/src/assimp/code/AssetLib/3DS/3DSLoader.cpp
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1 | | /* |
2 | | --------------------------------------------------------------------------- |
3 | | Open Asset Import Library (assimp) |
4 | | --------------------------------------------------------------------------- |
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6 | | Copyright (c) 2006-2024, assimp team |
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39 | | --------------------------------------------------------------------------- |
40 | | */ |
41 | | |
42 | | /** @file 3DSLoader.cpp |
43 | | * @brief Implementation of the 3ds importer class |
44 | | * |
45 | | * http://www.the-labs.com/Blender/3DS-details.html |
46 | | */ |
47 | | |
48 | | #ifndef ASSIMP_BUILD_NO_3DS_IMPORTER |
49 | | |
50 | | #include "3DSLoader.h" |
51 | | #include <assimp/StringComparison.h> |
52 | | #include <assimp/importerdesc.h> |
53 | | #include <assimp/scene.h> |
54 | | #include <assimp/DefaultLogger.hpp> |
55 | | #include <assimp/IOSystem.hpp> |
56 | | |
57 | | namespace Assimp { |
58 | | |
59 | | static constexpr aiImporterDesc desc = { |
60 | | "Discreet 3DS Importer", |
61 | | "", |
62 | | "", |
63 | | "Limited animation support", |
64 | | aiImporterFlags_SupportBinaryFlavour, |
65 | | 0, |
66 | | 0, |
67 | | 0, |
68 | | 0, |
69 | | "3ds prj" |
70 | | }; |
71 | | |
72 | | // ------------------------------------------------------------------------------------------------ |
73 | | // Begins a new parsing block |
74 | | // - Reads the current chunk and validates it |
75 | | // - computes its length |
76 | | #define ASSIMP_3DS_BEGIN_CHUNK() \ |
77 | 4 | while (true) { \ |
78 | 4 | if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)) { \ |
79 | 0 | return; \ |
80 | 0 | } \ |
81 | 4 | Discreet3DS::Chunk chunk; \ |
82 | 4 | ReadChunk(&chunk); \ |
83 | 4 | int chunkSize = chunk.Size - sizeof(Discreet3DS::Chunk); \ |
84 | 4 | if (chunkSize <= 0) \ |
85 | 4 | continue; \ |
86 | 4 | const unsigned int oldReadLimit = stream->SetReadLimit( \ |
87 | 4 | stream->GetCurrentPos() + chunkSize); |
88 | | |
89 | | // ------------------------------------------------------------------------------------------------ |
90 | | // End a parsing block |
91 | | // Must follow at the end of each parsing block, reset chunk end marker to previous value |
92 | | #define ASSIMP_3DS_END_CHUNK() \ |
93 | 0 | stream->SkipToReadLimit(); \ |
94 | 0 | stream->SetReadLimit(oldReadLimit); \ |
95 | 0 | if (stream->GetRemainingSizeToLimit() == 0) \ |
96 | 0 | return; \ |
97 | 0 | } |
98 | | |
99 | | // ------------------------------------------------------------------------------------------------ |
100 | | // Constructor to be privately used by Importer |
101 | | Discreet3DSImporter::Discreet3DSImporter() : |
102 | 33 | stream(), mLastNodeIndex(), mCurrentNode(), mRootNode(), mScene(), mMasterScale(), bHasBG(), bIsPrj() { |
103 | | // empty |
104 | 33 | } |
105 | | |
106 | | // ------------------------------------------------------------------------------------------------ |
107 | | // Returns whether the class can handle the format of the given file. |
108 | 30 | bool Discreet3DSImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { |
109 | 30 | static const uint16_t token[] = { 0x4d4d, 0x3dc2 /*, 0x3daa */ }; |
110 | 30 | return CheckMagicToken(pIOHandler, pFile, token, AI_COUNT_OF(token), 0, sizeof token[0]); |
111 | 30 | } |
112 | | |
113 | | // ------------------------------------------------------------------------------------------------ |
114 | | // Loader registry entry |
115 | 35 | const aiImporterDesc *Discreet3DSImporter::GetInfo() const { |
116 | 35 | return &desc; |
117 | 35 | } |
118 | | |
119 | | // ------------------------------------------------------------------------------------------------ |
120 | | // Setup configuration properties |
121 | 2 | void Discreet3DSImporter::SetupProperties(const Importer * /*pImp*/) { |
122 | | // nothing to be done for the moment |
123 | 2 | } |
124 | | |
125 | | // ------------------------------------------------------------------------------------------------ |
126 | | // Imports the given file into the given scene structure. |
127 | | void Discreet3DSImporter::InternReadFile(const std::string &pFile, |
128 | 2 | aiScene *pScene, IOSystem *pIOHandler) { |
129 | | |
130 | 2 | auto theFile = pIOHandler->Open(pFile, "rb"); |
131 | 2 | if (!theFile) { |
132 | 0 | throw DeadlyImportError("3DS: Could not open ", pFile); |
133 | 0 | } |
134 | | |
135 | 2 | StreamReaderLE theStream(theFile); |
136 | | |
137 | | // We should have at least one chunk |
138 | 2 | if (theStream.GetRemainingSize() < 16) { |
139 | 0 | throw DeadlyImportError("3DS file is either empty or corrupt: ", pFile); |
140 | 0 | } |
141 | 2 | this->stream = &theStream; |
142 | | |
143 | | // Allocate our temporary 3DS representation |
144 | 2 | D3DS::Scene _scene; |
145 | 2 | mScene = &_scene; |
146 | | |
147 | | // Initialize members |
148 | 2 | D3DS::Node _rootNode("UNNAMED"); |
149 | 2 | mLastNodeIndex = -1; |
150 | 2 | mCurrentNode = &_rootNode; |
151 | 2 | mRootNode = mCurrentNode; |
152 | 2 | mRootNode->mHierarchyPos = -1; |
153 | 2 | mRootNode->mHierarchyIndex = -1; |
154 | 2 | mRootNode->mParent = nullptr; |
155 | 2 | mMasterScale = 1.0f; |
156 | 2 | mBackgroundImage = std::string(); |
157 | 2 | bHasBG = false; |
158 | 2 | bIsPrj = false; |
159 | | |
160 | | // Parse the file |
161 | 2 | ParseMainChunk(); |
162 | | |
163 | | // Process all meshes in the file. First check whether all |
164 | | // face indices have valid values. The generate our |
165 | | // internal verbose representation. Finally compute normal |
166 | | // vectors from the smoothing groups we read from the |
167 | | // file. |
168 | 2 | for (auto &mesh : mScene->mMeshes) { |
169 | 0 | if (mesh.mFaces.size() > 0 && mesh.mPositions.size() == 0) { |
170 | 0 | throw DeadlyImportError("3DS file contains faces but no vertices: ", pFile); |
171 | 0 | } |
172 | 0 | CheckIndices(mesh); |
173 | 0 | MakeUnique(mesh); |
174 | 0 | ComputeNormalsWithSmoothingsGroups<D3DS::Face>(mesh); |
175 | 0 | } |
176 | | |
177 | | // Replace all occurrences of the default material with a |
178 | | // valid material. Generate it if no material containing |
179 | | // DEFAULT in its name has been found in the file |
180 | 2 | ReplaceDefaultMaterial(); |
181 | | |
182 | | // Convert the scene from our internal representation to an |
183 | | // aiScene object. This involves copying all meshes, lights |
184 | | // and cameras to the scene |
185 | 2 | ConvertScene(pScene); |
186 | | |
187 | | // Generate the node graph for the scene. This is a little bit |
188 | | // tricky since we'll need to split some meshes into sub-meshes |
189 | 2 | GenerateNodeGraph(pScene); |
190 | | |
191 | | // Now apply the master scaling factor to the scene |
192 | 2 | ApplyMasterScale(pScene); |
193 | | |
194 | | // Our internal scene representation and the root |
195 | | // node will be automatically deleted, so the whole hierarchy will follow |
196 | | |
197 | 2 | AI_DEBUG_INVALIDATE_PTR(mRootNode); |
198 | 2 | AI_DEBUG_INVALIDATE_PTR(mScene); |
199 | 2 | AI_DEBUG_INVALIDATE_PTR(this->stream); |
200 | 2 | } |
201 | | |
202 | | // ------------------------------------------------------------------------------------------------ |
203 | | // Applies a master-scaling factor to the imported scene |
204 | 0 | void Discreet3DSImporter::ApplyMasterScale(aiScene *pScene) { |
205 | | // There are some 3DS files with a zero scaling factor |
206 | 0 | if (!mMasterScale) |
207 | 0 | mMasterScale = 1.0f; |
208 | 0 | else |
209 | 0 | mMasterScale = 1.0f / mMasterScale; |
210 | | |
211 | | // Construct an uniform scaling matrix and multiply with it |
212 | 0 | pScene->mRootNode->mTransformation *= aiMatrix4x4( |
213 | 0 | mMasterScale, 0.0f, 0.0f, 0.0f, |
214 | 0 | 0.0f, mMasterScale, 0.0f, 0.0f, |
215 | 0 | 0.0f, 0.0f, mMasterScale, 0.0f, |
216 | 0 | 0.0f, 0.0f, 0.0f, 1.0f); |
217 | | |
218 | | // Check whether a scaling track is assigned to the root node. |
219 | 0 | } |
220 | | |
221 | | // ------------------------------------------------------------------------------------------------ |
222 | | // Reads a new chunk from the file |
223 | 4 | void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk *pcOut) { |
224 | 4 | ai_assert(pcOut != nullptr); |
225 | | |
226 | 4 | pcOut->Flag = stream->GetI2(); |
227 | 4 | pcOut->Size = stream->GetI4(); |
228 | | |
229 | 4 | if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize()) { |
230 | 2 | throw DeadlyImportError("Chunk is too large"); |
231 | 2 | } |
232 | | |
233 | 2 | if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit()) { |
234 | 0 | ASSIMP_LOG_ERROR("3DS: Chunk overflow"); |
235 | 0 | } |
236 | 2 | } |
237 | | |
238 | | // ------------------------------------------------------------------------------------------------ |
239 | | // Skip a chunk |
240 | 0 | void Discreet3DSImporter::SkipChunk() { |
241 | 0 | Discreet3DS::Chunk psChunk; |
242 | 0 | ReadChunk(&psChunk); |
243 | |
|
244 | 0 | stream->IncPtr(psChunk.Size - sizeof(Discreet3DS::Chunk)); |
245 | 0 | return; |
246 | 0 | } |
247 | | |
248 | | // ------------------------------------------------------------------------------------------------ |
249 | | // Process the primary chunk of the file |
250 | 2 | void Discreet3DSImporter::ParseMainChunk() { |
251 | 6 | ASSIMP_3DS_BEGIN_CHUNK(); |
252 | | |
253 | | // get chunk type |
254 | 6 | switch (chunk.Flag) { |
255 | | |
256 | 0 | case Discreet3DS::CHUNK_PRJ: |
257 | 0 | bIsPrj = true; |
258 | 0 | break; |
259 | 2 | case Discreet3DS::CHUNK_MAIN: |
260 | 2 | ParseEditorChunk(); |
261 | 2 | break; |
262 | 6 | }; |
263 | |
|
264 | 0 | ASSIMP_3DS_END_CHUNK(); |
265 | 0 | #if defined(__clang__) |
266 | 0 | #pragma clang diagnostic push |
267 | 0 | #pragma clang diagnostic ignored "-Wunreachable-code-return" |
268 | 0 | #endif |
269 | | // recursively continue processing this hierarchy level |
270 | 0 | return ParseMainChunk(); |
271 | 2 | #if defined(__clang__) |
272 | 2 | #pragma clang diagnostic pop |
273 | 2 | #endif |
274 | 2 | } |
275 | | |
276 | | // ------------------------------------------------------------------------------------------------ |
277 | 2 | void Discreet3DSImporter::ParseEditorChunk() { |
278 | 6 | ASSIMP_3DS_BEGIN_CHUNK(); |
279 | | |
280 | | // get chunk type |
281 | 6 | switch (chunk.Flag) { |
282 | 0 | case Discreet3DS::CHUNK_OBJMESH: |
283 | |
|
284 | 0 | ParseObjectChunk(); |
285 | 0 | break; |
286 | | |
287 | | // NOTE: In several documentations in the internet this |
288 | | // chunk appears at different locations |
289 | 0 | case Discreet3DS::CHUNK_KEYFRAMER: |
290 | |
|
291 | 0 | ParseKeyframeChunk(); |
292 | 0 | break; |
293 | | |
294 | 0 | case Discreet3DS::CHUNK_VERSION: { |
295 | | // print the version number |
296 | 0 | char buff[10]; |
297 | 0 | ASSIMP_itoa10(buff, stream->GetI2()); |
298 | 0 | ASSIMP_LOG_INFO("3DS file format version: ", buff); |
299 | 0 | } break; |
300 | 6 | }; |
301 | 0 | ASSIMP_3DS_END_CHUNK(); |
302 | 0 | } |
303 | | |
304 | | // ------------------------------------------------------------------------------------------------ |
305 | 0 | void Discreet3DSImporter::ParseObjectChunk() { |
306 | 0 | ASSIMP_3DS_BEGIN_CHUNK(); |
307 | | |
308 | | // get chunk type |
309 | 0 | switch (chunk.Flag) { |
310 | 0 | case Discreet3DS::CHUNK_OBJBLOCK: { |
311 | 0 | unsigned int cnt = 0; |
312 | 0 | const char *sz = (const char *)stream->GetPtr(); |
313 | | |
314 | | // Get the name of the geometry object |
315 | 0 | while (stream->GetI1()) |
316 | 0 | ++cnt; |
317 | 0 | ParseChunk(sz, cnt); |
318 | 0 | } break; |
319 | | |
320 | 0 | case Discreet3DS::CHUNK_MAT_MATERIAL: |
321 | | |
322 | | // Add a new material to the list |
323 | 0 | mScene->mMaterials.emplace_back(std::string("UNNAMED_" + ai_to_string(mScene->mMaterials.size()))); |
324 | 0 | ParseMaterialChunk(); |
325 | 0 | break; |
326 | | |
327 | 0 | case Discreet3DS::CHUNK_AMBCOLOR: |
328 | | |
329 | | // This is the ambient base color of the scene. |
330 | | // We add it to the ambient color of all materials |
331 | 0 | ParseColorChunk(&mClrAmbient, true); |
332 | 0 | if (is_qnan(mClrAmbient.r)) { |
333 | | // We failed to read the ambient base color. |
334 | 0 | ASSIMP_LOG_ERROR("3DS: Failed to read ambient base color"); |
335 | 0 | mClrAmbient.r = mClrAmbient.g = mClrAmbient.b = 0.0f; |
336 | 0 | } |
337 | 0 | break; |
338 | | |
339 | 0 | case Discreet3DS::CHUNK_BIT_MAP: { |
340 | | // Specifies the background image. The string should already be |
341 | | // properly 0 terminated but we need to be sure |
342 | 0 | unsigned int cnt = 0; |
343 | 0 | const char *sz = (const char *)stream->GetPtr(); |
344 | 0 | while (stream->GetI1()) |
345 | 0 | ++cnt; |
346 | 0 | mBackgroundImage = std::string(sz, cnt); |
347 | 0 | } break; |
348 | | |
349 | 0 | case Discreet3DS::CHUNK_BIT_MAP_EXISTS: |
350 | 0 | bHasBG = true; |
351 | 0 | break; |
352 | | |
353 | 0 | case Discreet3DS::CHUNK_MASTER_SCALE: |
354 | | // Scene master scaling factor |
355 | 0 | mMasterScale = stream->GetF4(); |
356 | 0 | break; |
357 | 0 | }; |
358 | 0 | ASSIMP_3DS_END_CHUNK(); |
359 | 0 | } |
360 | | |
361 | | // ------------------------------------------------------------------------------------------------ |
362 | 0 | void Discreet3DSImporter::ParseChunk(const char *name, unsigned int num) { |
363 | 0 | ASSIMP_3DS_BEGIN_CHUNK(); |
364 | | |
365 | | // IMPLEMENTATION NOTE; |
366 | | // Cameras or lights define their transformation in their parent node and in the |
367 | | // corresponding light or camera chunks. However, we read and process the latter |
368 | | // to be able to return valid cameras/lights even if no scenegraph is given. |
369 | | |
370 | | // get chunk type |
371 | 0 | switch (chunk.Flag) { |
372 | 0 | case Discreet3DS::CHUNK_TRIMESH: { |
373 | | // this starts a new triangle mesh |
374 | 0 | mScene->mMeshes.emplace_back(std::string(name, num)); |
375 | | |
376 | | // Read mesh chunks |
377 | 0 | ParseMeshChunk(); |
378 | 0 | } break; |
379 | | |
380 | 0 | case Discreet3DS::CHUNK_LIGHT: { |
381 | | // This starts a new light |
382 | 0 | aiLight *light = new aiLight(); |
383 | 0 | mScene->mLights.push_back(light); |
384 | |
|
385 | 0 | light->mName.Set(std::string(name, num)); |
386 | | |
387 | | // First read the position of the light |
388 | 0 | light->mPosition.x = stream->GetF4(); |
389 | 0 | light->mPosition.y = stream->GetF4(); |
390 | 0 | light->mPosition.z = stream->GetF4(); |
391 | |
|
392 | 0 | light->mColorDiffuse = aiColor3D(1.f, 1.f, 1.f); |
393 | | |
394 | | // Now check for further subchunks |
395 | 0 | if (!bIsPrj) /* fixme */ |
396 | 0 | ParseLightChunk(); |
397 | | |
398 | | // The specular light color is identical the the diffuse light color. The ambient light color |
399 | | // is equal to the ambient base color of the whole scene. |
400 | 0 | light->mColorSpecular = light->mColorDiffuse; |
401 | 0 | light->mColorAmbient = mClrAmbient; |
402 | |
|
403 | 0 | if (light->mType == aiLightSource_UNDEFINED) { |
404 | | // It must be a point light |
405 | 0 | light->mType = aiLightSource_POINT; |
406 | 0 | } |
407 | 0 | } break; |
408 | | |
409 | 0 | case Discreet3DS::CHUNK_CAMERA: { |
410 | | // This starts a new camera |
411 | 0 | aiCamera *camera = new aiCamera(); |
412 | 0 | mScene->mCameras.push_back(camera); |
413 | 0 | camera->mName.Set(std::string(name, num)); |
414 | | |
415 | | // First read the position of the camera |
416 | 0 | camera->mPosition.x = stream->GetF4(); |
417 | 0 | camera->mPosition.y = stream->GetF4(); |
418 | 0 | camera->mPosition.z = stream->GetF4(); |
419 | | |
420 | | // Then the camera target |
421 | 0 | camera->mLookAt.x = stream->GetF4() - camera->mPosition.x; |
422 | 0 | camera->mLookAt.y = stream->GetF4() - camera->mPosition.y; |
423 | 0 | camera->mLookAt.z = stream->GetF4() - camera->mPosition.z; |
424 | 0 | ai_real len = camera->mLookAt.Length(); |
425 | 0 | if (len < 1e-5) { |
426 | | |
427 | | // There are some files with lookat == position. Don't know why or whether it's ok or not. |
428 | 0 | ASSIMP_LOG_ERROR("3DS: Unable to read proper camera look-at vector"); |
429 | 0 | camera->mLookAt = aiVector3D(0.0, 1.0, 0.0); |
430 | |
|
431 | 0 | } else |
432 | 0 | camera->mLookAt /= len; |
433 | | |
434 | | // And finally - the camera rotation angle, in counter clockwise direction |
435 | 0 | const ai_real angle = AI_DEG_TO_RAD(stream->GetF4()); |
436 | 0 | aiQuaternion quat(camera->mLookAt, angle); |
437 | 0 | camera->mUp = quat.GetMatrix() * aiVector3D(0.0, 1.0, 0.0); |
438 | | |
439 | | // Read the lense angle |
440 | 0 | camera->mHorizontalFOV = AI_DEG_TO_RAD(stream->GetF4()); |
441 | 0 | if (camera->mHorizontalFOV < 0.001f) { |
442 | 0 | camera->mHorizontalFOV = float(AI_DEG_TO_RAD(45.f)); |
443 | 0 | } |
444 | | |
445 | | // Now check for further subchunks |
446 | 0 | if (!bIsPrj) /* fixme */ { |
447 | 0 | ParseCameraChunk(); |
448 | 0 | } |
449 | 0 | } break; |
450 | 0 | }; |
451 | 0 | ASSIMP_3DS_END_CHUNK(); |
452 | 0 | } |
453 | | |
454 | | // ------------------------------------------------------------------------------------------------ |
455 | 0 | void Discreet3DSImporter::ParseLightChunk() { |
456 | 0 | ASSIMP_3DS_BEGIN_CHUNK(); |
457 | 0 | aiLight *light = mScene->mLights.back(); |
458 | | |
459 | | // get chunk type |
460 | 0 | switch (chunk.Flag) { |
461 | 0 | case Discreet3DS::CHUNK_DL_SPOTLIGHT: |
462 | | // Now we can be sure that the light is a spot light |
463 | 0 | light->mType = aiLightSource_SPOT; |
464 | | |
465 | | // We wouldn't need to normalize here, but we do it |
466 | 0 | light->mDirection.x = stream->GetF4() - light->mPosition.x; |
467 | 0 | light->mDirection.y = stream->GetF4() - light->mPosition.y; |
468 | 0 | light->mDirection.z = stream->GetF4() - light->mPosition.z; |
469 | 0 | light->mDirection.Normalize(); |
470 | | |
471 | | // Now the hotspot and falloff angles - in degrees |
472 | 0 | light->mAngleInnerCone = AI_DEG_TO_RAD(stream->GetF4()); |
473 | | |
474 | | // FIX: the falloff angle is just an offset |
475 | 0 | light->mAngleOuterCone = light->mAngleInnerCone + AI_DEG_TO_RAD(stream->GetF4()); |
476 | 0 | break; |
477 | | |
478 | | // intensity multiplier |
479 | 0 | case Discreet3DS::CHUNK_DL_MULTIPLIER: |
480 | 0 | light->mColorDiffuse = light->mColorDiffuse * stream->GetF4(); |
481 | 0 | break; |
482 | | |
483 | | // light color |
484 | 0 | case Discreet3DS::CHUNK_RGBF: |
485 | 0 | case Discreet3DS::CHUNK_LINRGBF: |
486 | 0 | light->mColorDiffuse.r *= stream->GetF4(); |
487 | 0 | light->mColorDiffuse.g *= stream->GetF4(); |
488 | 0 | light->mColorDiffuse.b *= stream->GetF4(); |
489 | 0 | break; |
490 | | |
491 | | // light attenuation |
492 | 0 | case Discreet3DS::CHUNK_DL_ATTENUATE: |
493 | 0 | light->mAttenuationLinear = stream->GetF4(); |
494 | 0 | break; |
495 | 0 | }; |
496 | |
|
497 | 0 | ASSIMP_3DS_END_CHUNK(); |
498 | 0 | } |
499 | | |
500 | | // ------------------------------------------------------------------------------------------------ |
501 | 0 | void Discreet3DSImporter::ParseCameraChunk() { |
502 | 0 | ASSIMP_3DS_BEGIN_CHUNK(); |
503 | 0 | aiCamera *camera = mScene->mCameras.back(); |
504 | | |
505 | | // get chunk type |
506 | 0 | switch (chunk.Flag) { |
507 | | // near and far clip plane |
508 | 0 | case Discreet3DS::CHUNK_CAM_RANGES: |
509 | 0 | camera->mClipPlaneNear = stream->GetF4(); |
510 | 0 | camera->mClipPlaneFar = stream->GetF4(); |
511 | 0 | break; |
512 | 0 | } |
513 | | |
514 | 0 | ASSIMP_3DS_END_CHUNK(); |
515 | 0 | } |
516 | | |
517 | | // ------------------------------------------------------------------------------------------------ |
518 | 0 | void Discreet3DSImporter::ParseKeyframeChunk() { |
519 | 0 | ASSIMP_3DS_BEGIN_CHUNK(); |
520 | | |
521 | | // get chunk type |
522 | 0 | switch (chunk.Flag) { |
523 | 0 | case Discreet3DS::CHUNK_TRACKCAMTGT: |
524 | 0 | case Discreet3DS::CHUNK_TRACKSPOTL: |
525 | 0 | case Discreet3DS::CHUNK_TRACKCAMERA: |
526 | 0 | case Discreet3DS::CHUNK_TRACKINFO: |
527 | 0 | case Discreet3DS::CHUNK_TRACKLIGHT: |
528 | 0 | case Discreet3DS::CHUNK_TRACKLIGTGT: |
529 | | |
530 | | // this starts a new mesh hierarchy chunk |
531 | 0 | ParseHierarchyChunk(chunk.Flag); |
532 | 0 | break; |
533 | 0 | }; |
534 | |
|
535 | 0 | ASSIMP_3DS_END_CHUNK(); |
536 | 0 | } |
537 | | |
538 | | // ------------------------------------------------------------------------------------------------ |
539 | | // Little helper function for ParseHierarchyChunk |
540 | 0 | void Discreet3DSImporter::InverseNodeSearch(D3DS::Node *pcNode, D3DS::Node *pcCurrent) { |
541 | 0 | if (!pcCurrent) { |
542 | 0 | mRootNode->push_back(pcNode); |
543 | 0 | return; |
544 | 0 | } |
545 | | |
546 | 0 | if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos) { |
547 | 0 | if (pcCurrent->mParent) { |
548 | 0 | pcCurrent->mParent->push_back(pcNode); |
549 | 0 | } else |
550 | 0 | pcCurrent->push_back(pcNode); |
551 | 0 | return; |
552 | 0 | } |
553 | 0 | return InverseNodeSearch(pcNode, pcCurrent->mParent); |
554 | 0 | } |
555 | | |
556 | | // ------------------------------------------------------------------------------------------------ |
557 | | // Find a node with a specific name in the import hierarchy |
558 | 0 | D3DS::Node *FindNode(D3DS::Node *root, const std::string &name) { |
559 | 0 | if (root->mName == name) { |
560 | 0 | return root; |
561 | 0 | } |
562 | | |
563 | 0 | for (std::vector<D3DS::Node *>::iterator it = root->mChildren.begin(); it != root->mChildren.end(); ++it) { |
564 | 0 | D3DS::Node *nd = FindNode(*it, name); |
565 | 0 | if (nullptr != nd) { |
566 | 0 | return nd; |
567 | 0 | } |
568 | 0 | } |
569 | | |
570 | 0 | return nullptr; |
571 | 0 | } |
572 | | |
573 | | // ------------------------------------------------------------------------------------------------ |
574 | | // Binary predicate for std::unique() |
575 | | template <class T> |
576 | 0 | bool KeyUniqueCompare(const T &first, const T &second) { |
577 | 0 | return first.mTime == second.mTime; |
578 | 0 | } Unexecuted instantiation: bool Assimp::KeyUniqueCompare<aiVectorKey>(aiVectorKey const&, aiVectorKey const&) Unexecuted instantiation: bool Assimp::KeyUniqueCompare<Assimp::D3DS::aiFloatKey>(Assimp::D3DS::aiFloatKey const&, Assimp::D3DS::aiFloatKey const&) Unexecuted instantiation: bool Assimp::KeyUniqueCompare<aiQuatKey>(aiQuatKey const&, aiQuatKey const&) |
579 | | |
580 | | // ------------------------------------------------------------------------------------------------ |
581 | | // Skip some additional import data. |
582 | 0 | void Discreet3DSImporter::SkipTCBInfo() { |
583 | 0 | unsigned int flags = stream->GetI2(); |
584 | |
|
585 | 0 | if (!flags) { |
586 | | // Currently we can't do anything with these values. They occur |
587 | | // quite rare, so it wouldn't be worth the effort implementing |
588 | | // them. 3DS is not really suitable for complex animations, |
589 | | // so full support is not required. |
590 | 0 | ASSIMP_LOG_WARN("3DS: Skipping TCB animation info"); |
591 | 0 | } |
592 | |
|
593 | 0 | if (flags & Discreet3DS::KEY_USE_TENS) { |
594 | 0 | stream->IncPtr(4); |
595 | 0 | } |
596 | 0 | if (flags & Discreet3DS::KEY_USE_BIAS) { |
597 | 0 | stream->IncPtr(4); |
598 | 0 | } |
599 | 0 | if (flags & Discreet3DS::KEY_USE_CONT) { |
600 | 0 | stream->IncPtr(4); |
601 | 0 | } |
602 | 0 | if (flags & Discreet3DS::KEY_USE_EASE_FROM) { |
603 | 0 | stream->IncPtr(4); |
604 | 0 | } |
605 | 0 | if (flags & Discreet3DS::KEY_USE_EASE_TO) { |
606 | 0 | stream->IncPtr(4); |
607 | 0 | } |
608 | 0 | } |
609 | | |
610 | | // ------------------------------------------------------------------------------------------------ |
611 | | // Read hierarchy and keyframe info |
612 | 0 | void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) { |
613 | 0 | ASSIMP_3DS_BEGIN_CHUNK(); |
614 | | |
615 | | // get chunk type |
616 | 0 | switch (chunk.Flag) { |
617 | 0 | case Discreet3DS::CHUNK_TRACKOBJNAME: |
618 | | |
619 | | // This is the name of the object to which the track applies. The chunk also |
620 | | // defines the position of this object in the hierarchy. |
621 | 0 | { |
622 | | |
623 | | // First of all: get the name of the object |
624 | 0 | unsigned int cnt = 0; |
625 | 0 | const char *sz = (const char *)stream->GetPtr(); |
626 | |
|
627 | 0 | while (stream->GetI1()) |
628 | 0 | ++cnt; |
629 | 0 | std::string name = std::string(sz, cnt); |
630 | | |
631 | | // Now find out whether we have this node already (target animation channels |
632 | | // are stored with a separate object ID) |
633 | 0 | D3DS::Node *pcNode = FindNode(mRootNode, name); |
634 | 0 | int instanceNumber = 1; |
635 | |
|
636 | 0 | if (pcNode) { |
637 | | // if the source is not a CHUNK_TRACKINFO block it won't be an object instance |
638 | 0 | if (parent != Discreet3DS::CHUNK_TRACKINFO) { |
639 | 0 | mCurrentNode = pcNode; |
640 | 0 | break; |
641 | 0 | } |
642 | 0 | pcNode->mInstanceCount++; |
643 | 0 | instanceNumber = pcNode->mInstanceCount; |
644 | 0 | } |
645 | 0 | pcNode = new D3DS::Node(name); |
646 | 0 | pcNode->mInstanceNumber = instanceNumber; |
647 | | |
648 | | // There are two unknown values which we can safely ignore |
649 | 0 | stream->IncPtr(4); |
650 | | |
651 | | // Now read the hierarchy position of the object |
652 | 0 | uint16_t hierarchy = stream->GetI2() + 1; |
653 | 0 | pcNode->mHierarchyPos = hierarchy; |
654 | 0 | pcNode->mHierarchyIndex = mLastNodeIndex; |
655 | | |
656 | | // And find a proper position in the graph for it |
657 | 0 | if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy) { |
658 | | |
659 | | // add to the parent of the last touched node |
660 | 0 | mCurrentNode->mParent->push_back(pcNode); |
661 | 0 | mLastNodeIndex++; |
662 | 0 | } else if (hierarchy >= mLastNodeIndex) { |
663 | | |
664 | | // place it at the current position in the hierarchy |
665 | 0 | mCurrentNode->push_back(pcNode); |
666 | 0 | mLastNodeIndex = hierarchy; |
667 | 0 | } else { |
668 | | // need to go back to the specified position in the hierarchy. |
669 | 0 | InverseNodeSearch(pcNode, mCurrentNode); |
670 | 0 | mLastNodeIndex++; |
671 | 0 | } |
672 | | // Make this node the current node |
673 | 0 | mCurrentNode = pcNode; |
674 | 0 | } |
675 | 0 | break; |
676 | | |
677 | 0 | case Discreet3DS::CHUNK_TRACKDUMMYOBJNAME: |
678 | | |
679 | | // This is the "real" name of a $$$DUMMY object |
680 | 0 | { |
681 | 0 | const char *sz = (const char *)stream->GetPtr(); |
682 | 0 | while (stream->GetI1()) |
683 | 0 | ; |
684 | | |
685 | | // If object name is DUMMY, take this one instead |
686 | 0 | if (mCurrentNode->mName == "$$$DUMMY") { |
687 | 0 | mCurrentNode->mName = std::string(sz); |
688 | 0 | break; |
689 | 0 | } |
690 | 0 | } |
691 | 0 | break; |
692 | | |
693 | 0 | case Discreet3DS::CHUNK_TRACKPIVOT: |
694 | |
|
695 | 0 | if (Discreet3DS::CHUNK_TRACKINFO != parent) { |
696 | 0 | ASSIMP_LOG_WARN("3DS: Skipping pivot subchunk for non usual object"); |
697 | 0 | break; |
698 | 0 | } |
699 | | |
700 | | // Pivot = origin of rotation and scaling |
701 | 0 | mCurrentNode->vPivot.x = stream->GetF4(); |
702 | 0 | mCurrentNode->vPivot.y = stream->GetF4(); |
703 | 0 | mCurrentNode->vPivot.z = stream->GetF4(); |
704 | 0 | break; |
705 | | |
706 | | // //////////////////////////////////////////////////////////////////// |
707 | | // POSITION KEYFRAME |
708 | 0 | case Discreet3DS::CHUNK_TRACKPOS: { |
709 | 0 | stream->IncPtr(10); |
710 | 0 | const unsigned int numFrames = stream->GetI4(); |
711 | 0 | bool sortKeys = false; |
712 | | |
713 | | // This could also be meant as the target position for |
714 | | // (targeted) lights and cameras |
715 | 0 | std::vector<aiVectorKey> *l; |
716 | 0 | if (Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent) { |
717 | 0 | l = &mCurrentNode->aTargetPositionKeys; |
718 | 0 | } else |
719 | 0 | l = &mCurrentNode->aPositionKeys; |
720 | |
|
721 | 0 | l->reserve(numFrames); |
722 | 0 | for (unsigned int i = 0; i < numFrames; ++i) { |
723 | 0 | const unsigned int fidx = stream->GetI4(); |
724 | | |
725 | | // Setup a new position key |
726 | 0 | aiVectorKey v; |
727 | 0 | v.mTime = (double)fidx; |
728 | |
|
729 | 0 | SkipTCBInfo(); |
730 | 0 | v.mValue.x = stream->GetF4(); |
731 | 0 | v.mValue.y = stream->GetF4(); |
732 | 0 | v.mValue.z = stream->GetF4(); |
733 | | |
734 | | // check whether we'll need to sort the keys |
735 | 0 | if (!l->empty() && v.mTime <= l->back().mTime) |
736 | 0 | sortKeys = true; |
737 | | |
738 | | // Add the new keyframe to the list |
739 | 0 | l->push_back(v); |
740 | 0 | } |
741 | | |
742 | | // Sort all keys with ascending time values and remove duplicates? |
743 | 0 | if (sortKeys) { |
744 | 0 | std::stable_sort(l->begin(), l->end()); |
745 | 0 | l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare<aiVectorKey>), l->end()); |
746 | 0 | } |
747 | 0 | } |
748 | |
|
749 | 0 | break; |
750 | | |
751 | | // //////////////////////////////////////////////////////////////////// |
752 | | // CAMERA ROLL KEYFRAME |
753 | 0 | case Discreet3DS::CHUNK_TRACKROLL: { |
754 | | // roll keys are accepted for cameras only |
755 | 0 | if (parent != Discreet3DS::CHUNK_TRACKCAMERA) { |
756 | 0 | ASSIMP_LOG_WARN("3DS: Ignoring roll track for non-camera object"); |
757 | 0 | break; |
758 | 0 | } |
759 | 0 | bool sortKeys = false; |
760 | 0 | std::vector<aiFloatKey> *l = &mCurrentNode->aCameraRollKeys; |
761 | |
|
762 | 0 | stream->IncPtr(10); |
763 | 0 | const unsigned int numFrames = stream->GetI4(); |
764 | 0 | l->reserve(numFrames); |
765 | 0 | for (unsigned int i = 0; i < numFrames; ++i) { |
766 | 0 | const unsigned int fidx = stream->GetI4(); |
767 | | |
768 | | // Setup a new position key |
769 | 0 | aiFloatKey v; |
770 | 0 | v.mTime = (double)fidx; |
771 | | |
772 | | // This is just a single float |
773 | 0 | SkipTCBInfo(); |
774 | 0 | v.mValue = stream->GetF4(); |
775 | | |
776 | | // Check whether we'll need to sort the keys |
777 | 0 | if (!l->empty() && v.mTime <= l->back().mTime) |
778 | 0 | sortKeys = true; |
779 | | |
780 | | // Add the new keyframe to the list |
781 | 0 | l->push_back(v); |
782 | 0 | } |
783 | | |
784 | | // Sort all keys with ascending time values and remove duplicates? |
785 | 0 | if (sortKeys) { |
786 | 0 | std::stable_sort(l->begin(), l->end()); |
787 | 0 | l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare<aiFloatKey>), l->end()); |
788 | 0 | } |
789 | 0 | } break; |
790 | | |
791 | | // //////////////////////////////////////////////////////////////////// |
792 | | // CAMERA FOV KEYFRAME |
793 | 0 | case Discreet3DS::CHUNK_TRACKFOV: { |
794 | 0 | ASSIMP_LOG_ERROR("3DS: Skipping FOV animation track. " |
795 | 0 | "This is not supported"); |
796 | 0 | } break; |
797 | | |
798 | | // //////////////////////////////////////////////////////////////////// |
799 | | // ROTATION KEYFRAME |
800 | 0 | case Discreet3DS::CHUNK_TRACKROTATE: { |
801 | 0 | stream->IncPtr(10); |
802 | 0 | const unsigned int numFrames = stream->GetI4(); |
803 | |
|
804 | 0 | bool sortKeys = false; |
805 | 0 | std::vector<aiQuatKey> *l = &mCurrentNode->aRotationKeys; |
806 | 0 | l->reserve(numFrames); |
807 | |
|
808 | 0 | for (unsigned int i = 0; i < numFrames; ++i) { |
809 | 0 | const unsigned int fidx = stream->GetI4(); |
810 | 0 | SkipTCBInfo(); |
811 | |
|
812 | 0 | aiQuatKey v; |
813 | 0 | v.mTime = (double)fidx; |
814 | | |
815 | | // The rotation keyframe is given as an axis-angle pair |
816 | 0 | const float rad = stream->GetF4(); |
817 | 0 | aiVector3D axis; |
818 | 0 | axis.x = stream->GetF4(); |
819 | 0 | axis.y = stream->GetF4(); |
820 | 0 | axis.z = stream->GetF4(); |
821 | |
|
822 | 0 | if (!axis.x && !axis.y && !axis.z) |
823 | 0 | axis.y = 1.f; |
824 | | |
825 | | // Construct a rotation quaternion from the axis-angle pair |
826 | 0 | v.mValue = aiQuaternion(axis, rad); |
827 | | |
828 | | // Check whether we'll need to sort the keys |
829 | 0 | if (!l->empty() && v.mTime <= l->back().mTime) |
830 | 0 | sortKeys = true; |
831 | | |
832 | | // add the new keyframe to the list |
833 | 0 | l->push_back(v); |
834 | 0 | } |
835 | | // Sort all keys with ascending time values and remove duplicates? |
836 | 0 | if (sortKeys) { |
837 | 0 | std::stable_sort(l->begin(), l->end()); |
838 | 0 | l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare<aiQuatKey>), l->end()); |
839 | 0 | } |
840 | 0 | } break; |
841 | | |
842 | | // //////////////////////////////////////////////////////////////////// |
843 | | // SCALING KEYFRAME |
844 | 0 | case Discreet3DS::CHUNK_TRACKSCALE: { |
845 | 0 | stream->IncPtr(10); |
846 | 0 | const unsigned int numFrames = stream->GetI2(); |
847 | 0 | stream->IncPtr(2); |
848 | |
|
849 | 0 | bool sortKeys = false; |
850 | 0 | std::vector<aiVectorKey> *l = &mCurrentNode->aScalingKeys; |
851 | 0 | l->reserve(numFrames); |
852 | |
|
853 | 0 | for (unsigned int i = 0; i < numFrames; ++i) { |
854 | 0 | const unsigned int fidx = stream->GetI4(); |
855 | 0 | SkipTCBInfo(); |
856 | | |
857 | | // Setup a new key |
858 | 0 | aiVectorKey v; |
859 | 0 | v.mTime = (double)fidx; |
860 | | |
861 | | // ... and read its value |
862 | 0 | v.mValue.x = stream->GetF4(); |
863 | 0 | v.mValue.y = stream->GetF4(); |
864 | 0 | v.mValue.z = stream->GetF4(); |
865 | | |
866 | | // check whether we'll need to sort the keys |
867 | 0 | if (!l->empty() && v.mTime <= l->back().mTime) |
868 | 0 | sortKeys = true; |
869 | | |
870 | | // Remove zero-scalings on singular axes - they've been reported to be there erroneously in some strange files |
871 | 0 | if (!v.mValue.x) v.mValue.x = 1.f; |
872 | 0 | if (!v.mValue.y) v.mValue.y = 1.f; |
873 | 0 | if (!v.mValue.z) v.mValue.z = 1.f; |
874 | |
|
875 | 0 | l->push_back(v); |
876 | 0 | } |
877 | | // Sort all keys with ascending time values and remove duplicates? |
878 | 0 | if (sortKeys) { |
879 | 0 | std::stable_sort(l->begin(), l->end()); |
880 | 0 | l->erase(std::unique(l->begin(), l->end(), &KeyUniqueCompare<aiVectorKey>), l->end()); |
881 | 0 | } |
882 | 0 | } break; |
883 | 0 | }; |
884 | |
|
885 | 0 | ASSIMP_3DS_END_CHUNK(); |
886 | 0 | } |
887 | | |
888 | | // ------------------------------------------------------------------------------------------------ |
889 | | // Read a face chunk - it contains smoothing groups and material assignments |
890 | 0 | void Discreet3DSImporter::ParseFaceChunk() { |
891 | 0 | ASSIMP_3DS_BEGIN_CHUNK(); |
892 | | |
893 | | // Get the mesh we're currently working on |
894 | 0 | D3DS::Mesh &mMesh = mScene->mMeshes.back(); |
895 | | |
896 | | // Get chunk type |
897 | 0 | switch (chunk.Flag) { |
898 | 0 | case Discreet3DS::CHUNK_SMOOLIST: { |
899 | | // This is the list of smoothing groups - a bitfield for every face. |
900 | | // Up to 32 smoothing groups assigned to a single face. |
901 | 0 | unsigned int num = chunkSize / 4, m = 0; |
902 | 0 | if (num > mMesh.mFaces.size()) { |
903 | 0 | throw DeadlyImportError("3DS: More smoothing groups than faces"); |
904 | 0 | } |
905 | 0 | for (std::vector<D3DS::Face>::iterator i = mMesh.mFaces.begin(); m != num; ++i, ++m) { |
906 | | // nth bit is set for nth smoothing group |
907 | 0 | (*i).iSmoothGroup = stream->GetI4(); |
908 | 0 | } |
909 | 0 | } break; |
910 | | |
911 | 0 | case Discreet3DS::CHUNK_FACEMAT: { |
912 | | // at fist an asciiz with the material name |
913 | 0 | const char *sz = (const char *)stream->GetPtr(); |
914 | 0 | while (stream->GetI1()) |
915 | 0 | ; |
916 | | |
917 | | // find the index of the material |
918 | 0 | unsigned int idx = 0xcdcdcdcd, cnt = 0; |
919 | 0 | for (std::vector<D3DS::Material>::const_iterator i = mScene->mMaterials.begin(); i != mScene->mMaterials.end(); ++i, ++cnt) { |
920 | | // use case independent comparisons. hopefully it will work. |
921 | 0 | if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str())) { |
922 | 0 | idx = cnt; |
923 | 0 | break; |
924 | 0 | } |
925 | 0 | } |
926 | 0 | if (0xcdcdcdcd == idx) { |
927 | 0 | ASSIMP_LOG_ERROR("3DS: Unknown material: ", sz); |
928 | 0 | } |
929 | | |
930 | | // Now continue and read all material indices |
931 | 0 | cnt = (uint16_t)stream->GetI2(); |
932 | 0 | for (unsigned int i = 0; i < cnt; ++i) { |
933 | 0 | unsigned int fidx = (uint16_t)stream->GetI2(); |
934 | | |
935 | | // check range |
936 | 0 | if (fidx >= mMesh.mFaceMaterials.size()) { |
937 | 0 | ASSIMP_LOG_ERROR("3DS: Invalid face index in face material list"); |
938 | 0 | } else |
939 | 0 | mMesh.mFaceMaterials[fidx] = idx; |
940 | 0 | } |
941 | 0 | } break; |
942 | 0 | }; |
943 | 0 | ASSIMP_3DS_END_CHUNK(); |
944 | 0 | } |
945 | | |
946 | | // ------------------------------------------------------------------------------------------------ |
947 | | // Read a mesh chunk. Here's the actual mesh data |
948 | 0 | void Discreet3DSImporter::ParseMeshChunk() { |
949 | 0 | ASSIMP_3DS_BEGIN_CHUNK(); |
950 | | |
951 | | // Get the mesh we're currently working on |
952 | 0 | D3DS::Mesh &mMesh = mScene->mMeshes.back(); |
953 | | |
954 | | // get chunk type |
955 | 0 | switch (chunk.Flag) { |
956 | 0 | case Discreet3DS::CHUNK_VERTLIST: { |
957 | | // This is the list of all vertices in the current mesh |
958 | 0 | int num = (int)(uint16_t)stream->GetI2(); |
959 | 0 | mMesh.mPositions.reserve(num); |
960 | 0 | while (num-- > 0) { |
961 | 0 | aiVector3D v; |
962 | 0 | v.x = stream->GetF4(); |
963 | 0 | v.y = stream->GetF4(); |
964 | 0 | v.z = stream->GetF4(); |
965 | 0 | mMesh.mPositions.push_back(v); |
966 | 0 | } |
967 | 0 | } break; |
968 | 0 | case Discreet3DS::CHUNK_TRMATRIX: { |
969 | | // This is the RLEATIVE transformation matrix of the current mesh. Vertices are |
970 | | // pretransformed by this matrix wonder. |
971 | 0 | mMesh.mMat.a1 = stream->GetF4(); |
972 | 0 | mMesh.mMat.b1 = stream->GetF4(); |
973 | 0 | mMesh.mMat.c1 = stream->GetF4(); |
974 | 0 | mMesh.mMat.a2 = stream->GetF4(); |
975 | 0 | mMesh.mMat.b2 = stream->GetF4(); |
976 | 0 | mMesh.mMat.c2 = stream->GetF4(); |
977 | 0 | mMesh.mMat.a3 = stream->GetF4(); |
978 | 0 | mMesh.mMat.b3 = stream->GetF4(); |
979 | 0 | mMesh.mMat.c3 = stream->GetF4(); |
980 | 0 | mMesh.mMat.a4 = stream->GetF4(); |
981 | 0 | mMesh.mMat.b4 = stream->GetF4(); |
982 | 0 | mMesh.mMat.c4 = stream->GetF4(); |
983 | 0 | } break; |
984 | | |
985 | 0 | case Discreet3DS::CHUNK_MAPLIST: { |
986 | | // This is the list of all UV coords in the current mesh |
987 | 0 | int num = (int)(uint16_t)stream->GetI2(); |
988 | 0 | mMesh.mTexCoords.reserve(num); |
989 | 0 | while (num-- > 0) { |
990 | 0 | aiVector3D v; |
991 | 0 | v.x = stream->GetF4(); |
992 | 0 | v.y = stream->GetF4(); |
993 | 0 | mMesh.mTexCoords.push_back(v); |
994 | 0 | } |
995 | 0 | } break; |
996 | | |
997 | 0 | case Discreet3DS::CHUNK_FACELIST: { |
998 | | // This is the list of all faces in the current mesh |
999 | 0 | int num = (int)(uint16_t)stream->GetI2(); |
1000 | 0 | mMesh.mFaces.reserve(num); |
1001 | 0 | while (num-- > 0) { |
1002 | | // 3DS faces are ALWAYS triangles |
1003 | 0 | mMesh.mFaces.emplace_back(); |
1004 | 0 | D3DS::Face &sFace = mMesh.mFaces.back(); |
1005 | |
|
1006 | 0 | sFace.mIndices[0] = (uint16_t)stream->GetI2(); |
1007 | 0 | sFace.mIndices[1] = (uint16_t)stream->GetI2(); |
1008 | 0 | sFace.mIndices[2] = (uint16_t)stream->GetI2(); |
1009 | |
|
1010 | 0 | stream->IncPtr(2); // skip edge visibility flag |
1011 | 0 | } |
1012 | | |
1013 | | // Resize the material array (0xcdcdcdcd marks the default material; so if a face is |
1014 | | // not referenced by a material, $$DEFAULT will be assigned to it) |
1015 | 0 | mMesh.mFaceMaterials.resize(mMesh.mFaces.size(), 0xcdcdcdcd); |
1016 | | |
1017 | | // Larger 3DS files could have multiple FACE chunks here |
1018 | 0 | chunkSize = (int)stream->GetRemainingSizeToLimit(); |
1019 | 0 | if (chunkSize > (int)sizeof(Discreet3DS::Chunk)) |
1020 | 0 | ParseFaceChunk(); |
1021 | 0 | } break; |
1022 | 0 | }; |
1023 | 0 | ASSIMP_3DS_END_CHUNK(); |
1024 | 0 | } |
1025 | | |
1026 | | // ------------------------------------------------------------------------------------------------ |
1027 | | // Read a 3DS material chunk |
1028 | 0 | void Discreet3DSImporter::ParseMaterialChunk() { |
1029 | 0 | ASSIMP_3DS_BEGIN_CHUNK(); |
1030 | 0 | switch (chunk.Flag) { |
1031 | 0 | case Discreet3DS::CHUNK_MAT_MATNAME: |
1032 | |
|
1033 | 0 | { |
1034 | | // The material name string is already zero-terminated, but we need to be sure ... |
1035 | 0 | const char *sz = (const char *)stream->GetPtr(); |
1036 | 0 | unsigned int cnt = 0; |
1037 | 0 | while (stream->GetI1()) |
1038 | 0 | ++cnt; |
1039 | |
|
1040 | 0 | if (!cnt) { |
1041 | | // This may not be, we use the default name instead |
1042 | 0 | ASSIMP_LOG_ERROR("3DS: Empty material name"); |
1043 | 0 | } else |
1044 | 0 | mScene->mMaterials.back().mName = std::string(sz, cnt); |
1045 | 0 | } break; |
1046 | | |
1047 | 0 | case Discreet3DS::CHUNK_MAT_DIFFUSE: { |
1048 | | // This is the diffuse material color |
1049 | 0 | aiColor3D *pc = &mScene->mMaterials.back().mDiffuse; |
1050 | 0 | ParseColorChunk(pc); |
1051 | 0 | if (is_qnan(pc->r)) { |
1052 | | // color chunk is invalid. Simply ignore it |
1053 | 0 | ASSIMP_LOG_ERROR("3DS: Unable to read DIFFUSE chunk"); |
1054 | 0 | pc->r = pc->g = pc->b = 1.0f; |
1055 | 0 | } |
1056 | 0 | } break; |
1057 | | |
1058 | 0 | case Discreet3DS::CHUNK_MAT_SPECULAR: { |
1059 | | // This is the specular material color |
1060 | 0 | aiColor3D *pc = &mScene->mMaterials.back().mSpecular; |
1061 | 0 | ParseColorChunk(pc); |
1062 | 0 | if (is_qnan(pc->r)) { |
1063 | | // color chunk is invalid. Simply ignore it |
1064 | 0 | ASSIMP_LOG_ERROR("3DS: Unable to read SPECULAR chunk"); |
1065 | 0 | pc->r = pc->g = pc->b = 1.0f; |
1066 | 0 | } |
1067 | 0 | } break; |
1068 | | |
1069 | 0 | case Discreet3DS::CHUNK_MAT_AMBIENT: { |
1070 | | // This is the ambient material color |
1071 | 0 | aiColor3D *pc = &mScene->mMaterials.back().mAmbient; |
1072 | 0 | ParseColorChunk(pc); |
1073 | 0 | if (is_qnan(pc->r)) { |
1074 | | // color chunk is invalid. Simply ignore it |
1075 | 0 | ASSIMP_LOG_ERROR("3DS: Unable to read AMBIENT chunk"); |
1076 | 0 | pc->r = pc->g = pc->b = 0.0f; |
1077 | 0 | } |
1078 | 0 | } break; |
1079 | | |
1080 | 0 | case Discreet3DS::CHUNK_MAT_SELF_ILLUM: { |
1081 | | // This is the emissive material color |
1082 | 0 | aiColor3D *pc = &mScene->mMaterials.back().mEmissive; |
1083 | 0 | ParseColorChunk(pc); |
1084 | 0 | if (is_qnan(pc->r)) { |
1085 | | // color chunk is invalid. Simply ignore it |
1086 | 0 | ASSIMP_LOG_ERROR("3DS: Unable to read EMISSIVE chunk"); |
1087 | 0 | pc->r = pc->g = pc->b = 0.0f; |
1088 | 0 | } |
1089 | 0 | } break; |
1090 | | |
1091 | 0 | case Discreet3DS::CHUNK_MAT_TRANSPARENCY: { |
1092 | | // This is the material's transparency |
1093 | 0 | ai_real *pcf = &mScene->mMaterials.back().mTransparency; |
1094 | 0 | *pcf = ParsePercentageChunk(); |
1095 | | |
1096 | | // NOTE: transparency, not opacity |
1097 | 0 | if (is_qnan(*pcf)) |
1098 | 0 | *pcf = ai_real(1.0); |
1099 | 0 | else |
1100 | 0 | *pcf = ai_real(1.0) - *pcf * (ai_real)0xFFFF / ai_real(100.0); |
1101 | 0 | } break; |
1102 | | |
1103 | 0 | case Discreet3DS::CHUNK_MAT_SHADING: |
1104 | | // This is the material shading mode |
1105 | 0 | mScene->mMaterials.back().mShading = (D3DS::Discreet3DS::shadetype3ds)stream->GetI2(); |
1106 | 0 | break; |
1107 | | |
1108 | 0 | case Discreet3DS::CHUNK_MAT_TWO_SIDE: |
1109 | | // This is the two-sided flag |
1110 | 0 | mScene->mMaterials.back().mTwoSided = true; |
1111 | 0 | break; |
1112 | | |
1113 | 0 | case Discreet3DS::CHUNK_MAT_SHININESS: { // This is the shininess of the material |
1114 | 0 | ai_real *pcf = &mScene->mMaterials.back().mSpecularExponent; |
1115 | 0 | *pcf = ParsePercentageChunk(); |
1116 | 0 | if (is_qnan(*pcf)) |
1117 | 0 | *pcf = 0.0; |
1118 | 0 | else |
1119 | 0 | *pcf *= (ai_real)0xFFFF; |
1120 | 0 | } break; |
1121 | | |
1122 | 0 | case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT: { // This is the shininess strength of the material |
1123 | 0 | ai_real *pcf = &mScene->mMaterials.back().mShininessStrength; |
1124 | 0 | *pcf = ParsePercentageChunk(); |
1125 | 0 | if (is_qnan(*pcf)) |
1126 | 0 | *pcf = ai_real(0.0); |
1127 | 0 | else |
1128 | 0 | *pcf *= (ai_real)0xffff / ai_real(100.0); |
1129 | 0 | } break; |
1130 | | |
1131 | 0 | case Discreet3DS::CHUNK_MAT_SELF_ILPCT: { // This is the self illumination strength of the material |
1132 | 0 | ai_real f = ParsePercentageChunk(); |
1133 | 0 | if (is_qnan(f)) |
1134 | 0 | f = ai_real(0.0); |
1135 | 0 | else |
1136 | 0 | f *= (ai_real)0xFFFF / ai_real(100.0); |
1137 | 0 | mScene->mMaterials.back().mEmissive = aiColor3D(f, f, f); |
1138 | 0 | } break; |
1139 | | |
1140 | | // Parse texture chunks |
1141 | 0 | case Discreet3DS::CHUNK_MAT_TEXTURE: |
1142 | | // Diffuse texture |
1143 | 0 | ParseTextureChunk(&mScene->mMaterials.back().sTexDiffuse); |
1144 | 0 | break; |
1145 | 0 | case Discreet3DS::CHUNK_MAT_BUMPMAP: |
1146 | | // Height map |
1147 | 0 | ParseTextureChunk(&mScene->mMaterials.back().sTexBump); |
1148 | 0 | break; |
1149 | 0 | case Discreet3DS::CHUNK_MAT_OPACMAP: |
1150 | | // Opacity texture |
1151 | 0 | ParseTextureChunk(&mScene->mMaterials.back().sTexOpacity); |
1152 | 0 | break; |
1153 | 0 | case Discreet3DS::CHUNK_MAT_MAT_SHINMAP: |
1154 | | // Shininess map |
1155 | 0 | ParseTextureChunk(&mScene->mMaterials.back().sTexShininess); |
1156 | 0 | break; |
1157 | 0 | case Discreet3DS::CHUNK_MAT_SPECMAP: |
1158 | | // Specular map |
1159 | 0 | ParseTextureChunk(&mScene->mMaterials.back().sTexSpecular); |
1160 | 0 | break; |
1161 | 0 | case Discreet3DS::CHUNK_MAT_SELFIMAP: |
1162 | | // Self-illumination (emissive) map |
1163 | 0 | ParseTextureChunk(&mScene->mMaterials.back().sTexEmissive); |
1164 | 0 | break; |
1165 | 0 | case Discreet3DS::CHUNK_MAT_REFLMAP: |
1166 | | // Reflection map |
1167 | 0 | ParseTextureChunk(&mScene->mMaterials.back().sTexReflective); |
1168 | 0 | break; |
1169 | 0 | }; |
1170 | 0 | ASSIMP_3DS_END_CHUNK(); |
1171 | 0 | } |
1172 | | |
1173 | | // ------------------------------------------------------------------------------------------------ |
1174 | 0 | void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture *pcOut) { |
1175 | 0 | ASSIMP_3DS_BEGIN_CHUNK(); |
1176 | | |
1177 | | // get chunk type |
1178 | 0 | switch (chunk.Flag) { |
1179 | 0 | case Discreet3DS::CHUNK_MAPFILE: { |
1180 | | // The material name string is already zero-terminated, but we need to be sure ... |
1181 | 0 | const char *sz = (const char *)stream->GetPtr(); |
1182 | 0 | unsigned int cnt = 0; |
1183 | 0 | while (stream->GetI1()) |
1184 | 0 | ++cnt; |
1185 | 0 | pcOut->mMapName = std::string(sz, cnt); |
1186 | 0 | } break; |
1187 | | |
1188 | 0 | case Discreet3DS::CHUNK_PERCENTD: |
1189 | | // Manually parse the blend factor |
1190 | 0 | pcOut->mTextureBlend = ai_real(stream->GetF8()); |
1191 | 0 | break; |
1192 | | |
1193 | 0 | case Discreet3DS::CHUNK_PERCENTF: |
1194 | | // Manually parse the blend factor |
1195 | 0 | pcOut->mTextureBlend = stream->GetF4(); |
1196 | 0 | break; |
1197 | | |
1198 | 0 | case Discreet3DS::CHUNK_PERCENTW: |
1199 | | // Manually parse the blend factor |
1200 | 0 | pcOut->mTextureBlend = (ai_real)((uint16_t)stream->GetI2()) / ai_real(100.0); |
1201 | 0 | break; |
1202 | | |
1203 | 0 | case Discreet3DS::CHUNK_MAT_MAP_USCALE: |
1204 | | // Texture coordinate scaling in the U direction |
1205 | 0 | pcOut->mScaleU = stream->GetF4(); |
1206 | 0 | if (0.0f == pcOut->mScaleU) { |
1207 | 0 | ASSIMP_LOG_WARN("Texture coordinate scaling in the x direction is zero. Assuming 1."); |
1208 | 0 | pcOut->mScaleU = 1.0f; |
1209 | 0 | } |
1210 | 0 | break; |
1211 | 0 | case Discreet3DS::CHUNK_MAT_MAP_VSCALE: |
1212 | | // Texture coordinate scaling in the V direction |
1213 | 0 | pcOut->mScaleV = stream->GetF4(); |
1214 | 0 | if (0.0f == pcOut->mScaleV) { |
1215 | 0 | ASSIMP_LOG_WARN("Texture coordinate scaling in the y direction is zero. Assuming 1."); |
1216 | 0 | pcOut->mScaleV = 1.0f; |
1217 | 0 | } |
1218 | 0 | break; |
1219 | | |
1220 | 0 | case Discreet3DS::CHUNK_MAT_MAP_UOFFSET: |
1221 | | // Texture coordinate offset in the U direction |
1222 | 0 | pcOut->mOffsetU = -stream->GetF4(); |
1223 | 0 | break; |
1224 | | |
1225 | 0 | case Discreet3DS::CHUNK_MAT_MAP_VOFFSET: |
1226 | | // Texture coordinate offset in the V direction |
1227 | 0 | pcOut->mOffsetV = stream->GetF4(); |
1228 | 0 | break; |
1229 | | |
1230 | 0 | case Discreet3DS::CHUNK_MAT_MAP_ANG: |
1231 | | // Texture coordinate rotation, CCW in DEGREES |
1232 | 0 | pcOut->mRotation = -AI_DEG_TO_RAD(stream->GetF4()); |
1233 | 0 | break; |
1234 | | |
1235 | 0 | case Discreet3DS::CHUNK_MAT_MAP_TILING: { |
1236 | 0 | const uint16_t iFlags = stream->GetI2(); |
1237 | | |
1238 | | // Get the mapping mode (for both axes) |
1239 | 0 | if (iFlags & 0x2u) |
1240 | 0 | pcOut->mMapMode = aiTextureMapMode_Mirror; |
1241 | | |
1242 | 0 | else if (iFlags & 0x10u) |
1243 | 0 | pcOut->mMapMode = aiTextureMapMode_Decal; |
1244 | | |
1245 | | // wrapping in all remaining cases |
1246 | 0 | else |
1247 | 0 | pcOut->mMapMode = aiTextureMapMode_Wrap; |
1248 | 0 | } break; |
1249 | 0 | }; |
1250 | |
|
1251 | 0 | ASSIMP_3DS_END_CHUNK(); |
1252 | 0 | } |
1253 | | |
1254 | | // ------------------------------------------------------------------------------------------------ |
1255 | | // Read a percentage chunk |
1256 | 0 | ai_real Discreet3DSImporter::ParsePercentageChunk() { |
1257 | 0 | Discreet3DS::Chunk chunk; |
1258 | 0 | ReadChunk(&chunk); |
1259 | |
|
1260 | 0 | if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag) { |
1261 | 0 | return stream->GetF4() * ai_real(100) / ai_real(0xFFFF); |
1262 | 0 | } else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag) { |
1263 | 0 | return (ai_real)((uint16_t)stream->GetI2()) / (ai_real)0xFFFF; |
1264 | 0 | } |
1265 | | |
1266 | 0 | return get_qnan(); |
1267 | 0 | } |
1268 | | |
1269 | | // ------------------------------------------------------------------------------------------------ |
1270 | | // Read a color chunk. If a percentage chunk is found instead it is read as a grayscale color |
1271 | 0 | void Discreet3DSImporter::ParseColorChunk(aiColor3D *out, bool acceptPercent) { |
1272 | 0 | ai_assert(out != nullptr); |
1273 | | |
1274 | | // error return value |
1275 | 0 | const ai_real qnan = get_qnan(); |
1276 | 0 | static const aiColor3D clrError = aiColor3D(qnan, qnan, qnan); |
1277 | |
|
1278 | 0 | Discreet3DS::Chunk chunk; |
1279 | 0 | ReadChunk(&chunk); |
1280 | 0 | const unsigned int diff = chunk.Size - sizeof(Discreet3DS::Chunk); |
1281 | |
|
1282 | 0 | bool bGamma = false; |
1283 | | |
1284 | | // Get the type of the chunk |
1285 | 0 | switch (chunk.Flag) { |
1286 | 0 | case Discreet3DS::CHUNK_LINRGBF: |
1287 | 0 | bGamma = true; |
1288 | | // fallthrough |
1289 | 0 | case Discreet3DS::CHUNK_RGBF: |
1290 | 0 | if (sizeof(float) * 3 > diff) { |
1291 | 0 | *out = clrError; |
1292 | 0 | return; |
1293 | 0 | } |
1294 | 0 | out->r = stream->GetF4(); |
1295 | 0 | out->g = stream->GetF4(); |
1296 | 0 | out->b = stream->GetF4(); |
1297 | 0 | break; |
1298 | | |
1299 | 0 | case Discreet3DS::CHUNK_LINRGBB: |
1300 | 0 | bGamma = true; |
1301 | | // fallthrough |
1302 | 0 | case Discreet3DS::CHUNK_RGBB: { |
1303 | 0 | if (sizeof(char) * 3 > diff) { |
1304 | 0 | *out = clrError; |
1305 | 0 | return; |
1306 | 0 | } |
1307 | 0 | const ai_real invVal = ai_real(1.0) / ai_real(255.0); |
1308 | 0 | out->r = (ai_real)(uint8_t)stream->GetI1() * invVal; |
1309 | 0 | out->g = (ai_real)(uint8_t)stream->GetI1() * invVal; |
1310 | 0 | out->b = (ai_real)(uint8_t)stream->GetI1() * invVal; |
1311 | 0 | } break; |
1312 | | |
1313 | | // Percentage chunks are accepted, too. |
1314 | 0 | case Discreet3DS::CHUNK_PERCENTF: |
1315 | 0 | if (acceptPercent && 4 <= diff) { |
1316 | 0 | out->g = out->b = out->r = stream->GetF4(); |
1317 | 0 | break; |
1318 | 0 | } |
1319 | 0 | *out = clrError; |
1320 | 0 | return; |
1321 | | |
1322 | 0 | case Discreet3DS::CHUNK_PERCENTW: |
1323 | 0 | if (acceptPercent && 1 <= diff) { |
1324 | 0 | out->g = out->b = out->r = (ai_real)(uint8_t)stream->GetI1() / ai_real(255.0); |
1325 | 0 | break; |
1326 | 0 | } |
1327 | 0 | *out = clrError; |
1328 | 0 | return; |
1329 | | |
1330 | 0 | default: |
1331 | 0 | stream->IncPtr(diff); |
1332 | | // Skip unknown chunks, hope this won't cause any problems. |
1333 | 0 | return ParseColorChunk(out, acceptPercent); |
1334 | 0 | }; |
1335 | 0 | (void)bGamma; |
1336 | 0 | } |
1337 | | |
1338 | | } // namespace Assimp |
1339 | | |
1340 | | #endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER |