283 lines
8.6 KiB
C++
283 lines
8.6 KiB
C++
|
|
/*
|
|
Open Asset Import Library (assimp)
|
|
----------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2012, assimp 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 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 3DSLoader.h
|
|
* @brief 3DS File format loader
|
|
*/
|
|
#ifndef AI_3DSIMPORTER_H_INC
|
|
#define AI_3DSIMPORTER_H_INC
|
|
|
|
#include "BaseImporter.h"
|
|
#include "../include/assimp/types.h"
|
|
|
|
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
|
|
|
|
#include "3DSHelper.h"
|
|
#include "StreamReader.h"
|
|
|
|
struct aiNode;
|
|
|
|
namespace Assimp {
|
|
|
|
|
|
using namespace D3DS;
|
|
|
|
// ---------------------------------------------------------------------------------
|
|
/** Importer class for 3D Studio r3 and r4 3DS files
|
|
*/
|
|
class Discreet3DSImporter : public BaseImporter
|
|
{
|
|
public:
|
|
|
|
Discreet3DSImporter();
|
|
~Discreet3DSImporter();
|
|
|
|
public:
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Returns whether the class can handle the format of the given file.
|
|
* See BaseImporter::CanRead() for details.
|
|
*/
|
|
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
|
|
bool checkSig) const;
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Called prior to ReadFile().
|
|
* The function is a request to the importer to update its configuration
|
|
* basing on the Importer's configuration property list.
|
|
*/
|
|
void SetupProperties(const Importer* pImp);
|
|
|
|
protected:
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Return importer meta information.
|
|
* See #BaseImporter::GetInfo for the details
|
|
*/
|
|
const aiImporterDesc* GetInfo () const;
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Imports the given file into the given scene structure.
|
|
* See BaseImporter::InternReadFile() for details
|
|
*/
|
|
void InternReadFile( const std::string& pFile, aiScene* pScene,
|
|
IOSystem* pIOHandler);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Converts a temporary material to the outer representation
|
|
*/
|
|
void ConvertMaterial(D3DS::Material& p_cMat,
|
|
aiMaterial& p_pcOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Read a chunk
|
|
*
|
|
* @param pcOut Receives the current chunk
|
|
*/
|
|
void ReadChunk(Discreet3DS::Chunk* pcOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a percentage chunk. mCurrent will point to the next
|
|
* chunk behind afterwards. If no percentage chunk is found
|
|
* QNAN is returned.
|
|
*/
|
|
float ParsePercentageChunk();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a color chunk. mCurrent will point to the next
|
|
* chunk behind afterwards. If no color chunk is found
|
|
* QNAN is returned in all members.
|
|
*/
|
|
void ParseColorChunk(aiColor3D* p_pcOut,
|
|
bool p_bAcceptPercent = true);
|
|
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Skip a chunk in the file
|
|
*/
|
|
void SkipChunk();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Generate the nodegraph
|
|
*/
|
|
void GenerateNodeGraph(aiScene* pcOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a main top-level chunk in the file
|
|
*/
|
|
void ParseMainChunk();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a top-level chunk in the file
|
|
*/
|
|
void ParseChunk(const char* name, unsigned int num);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a top-level editor chunk in the file
|
|
*/
|
|
void ParseEditorChunk();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a top-level object chunk in the file
|
|
*/
|
|
void ParseObjectChunk();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a material chunk in the file
|
|
*/
|
|
void ParseMaterialChunk();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a mesh chunk in the file
|
|
*/
|
|
void ParseMeshChunk();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a light chunk in the file
|
|
*/
|
|
void ParseLightChunk();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a camera chunk in the file
|
|
*/
|
|
void ParseCameraChunk();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a face list chunk in the file
|
|
*/
|
|
void ParseFaceChunk();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a keyframe chunk in the file
|
|
*/
|
|
void ParseKeyframeChunk();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a hierarchy chunk in the file
|
|
*/
|
|
void ParseHierarchyChunk(uint16_t parent);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Parse a texture chunk in the file
|
|
*/
|
|
void ParseTextureChunk(D3DS::Texture* pcOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Convert the meshes in the file
|
|
*/
|
|
void ConvertMeshes(aiScene* pcOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Replace the default material in the scene
|
|
*/
|
|
void ReplaceDefaultMaterial();
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Convert the whole scene
|
|
*/
|
|
void ConvertScene(aiScene* pcOut);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** generate unique vertices for a mesh
|
|
*/
|
|
void MakeUnique(D3DS::Mesh& sMesh);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Add a node to the node graph
|
|
*/
|
|
void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn,
|
|
aiMatrix4x4& absTrafo);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Search for a node in the graph.
|
|
* Called recursively
|
|
*/
|
|
void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Apply the master scaling factor to the mesh
|
|
*/
|
|
void ApplyMasterScale(aiScene* pScene);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Clamp all indices in the file to a valid range
|
|
*/
|
|
void CheckIndices(D3DS::Mesh& sMesh);
|
|
|
|
// -------------------------------------------------------------------
|
|
/** Skip the TCB info in a track key
|
|
*/
|
|
void SkipTCBInfo();
|
|
|
|
protected:
|
|
|
|
/** Stream to read from */
|
|
StreamReaderLE* stream;
|
|
|
|
/** Last touched node index */
|
|
short mLastNodeIndex;
|
|
|
|
/** Current node, root node */
|
|
D3DS::Node* mCurrentNode, *mRootNode;
|
|
|
|
/** Scene under construction */
|
|
D3DS::Scene* mScene;
|
|
|
|
/** Ambient base color of the scene */
|
|
aiColor3D mClrAmbient;
|
|
|
|
/** Master scaling factor of the scene */
|
|
float mMasterScale;
|
|
|
|
/** Path to the background image of the scene */
|
|
std::string mBackgroundImage;
|
|
bool bHasBG;
|
|
|
|
/** true if PRJ file */
|
|
bool bIsPrj;
|
|
};
|
|
|
|
} // end of namespace Assimp
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
|
|
|
|
#endif // AI_3DSIMPORTER_H_INC
|