9];
|
|
mMesh.mMat.b4 = pf[10];
|
|
mMesh.mMat.c4 = pf[11];
|
|
|
|
// now check whether the matrix has got a negative determinant
|
|
// If yes, we need to flip all vertices' x axis ....
|
|
// From lib3ds, mesh.c
|
|
if (mMesh.mMat.Determinant() < 0.0f)
|
|
{
|
|
aiMatrix4x4 mInv = mMesh.mMat;
|
|
mInv.Inverse();
|
|
|
|
aiMatrix4x4 mMe = mMesh.mMat;
|
|
mMe.a1 *= -1.0f;
|
|
mMe.b1 *= -1.0f;
|
|
mMe.c1 *= -1.0f;
|
|
mMe.d1 *= -1.0f;
|
|
mInv = mInv * mMe;
|
|
for (register unsigned int i = 0; i < mMesh.mPositions.size();++i)
|
|
{
|
|
aiVector3D a,c;
|
|
a = mMesh.mPositions[i];
|
|
c[0]= mInv[0][0]*a[0] + mInv[1][0]*a[1] + mInv[2][0]*a[2] + mInv[3][0];
|
|
c[1]= mInv[0][1]*a[0] + mInv[1][1]*a[1] + mInv[2][1]*a[2] + mInv[3][1];
|
|
c[2]= mInv[0][2]*a[0] + mInv[1][2]*a[1] + mInv[2][2]*a[2] + mInv[3][2];
|
|
mMesh.mPositions[i] = c;
|
|
}
|
|
}
|
|
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAPLIST:
|
|
|
|
iNum = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
while (iNum-- > 0)
|
|
{
|
|
mMesh.mTexCoords.push_back(*((aiVector2D*)this->mCurrent));
|
|
this->mCurrent += sizeof(aiVector2D);
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_FACELIST:
|
|
|
|
iNum = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
while (iNum-- > 0)
|
|
{
|
|
Dot3DS::Face sFace;
|
|
sFace.mIndices[0] = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
sFace.mIndices[1] = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
sFace.mIndices[2] = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += 2*sizeof(uint16_t);
|
|
mMesh.mFaces.push_back(sFace);
|
|
}
|
|
|
|
// resize the material array (0xcdcdcdcd marks the
|
|
// default material; so if a face is not referenced
|
|
// by a material $$DEFAULT will be assigned to it)
|
|
mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd);
|
|
|
|
iRemaining = (int)(pcCurNext - this->mCurrent);
|
|
if (iRemaining > 0)this->ParseFaceChunk(iRemaining);
|
|
break;
|
|
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return ParseMeshChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseMaterialChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
const unsigned char* sz = this->mCurrent;
|
|
unsigned int iCnt = 0;
|
|
int iRemaining;
|
|
aiColor3D* pc;
|
|
float* pcf;
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_MAT_MATNAME:
|
|
|
|
// string in file is zero-terminated,
|
|
// this should be no problem. However, validate whether it overlaps
|
|
// the end of the chunk, if yes we should truncate it.
|
|
while (*sz++ != '\0')
|
|
{
|
|
if (sz > pcCurNext-1)
|
|
{
|
|
DefaultLogger::get()->error("Material name string is too long");
|
|
break;
|
|
}
|
|
++iCnt;
|
|
}
|
|
this->mScene->mMaterials.back().mName = std::string((const char*)this->mCurrent,iCnt);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_DIFFUSE:
|
|
pc = &this->mScene->mMaterials.back().mDiffuse;
|
|
this->ParseColorChunk(pc);
|
|
if (is_qnan(pc->r))
|
|
{
|
|
// color chunk is invalid. Simply ignore it
|
|
DefaultLogger::get()->error("Unable to read DIFFUSE chunk");
|
|
pc->r = pc->g = pc->b = 1.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_SPECULAR:
|
|
pc = &this->mScene->mMaterials.back().mSpecular;
|
|
this->ParseColorChunk(pc);
|
|
if (is_qnan(pc->r))
|
|
{
|
|
// color chunk is invalid. Simply ignore it
|
|
DefaultLogger::get()->error("Unable to read SPECULAR chunk");
|
|
pc->r = pc->g = pc->b = 1.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_AMBIENT:
|
|
pc = &this->mScene->mMaterials.back().mAmbient;
|
|
this->ParseColorChunk(pc);
|
|
if (is_qnan(pc->r))
|
|
{
|
|
// color chunk is invalid. Simply ignore it
|
|
DefaultLogger::get()->error("Unable to read AMBIENT chunk");
|
|
pc->r = pc->g = pc->b = 1.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_SELF_ILLUM:
|
|
pc = &this->mScene->mMaterials.back().mEmissive;
|
|
this->ParseColorChunk(pc);
|
|
if (is_qnan(pc->r))
|
|
{
|
|
// color chunk is invalid. Simply ignore it
|
|
// EMISSSIVE TO 0|0|0
|
|
DefaultLogger::get()->error("Unable to read EMISSIVE chunk");
|
|
pc->r = pc->g = pc->b = 0.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_TRANSPARENCY:
|
|
pcf = &this->mScene->mMaterials.back().mTransparency;
|
|
*pcf = this->ParsePercentageChunk();
|
|
// NOTE: transparency, not opacity
|
|
if (is_qnan(*pcf))*pcf = 1.0f;
|
|
else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f;
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_SHADING:
|
|
|
|
this->mScene->mMaterials.back().mShading =
|
|
(Dot3DS::Dot3DSFile::shadetype3ds)*((uint16_t*)this->mCurrent);
|
|
|
|
this->mCurrent += sizeof(uint16_t);
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_TWO_SIDE:
|
|
this->mScene->mMaterials.back().mTwoSided = true;
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_SHININESS:
|
|
pcf = &this->mScene->mMaterials.back().mSpecularExponent;
|
|
*pcf = this->ParsePercentageChunk();
|
|
if (is_qnan(*pcf))*pcf = 0.0f;
|
|
else *pcf *= (float)0xFFFF;
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_SHININESS_PERCENT:
|
|
pcf = &this->mScene->mMaterials.back().mShininessStrength;
|
|
*pcf = this->ParsePercentageChunk();
|
|
if (is_qnan(*pcf))*pcf = 0.0f;
|
|
else *pcf *= (float)0xffff / 100.0f;
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_SELF_ILPCT:
|
|
// TODO: need to multiply with emissive base color?
|
|
pcf = &this->mScene->mMaterials.back().sTexEmissive.mTextureBlend;
|
|
*pcf = this->ParsePercentageChunk();
|
|
if (is_qnan(*pcf))*pcf = 0.0f;
|
|
else *pcf = *pcf * (float)0xFFFF / 100.0f;
|
|
break;
|
|
|
|
// parse texture chunks
|
|
case Dot3DSFile::CHUNK_MAT_TEXTURE:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexDiffuse);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_BUMPMAP:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexBump);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_OPACMAP:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexOpacity);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAT_SHINMAP:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexShininess);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_SPECMAP:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexSpecular);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_SELFIMAP:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexEmissive);
|
|
break;
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return ParseMaterialChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseTextureChunk(int& piRemaining,Dot3DS::Texture* pcOut)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
const unsigned char* sz = this->mCurrent;
|
|
unsigned int iCnt = 0;
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_MAPFILE:
|
|
// string in file is zero-terminated,
|
|
// this should be no problem. However, validate whether
|
|
// it overlaps the end of the chunk, if yes we should
|
|
// truncate it.
|
|
while (*sz++ != '\0')
|
|
{
|
|
if (sz > pcCurNext-1)break;
|
|
++iCnt;
|
|
}
|
|
pcOut->mMapName = std::string((const char*)this->mCurrent,iCnt);
|
|
break;
|
|
// manually parse the blend factor
|
|
case Dot3DSFile::CHUNK_PERCENTF:
|
|
pcOut->mTextureBlend = *((float*)this->mCurrent);
|
|
break;
|
|
// manually parse the blend factor
|
|
case Dot3DSFile::CHUNK_PERCENTW:
|
|
pcOut->mTextureBlend = (float)(*((short*)this->mCurrent)) / 100.0f;
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_MAP_USCALE:
|
|
pcOut->mScaleU = *((float*)this->mCurrent);
|
|
if (0.0f == pcOut->mScaleU)
|
|
{
|
|
DefaultLogger::get()->warn("Texture coordinate scaling in the "
|
|
"x direction is zero. Assuming this should be 1.0 ... ");
|
|
pcOut->mScaleU = 1.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAP_VSCALE:
|
|
pcOut->mScaleV = *((float*)this->mCurrent);
|
|
if (0.0f == pcOut->mScaleV)
|
|
{
|
|
DefaultLogger::get()->warn("Texture coordinate scaling in the "
|
|
"y direction is zero. Assuming this should be 1.0 ... ");
|
|
pcOut->mScaleV = 1.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAP_UOFFSET:
|
|
pcOut->mOffsetU = *((float*)this->mCurrent);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAP_VOFFSET:
|
|
pcOut->mOffsetV = *((float*)this->mCurrent);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAP_ANG:
|
|
pcOut->mRotation = *((float*)this->mCurrent);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAP_TILING:
|
|
uint16_t iFlags = *((uint16_t*)this->mCurrent);
|
|
|
|
// check whether the mirror flag is set
|
|
if (iFlags & 0x2u)
|
|
{
|
|
pcOut->mMapMode = aiTextureMapMode_Mirror;
|
|
}
|
|
// assume that "decal" means clamping ...
|
|
else if (iFlags & 0x10u && iFlags & 0x1u)
|
|
{
|
|
pcOut->mMapMode = aiTextureMapMode_Clamp;
|
|
}
|
|
break;
|
|
};
|
|
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return ParseTextureChunk(piRemaining,pcOut);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
float Dot3DSImporter::ParsePercentageChunk()
|
|
{
|
|
const Dot3DSFile::Chunk* psChunk;
|
|
this->ReadChunk(&psChunk);
|
|
if (NULL == psChunk)return std::numeric_limits<float>::quiet_NaN();
|
|
|
|
if (Dot3DSFile::CHUNK_PERCENTF == psChunk->Flag)
|
|
{
|
|
if (sizeof(float) > psChunk->Size)
|
|
return std::numeric_limits<float>::quiet_NaN();
|
|
return *((float*)this->mCurrent);
|
|
}
|
|
else if (Dot3DSFile::CHUNK_PERCENTW == psChunk->Flag)
|
|
{
|
|
if (2 > psChunk->Size)
|
|
return std::numeric_limits<float>::quiet_NaN();
|
|
return (float)(*((short*)this->mCurrent)) / (float)0xFFFF;
|
|
}
|
|
this->mCurrent += psChunk->Size - sizeof(Dot3DSFile::Chunk);
|
|
return std::numeric_limits<float>::quiet_NaN();
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseColorChunk(aiColor3D* p_pcOut,
|
|
bool p_bAcceptPercent)
|
|
{
|
|
ai_assert(p_pcOut != NULL);
|
|
|
|
// error return value
|
|
static const aiColor3D clrError = aiColor3D(std::numeric_limits<float>::quiet_NaN(),
|
|
std::numeric_limits<float>::quiet_NaN(),
|
|
std::numeric_limits<float>::quiet_NaN());
|
|
|
|
const Dot3DSFile::Chunk* psChunk;
|
|
this->ReadChunk(&psChunk);
|
|
if (!psChunk)
|
|
{
|
|
*p_pcOut = clrError;
|
|
return;
|
|
}
|
|
const unsigned int diff = psChunk->Size - sizeof(Dot3DSFile::Chunk);
|
|
const unsigned char* pcCur = this->mCurrent;
|
|
this->mCurrent += diff;
|
|
bool bGamma = false;
|
|
|
|
switch(psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_LINRGBF:
|
|
bGamma = true;
|
|
|
|
case Dot3DSFile::CHUNK_RGBF:
|
|
if (sizeof(float) * 3 > diff)
|
|
{
|
|
*p_pcOut = clrError;
|
|
return;
|
|
}
|
|
p_pcOut->r = ((float*)pcCur)[0];
|
|
p_pcOut->g = ((float*)pcCur)[1];
|
|
p_pcOut->b = ((float*)pcCur)[2];
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_LINRGBB:
|
|
bGamma = true;
|
|
case Dot3DSFile::CHUNK_RGBB:
|
|
if (sizeof(char) * 3 > diff)
|
|
{
|
|
*p_pcOut = clrError;
|
|
return;
|
|
}
|
|
p_pcOut->r = (float)pcCur[0] / 255.0f;
|
|
p_pcOut->g = (float)pcCur[1] / 255.0f;
|
|
p_pcOut->b = (float)pcCur[2] / 255.0f;
|
|
break;
|
|
|
|
// percentage chunks: accepted to be compatible with various
|
|
// .3ds files with very curious content
|
|
case Dot3DSFile::CHUNK_PERCENTF:
|
|
if (p_bAcceptPercent && 4 <= diff)
|
|
{
|
|
p_pcOut->r = *((float*)pcCur);
|
|
p_pcOut->g = *((float*)pcCur);
|
|
p_pcOut->b = *((float*)pcCur);
|
|
break;
|
|
}
|
|
*p_pcOut = clrError;
|
|
return;
|
|
case Dot3DSFile::CHUNK_PERCENTW:
|
|
if (p_bAcceptPercent && 1 <= diff)
|
|
{
|
|
p_pcOut->r = (float)pcCur[0] / 255.0f;
|
|
p_pcOut->g = (float)pcCur[0] / 255.0f;
|
|
p_pcOut->b = (float)pcCur[0] / 255.0f;
|
|
break;
|
|
}
|
|
*p_pcOut = clrError;
|
|
return;
|
|
|
|
default:
|
|
// skip unknown chunks, hope this won't cause any problems.
|
|
return this->ParseColorChunk(p_pcOut,p_bAcceptPercent);
|
|
};
|
|
if (bGamma)
|
|
{
|
|
p_pcOut->r = powf(p_pcOut->r, 1.0f / 2.2f);
|
|
p_pcOut->g = powf(p_pcOut->g, 1.0f / 2.2f);
|
|
p_pcOut->b = powf(p_pcOut->b, 1.0f / 2.2f);
|
|
}
|
|
return;
|
|
}
|