560 lines
16 KiB
C++
560 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 3DS files.
|
|
http://www.jalix.org/ressources/graphics/3DS/_unofficials/3ds-unofficial.txt */
|
|
|
|
#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 {
|
|
|
|
#include "./Compiler/pushpack1.h"
|
|
|
|
#ifdef _MSC_VER
|
|
# define sprintf sprintf_s
|
|
#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
|
|
{
|
|
// translated to gouraud shading with wireframe active
|
|
Wire = 0,
|
|
|
|
// if this material is set, no vertex normals will
|
|
// be calculated for the model. Face normals + gouraud
|
|
Flat = 1,
|
|
|
|
// standard gouraud shading
|
|
Gouraud = 2,
|
|
|
|
// phong shading
|
|
Phong = 3,
|
|
|
|
// cooktorrance or anistropic phong shading ...
|
|
// the exact meaning is unknown, if you know it
|
|
// feel free to tell me ;-)
|
|
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
|
|
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
enum
|
|
{
|
|
|
|
// ********************************************************************
|
|
// Basic 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. Possibly a chunk used by PROJ (
|
|
// Discreet 3DS max Project File)?
|
|
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
|
|
// ********************************************************************
|
|
};
|
|
};
|
|
|
|
#include "./Compiler/poppack1.h"
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** 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 blend 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;
|
|
|
|
char szTemp[128];
|
|
sprintf(szTemp,"UNNAMED_%i",iCnt++);
|
|
mName = szTemp;
|
|
}
|
|
|
|
//! 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;
|
|
|
|
char szTemp[128];
|
|
::sprintf(szTemp,"UNNAMED_%i",iCnt++);
|
|
mName = szTemp;
|
|
}
|
|
|
|
//! 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()
|
|
|
|
: mHierarchyPos(0),mHierarchyIndex(0)
|
|
|
|
{
|
|
static int iCnt = 0;
|
|
|
|
char szTemp[128];
|
|
::sprintf(szTemp,"UNNAMED_%i",iCnt++);
|
|
mName = szTemp;
|
|
|
|
#ifdef AI_3DS_KEYFRAME_ANIMATION
|
|
aRotationKeys.reserve(10);
|
|
aPositionKeys.reserve(10);
|
|
aScalingKeys.reserve(10);
|
|
#endif
|
|
}
|
|
|
|
//! 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;
|
|
|
|
#ifdef AI_3DS_KEYFRAME_ANIMATION
|
|
//! Rotation keys loaded from the file
|
|
std::vector<aiQuatKey> aRotationKeys;
|
|
|
|
//! Position keys loaded from the file
|
|
std::vector<aiVectorKey> aPositionKeys;
|
|
|
|
//! Scaling keys loaded from the file
|
|
std::vector<aiVectorKey> aScalingKeys;
|
|
#endif
|
|
|
|
//! Pivot position loaded from the file
|
|
aiVector3D vPivot;
|
|
|
|
//! 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;
|
|
};
|
|
|
|
|
|
} // end of namespace Dot3DS
|
|
} // end of namespace Assimp
|
|
|
|
#endif // AI_XFILEHELPER_H_INC
|