mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
1431 lines
46 KiB
C++
1431 lines
46 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file 3DSLoader.cpp
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* @brief Implementation of the 3ds importer class
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*
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* http://www.the-labs.com/Blender/3DS-details.html
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*/
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#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
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#include "3DSLoader.h"
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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#include <assimp/StringComparison.h>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Discreet 3DS Importer",
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"",
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"",
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"Limited animation support",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"3ds prj"
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};
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// ------------------------------------------------------------------------------------------------
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// Begins a new parsing block
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// - Reads the current chunk and validates it
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// - computes its length
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#define ASSIMP_3DS_BEGIN_CHUNK() \
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while (true) { \
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if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)){ \
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return; \
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} \
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Discreet3DS::Chunk chunk; \
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ReadChunk(&chunk); \
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int chunkSize = chunk.Size-sizeof(Discreet3DS::Chunk); \
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if(chunkSize <= 0) \
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continue; \
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const unsigned int oldReadLimit = stream->SetReadLimit( \
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stream->GetCurrentPos() + chunkSize); \
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// ------------------------------------------------------------------------------------------------
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// End a parsing block
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// Must follow at the end of each parsing block, reset chunk end marker to previous value
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#define ASSIMP_3DS_END_CHUNK() \
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stream->SkipToReadLimit(); \
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stream->SetReadLimit(oldReadLimit); \
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if (stream->GetRemainingSizeToLimit() == 0) \
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return; \
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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Discreet3DSImporter::Discreet3DSImporter()
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: stream()
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, mLastNodeIndex()
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, mCurrentNode()
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, mRootNode()
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, mScene()
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, mMasterScale()
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, bHasBG()
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, bIsPrj() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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Discreet3DSImporter::~Discreet3DSImporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
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std::string extension = GetExtension(pFile);
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if(extension == "3ds" || extension == "prj") {
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return true;
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}
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if (!extension.length() || checkSig) {
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uint16_t token[3];
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token[0] = 0x4d4d;
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token[1] = 0x3dc2;
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//token[2] = 0x3daa;
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return CheckMagicToken(pIOHandler,pFile,token,2,0,2);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Loader registry entry
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const aiImporterDesc* Discreet3DSImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/)
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{
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// nothing to be done for the moment
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void Discreet3DSImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
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// We should have at least one chunk
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if (stream.GetRemainingSize() < 16) {
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throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile);
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}
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this->stream = &stream;
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// Allocate our temporary 3DS representation
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D3DS::Scene _scene;
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mScene = &_scene;
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// Initialize members
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D3DS::Node _rootNode("UNNAMED");
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mLastNodeIndex = -1;
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mCurrentNode = &_rootNode;
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mRootNode = mCurrentNode;
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mRootNode->mHierarchyPos = -1;
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mRootNode->mHierarchyIndex = -1;
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mRootNode->mParent = NULL;
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mMasterScale = 1.0f;
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mBackgroundImage = "";
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bHasBG = false;
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bIsPrj = false;
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// Parse the file
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ParseMainChunk();
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// Process all meshes in the file. First check whether all
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// face indices have valid values. The generate our
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// internal verbose representation. Finally compute normal
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// vectors from the smoothing groups we read from the
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// file.
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for (auto &mesh : mScene->mMeshes) {
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if (mesh.mFaces.size() > 0 && mesh.mPositions.size() == 0) {
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throw DeadlyImportError("3DS file contains faces but no vertices: " + pFile);
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}
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CheckIndices(mesh);
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MakeUnique (mesh);
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ComputeNormalsWithSmoothingsGroups<D3DS::Face>(mesh);
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}
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// Replace all occurences of the default material with a
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// valid material. Generate it if no material containing
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// DEFAULT in its name has been found in the file
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ReplaceDefaultMaterial();
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// Convert the scene from our internal representation to an
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// aiScene object. This involves copying all meshes, lights
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// and cameras to the scene
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ConvertScene(pScene);
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// Generate the node graph for the scene. This is a little bit
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// tricky since we'll need to split some meshes into sub-meshes
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GenerateNodeGraph(pScene);
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// Now apply the master scaling factor to the scene
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ApplyMasterScale(pScene);
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// Our internal scene representation and the root
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// node will be automatically deleted, so the whole hierarchy will follow
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AI_DEBUG_INVALIDATE_PTR(mRootNode);
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AI_DEBUG_INVALIDATE_PTR(mScene);
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AI_DEBUG_INVALIDATE_PTR(this->stream);
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}
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// ------------------------------------------------------------------------------------------------
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// Applies a master-scaling factor to the imported scene
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void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene)
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{
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// There are some 3DS files with a zero scaling factor
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if (!mMasterScale)mMasterScale = 1.0f;
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else mMasterScale = 1.0f / mMasterScale;
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// Construct an uniform scaling matrix and multiply with it
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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mMasterScale,0.0f, 0.0f, 0.0f,
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0.0f, mMasterScale,0.0f, 0.0f,
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0.0f, 0.0f, mMasterScale,0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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// Check whether a scaling track is assigned to the root node.
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}
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// ------------------------------------------------------------------------------------------------
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// Reads a new chunk from the file
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void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut)
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{
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ai_assert(pcOut != nullptr);
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pcOut->Flag = stream->GetI2();
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pcOut->Size = stream->GetI4();
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if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize()) {
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throw DeadlyImportError("Chunk is too large");
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}
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if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit()) {
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ASSIMP_LOG_ERROR("3DS: Chunk overflow");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Skip a chunk
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void Discreet3DSImporter::SkipChunk()
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{
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Discreet3DS::Chunk psChunk;
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ReadChunk(&psChunk);
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stream->IncPtr(psChunk.Size-sizeof(Discreet3DS::Chunk));
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return;
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}
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// ------------------------------------------------------------------------------------------------
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// Process the primary chunk of the file
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void Discreet3DSImporter::ParseMainChunk()
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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switch (chunk.Flag)
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{
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case Discreet3DS::CHUNK_PRJ:
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bIsPrj = true;
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case Discreet3DS::CHUNK_MAIN:
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ParseEditorChunk();
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break;
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};
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ASSIMP_3DS_END_CHUNK();
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// recursively continue processing this hierarchy level
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return ParseMainChunk();
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSImporter::ParseEditorChunk()
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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switch (chunk.Flag)
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{
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case Discreet3DS::CHUNK_OBJMESH:
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ParseObjectChunk();
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break;
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// NOTE: In several documentations in the internet this
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// chunk appears at different locations
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case Discreet3DS::CHUNK_KEYFRAMER:
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ParseKeyframeChunk();
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break;
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case Discreet3DS::CHUNK_VERSION:
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{
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// print the version number
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char buff[10];
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ASSIMP_itoa10(buff,stream->GetI2());
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ASSIMP_LOG_INFO_F(std::string("3DS file format version: "), buff);
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}
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break;
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};
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ASSIMP_3DS_END_CHUNK();
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSImporter::ParseObjectChunk()
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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switch (chunk.Flag)
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{
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case Discreet3DS::CHUNK_OBJBLOCK:
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{
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unsigned int cnt = 0;
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const char* sz = (const char*)stream->GetPtr();
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// Get the name of the geometry object
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while (stream->GetI1())++cnt;
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ParseChunk(sz,cnt);
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}
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break;
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case Discreet3DS::CHUNK_MAT_MATERIAL:
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// Add a new material to the list
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mScene->mMaterials.push_back(D3DS::Material(std::string("UNNAMED_" + to_string(mScene->mMaterials.size()))));
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ParseMaterialChunk();
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break;
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case Discreet3DS::CHUNK_AMBCOLOR:
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// This is the ambient base color of the scene.
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// We add it to the ambient color of all materials
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ParseColorChunk(&mClrAmbient,true);
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if (is_qnan(mClrAmbient.r))
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{
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// We failed to read the ambient base color.
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ASSIMP_LOG_ERROR("3DS: Failed to read ambient base color");
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mClrAmbient.r = mClrAmbient.g = mClrAmbient.b = 0.0f;
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}
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break;
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case Discreet3DS::CHUNK_BIT_MAP:
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{
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// Specifies the background image. The string should already be
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// properly 0 terminated but we need to be sure
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unsigned int cnt = 0;
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const char* sz = (const char*)stream->GetPtr();
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while (stream->GetI1())++cnt;
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mBackgroundImage = std::string(sz,cnt);
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}
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break;
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case Discreet3DS::CHUNK_BIT_MAP_EXISTS:
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bHasBG = true;
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break;
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case Discreet3DS::CHUNK_MASTER_SCALE:
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// Scene master scaling factor
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mMasterScale = stream->GetF4();
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break;
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};
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ASSIMP_3DS_END_CHUNK();
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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// IMPLEMENTATION NOTE;
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// Cameras or lights define their transformation in their parent node and in the
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// corresponding light or camera chunks. However, we read and process the latter
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// to to be able to return valid cameras/lights even if no scenegraph is given.
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// get chunk type
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switch (chunk.Flag)
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{
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case Discreet3DS::CHUNK_TRIMESH:
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{
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// this starts a new triangle mesh
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mScene->mMeshes.push_back(D3DS::Mesh(std::string(name, num)));
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// Read mesh chunks
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ParseMeshChunk();
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}
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break;
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case Discreet3DS::CHUNK_LIGHT:
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{
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// This starts a new light
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aiLight* light = new aiLight();
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mScene->mLights.push_back(light);
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light->mName.Set(std::string(name, num));
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// First read the position of the light
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light->mPosition.x = stream->GetF4();
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light->mPosition.y = stream->GetF4();
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light->mPosition.z = stream->GetF4();
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light->mColorDiffuse = aiColor3D(1.f,1.f,1.f);
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// Now check for further subchunks
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if (!bIsPrj) /* fixme */
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ParseLightChunk();
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// The specular light color is identical the the diffuse light color. The ambient light color
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// is equal to the ambient base color of the whole scene.
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light->mColorSpecular = light->mColorDiffuse;
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light->mColorAmbient = mClrAmbient;
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if (light->mType == aiLightSource_UNDEFINED)
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{
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// It must be a point light
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light->mType = aiLightSource_POINT;
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}}
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break;
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case Discreet3DS::CHUNK_CAMERA:
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{
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// This starts a new camera
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aiCamera* camera = new aiCamera();
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mScene->mCameras.push_back(camera);
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camera->mName.Set(std::string(name, num));
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// First read the position of the camera
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camera->mPosition.x = stream->GetF4();
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camera->mPosition.y = stream->GetF4();
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camera->mPosition.z = stream->GetF4();
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// Then the camera target
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camera->mLookAt.x = stream->GetF4() - camera->mPosition.x;
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camera->mLookAt.y = stream->GetF4() - camera->mPosition.y;
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camera->mLookAt.z = stream->GetF4() - camera->mPosition.z;
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ai_real len = camera->mLookAt.Length();
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if (len < 1e-5) {
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// There are some files with lookat == position. Don't know why or whether it's ok or not.
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ASSIMP_LOG_ERROR("3DS: Unable to read proper camera look-at vector");
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camera->mLookAt = aiVector3D(0.0,1.0,0.0);
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}
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else camera->mLookAt /= len;
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|
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// And finally - the camera rotation angle, in counter clockwise direction
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const ai_real angle = AI_DEG_TO_RAD( stream->GetF4() );
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aiQuaternion quat(camera->mLookAt,angle);
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camera->mUp = quat.GetMatrix() * aiVector3D(0.0,1.0,0.0);
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// Read the lense angle
|
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camera->mHorizontalFOV = AI_DEG_TO_RAD ( stream->GetF4() );
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if (camera->mHorizontalFOV < 0.001f) {
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camera->mHorizontalFOV = AI_DEG_TO_RAD(45.f);
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}
|
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|
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// Now check for further subchunks
|
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if (!bIsPrj) /* fixme */ {
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ParseCameraChunk();
|
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}}
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break;
|
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};
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ASSIMP_3DS_END_CHUNK();
|
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}
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|
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// ------------------------------------------------------------------------------------------------
|
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void Discreet3DSImporter::ParseLightChunk()
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{
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ASSIMP_3DS_BEGIN_CHUNK();
|
|
aiLight* light = mScene->mLights.back();
|
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|
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// get chunk type
|
|
switch (chunk.Flag)
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{
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case Discreet3DS::CHUNK_DL_SPOTLIGHT:
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// Now we can be sure that the light is a spot light
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light->mType = aiLightSource_SPOT;
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// We wouldn't need to normalize here, but we do it
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light->mDirection.x = stream->GetF4() - light->mPosition.x;
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light->mDirection.y = stream->GetF4() - light->mPosition.y;
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|
light->mDirection.z = stream->GetF4() - light->mPosition.z;
|
|
light->mDirection.Normalize();
|
|
|
|
// Now the hotspot and falloff angles - in degrees
|
|
light->mAngleInnerCone = AI_DEG_TO_RAD( stream->GetF4() );
|
|
|
|
// FIX: the falloff angle is just an offset
|
|
light->mAngleOuterCone = light->mAngleInnerCone+AI_DEG_TO_RAD( stream->GetF4() );
|
|
break;
|
|
|
|
// intensity multiplier
|
|
case Discreet3DS::CHUNK_DL_MULTIPLIER:
|
|
light->mColorDiffuse = light->mColorDiffuse * stream->GetF4();
|
|
break;
|
|
|
|
// light color
|
|
case Discreet3DS::CHUNK_RGBF:
|
|
case Discreet3DS::CHUNK_LINRGBF:
|
|
light->mColorDiffuse.r *= stream->GetF4();
|
|
light->mColorDiffuse.g *= stream->GetF4();
|
|
light->mColorDiffuse.b *= stream->GetF4();
|
|
break;
|
|
|
|
// light attenuation
|
|
case Discreet3DS::CHUNK_DL_ATTENUATE:
|
|
light->mAttenuationLinear = stream->GetF4();
|
|
break;
|
|
};
|
|
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Discreet3DSImporter::ParseCameraChunk()
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
aiCamera* camera = mScene->mCameras.back();
|
|
|
|
// get chunk type
|
|
switch (chunk.Flag)
|
|
{
|
|
// near and far clip plane
|
|
case Discreet3DS::CHUNK_CAM_RANGES:
|
|
camera->mClipPlaneNear = stream->GetF4();
|
|
camera->mClipPlaneFar = stream->GetF4();
|
|
break;
|
|
}
|
|
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Discreet3DSImporter::ParseKeyframeChunk()
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
switch (chunk.Flag)
|
|
{
|
|
case Discreet3DS::CHUNK_TRACKCAMTGT:
|
|
case Discreet3DS::CHUNK_TRACKSPOTL:
|
|
case Discreet3DS::CHUNK_TRACKCAMERA:
|
|
case Discreet3DS::CHUNK_TRACKINFO:
|
|
case Discreet3DS::CHUNK_TRACKLIGHT:
|
|
case Discreet3DS::CHUNK_TRACKLIGTGT:
|
|
|
|
// this starts a new mesh hierarchy chunk
|
|
ParseHierarchyChunk(chunk.Flag);
|
|
break;
|
|
};
|
|
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Little helper function for ParseHierarchyChunk
|
|
void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent)
|
|
{
|
|
if (!pcCurrent) {
|
|
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 InverseNodeSearch(pcNode,pcCurrent->mParent);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Find a node with a specific name in the import hierarchy
|
|
D3DS::Node* FindNode(D3DS::Node* root, const std::string& name)
|
|
{
|
|
if (root->mName == name)
|
|
return root;
|
|
for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) {
|
|
D3DS::Node* nd;
|
|
if (( nd = FindNode(*it,name)))
|
|
return nd;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Binary predicate for std::unique()
|
|
template <class T>
|
|
bool KeyUniqueCompare(const T& first, const T& second)
|
|
{
|
|
return first.mTime == second.mTime;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Skip some additional import data.
|
|
void Discreet3DSImporter::SkipTCBInfo()
|
|
{
|
|
unsigned int flags = stream->GetI2();
|
|
|
|
if (!flags) {
|
|
// Currently we can't do anything with these values. They occur
|
|
// quite rare, so it wouldn't be worth the effort implementing
|
|
// them. 3DS is not really suitable for complex animations,
|
|
// so full support is not required.
|
|
ASSIMP_LOG_WARN("3DS: Skipping TCB animation info");
|
|
}
|
|
|
|
if (flags & Discreet3DS::KEY_USE_TENS) {
|
|
stream->IncPtr(4);
|
|
}
|
|
if (flags & Discreet3DS::KEY_USE_BIAS) {
|
|
stream->IncPtr(4);
|
|
}
|
|
if (flags & Discreet3DS::KEY_USE_CONT) {
|
|
stream->IncPtr(4);
|
|
}
|
|
if (flags & Discreet3DS::KEY_USE_EASE_FROM) {
|
|
stream->IncPtr(4);
|
|
}
|
|
if (flags & Discreet3DS::KEY_USE_EASE_TO) {
|
|
stream->IncPtr(4);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read hierarchy and keyframe info
|
|
void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
switch (chunk.Flag)
|
|
{
|
|
case Discreet3DS::CHUNK_TRACKOBJNAME:
|
|
|
|
// This is the name of the object to which the track applies. The chunk also
|
|
// defines the position of this object in the hierarchy.
|
|
{
|
|
|
|
// First of all: get the name of the object
|
|
unsigned int cnt = 0;
|
|
const char* sz = (const char*)stream->GetPtr();
|
|
|
|
while (stream->GetI1())++cnt;
|
|
std::string name = std::string(sz,cnt);
|
|
|
|
// Now find out whether we have this node already (target animation channels
|
|
// are stored with a separate object ID)
|
|
D3DS::Node* pcNode = FindNode(mRootNode,name);
|
|
int instanceNumber = 1;
|
|
|
|
if ( pcNode)
|
|
{
|
|
// if the source is not a CHUNK_TRACKINFO block it won't be an object instance
|
|
if (parent != Discreet3DS::CHUNK_TRACKINFO)
|
|
{
|
|
mCurrentNode = pcNode;
|
|
break;
|
|
}
|
|
pcNode->mInstanceCount++;
|
|
instanceNumber = pcNode->mInstanceCount;
|
|
}
|
|
pcNode = new D3DS::Node(name);
|
|
pcNode->mInstanceNumber = instanceNumber;
|
|
|
|
// There are two unknown values which we can safely ignore
|
|
stream->IncPtr(4);
|
|
|
|
// Now read the hierarchy position of the object
|
|
uint16_t hierarchy = stream->GetI2() + 1;
|
|
pcNode->mHierarchyPos = hierarchy;
|
|
pcNode->mHierarchyIndex = mLastNodeIndex;
|
|
|
|
// And find a proper position in the graph for it
|
|
if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy) {
|
|
|
|
// add to the parent of the last touched node
|
|
mCurrentNode->mParent->push_back(pcNode);
|
|
mLastNodeIndex++;
|
|
}
|
|
else if(hierarchy >= mLastNodeIndex) {
|
|
|
|
// place it at the current position in the hierarchy
|
|
mCurrentNode->push_back(pcNode);
|
|
mLastNodeIndex = hierarchy;
|
|
}
|
|
else {
|
|
// need to go back to the specified position in the hierarchy.
|
|
InverseNodeSearch(pcNode,mCurrentNode);
|
|
mLastNodeIndex++;
|
|
}
|
|
// Make this node the current node
|
|
mCurrentNode = pcNode;
|
|
}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_TRACKDUMMYOBJNAME:
|
|
|
|
// This is the "real" name of a $$$DUMMY object
|
|
{
|
|
const char* sz = (const char*) stream->GetPtr();
|
|
while (stream->GetI1());
|
|
|
|
// If object name is DUMMY, take this one instead
|
|
if (mCurrentNode->mName == "$$$DUMMY") {
|
|
mCurrentNode->mName = std::string(sz);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_TRACKPIVOT:
|
|
|
|
if ( Discreet3DS::CHUNK_TRACKINFO != parent)
|
|
{
|
|
ASSIMP_LOG_WARN("3DS: Skipping pivot subchunk for non usual object");
|
|
break;
|
|
}
|
|
|
|
// Pivot = origin of rotation and scaling
|
|
mCurrentNode->vPivot.x = stream->GetF4();
|
|
mCurrentNode->vPivot.y = stream->GetF4();
|
|
mCurrentNode->vPivot.z = stream->GetF4();
|
|
break;
|
|
|
|
|
|
// ////////////////////////////////////////////////////////////////////
|
|
// POSITION KEYFRAME
|
|
case Discreet3DS::CHUNK_TRACKPOS:
|
|
{
|
|
stream->IncPtr(10);
|
|
const unsigned int numFrames = stream->GetI4();
|
|
bool sortKeys = false;
|
|
|
|
// This could also be meant as the target position for
|
|
// (targeted) lights and cameras
|
|
std::vector<aiVectorKey>* l;
|
|
if ( Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent) {
|
|
l = & mCurrentNode->aTargetPositionKeys;
|
|
}
|
|
else l = & mCurrentNode->aPositionKeys;
|
|
|
|
l->reserve(numFrames);
|
|
for (unsigned int i = 0; i < numFrames;++i) {
|
|
const unsigned int fidx = stream->GetI4();
|
|
|
|
// Setup a new position key
|
|
aiVectorKey v;
|
|
v.mTime = (double)fidx;
|
|
|
|
SkipTCBInfo();
|
|
v.mValue.x = stream->GetF4();
|
|
v.mValue.y = stream->GetF4();
|
|
v.mValue.z = stream->GetF4();
|
|
|
|
// check whether we'll need to sort the keys
|
|
if (!l->empty() && v.mTime <= l->back().mTime)
|
|
sortKeys = true;
|
|
|
|
// Add the new keyframe to the list
|
|
l->push_back(v);
|
|
}
|
|
|
|
// Sort all keys with ascending time values and remove duplicates?
|
|
if (sortKeys) {
|
|
std::stable_sort(l->begin(),l->end());
|
|
l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() );
|
|
}}
|
|
|
|
break;
|
|
|
|
// ////////////////////////////////////////////////////////////////////
|
|
// CAMERA ROLL KEYFRAME
|
|
case Discreet3DS::CHUNK_TRACKROLL:
|
|
{
|
|
// roll keys are accepted for cameras only
|
|
if (parent != Discreet3DS::CHUNK_TRACKCAMERA) {
|
|
ASSIMP_LOG_WARN("3DS: Ignoring roll track for non-camera object");
|
|
break;
|
|
}
|
|
bool sortKeys = false;
|
|
std::vector<aiFloatKey>* l = &mCurrentNode->aCameraRollKeys;
|
|
|
|
stream->IncPtr(10);
|
|
const unsigned int numFrames = stream->GetI4();
|
|
l->reserve(numFrames);
|
|
for (unsigned int i = 0; i < numFrames;++i) {
|
|
const unsigned int fidx = stream->GetI4();
|
|
|
|
// Setup a new position key
|
|
aiFloatKey v;
|
|
v.mTime = (double)fidx;
|
|
|
|
// This is just a single float
|
|
SkipTCBInfo();
|
|
v.mValue = stream->GetF4();
|
|
|
|
// Check whether we'll need to sort the keys
|
|
if (!l->empty() && v.mTime <= l->back().mTime)
|
|
sortKeys = true;
|
|
|
|
// Add the new keyframe to the list
|
|
l->push_back(v);
|
|
}
|
|
|
|
// Sort all keys with ascending time values and remove duplicates?
|
|
if (sortKeys) {
|
|
std::stable_sort(l->begin(),l->end());
|
|
l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiFloatKey>), l->end() );
|
|
}}
|
|
break;
|
|
|
|
|
|
// ////////////////////////////////////////////////////////////////////
|
|
// CAMERA FOV KEYFRAME
|
|
case Discreet3DS::CHUNK_TRACKFOV:
|
|
{
|
|
ASSIMP_LOG_ERROR("3DS: Skipping FOV animation track. "
|
|
"This is not supported");
|
|
}
|
|
break;
|
|
|
|
|
|
// ////////////////////////////////////////////////////////////////////
|
|
// ROTATION KEYFRAME
|
|
case Discreet3DS::CHUNK_TRACKROTATE:
|
|
{
|
|
stream->IncPtr(10);
|
|
const unsigned int numFrames = stream->GetI4();
|
|
|
|
bool sortKeys = false;
|
|
std::vector<aiQuatKey>* l = &mCurrentNode->aRotationKeys;
|
|
l->reserve(numFrames);
|
|
|
|
for (unsigned int i = 0; i < numFrames;++i) {
|
|
const unsigned int fidx = stream->GetI4();
|
|
SkipTCBInfo();
|
|
|
|
aiQuatKey v;
|
|
v.mTime = (double)fidx;
|
|
|
|
// The rotation keyframe is given as an axis-angle pair
|
|
const float rad = stream->GetF4();
|
|
aiVector3D axis;
|
|
axis.x = stream->GetF4();
|
|
axis.y = stream->GetF4();
|
|
axis.z = stream->GetF4();
|
|
|
|
if (!axis.x && !axis.y && !axis.z)
|
|
axis.y = 1.f;
|
|
|
|
// Construct a rotation quaternion from the axis-angle pair
|
|
v.mValue = aiQuaternion(axis,rad);
|
|
|
|
// Check whether we'll need to sort the keys
|
|
if (!l->empty() && v.mTime <= l->back().mTime)
|
|
sortKeys = true;
|
|
|
|
// add the new keyframe to the list
|
|
l->push_back(v);
|
|
}
|
|
// Sort all keys with ascending time values and remove duplicates?
|
|
if (sortKeys) {
|
|
std::stable_sort(l->begin(),l->end());
|
|
l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiQuatKey>), l->end() );
|
|
}}
|
|
break;
|
|
|
|
// ////////////////////////////////////////////////////////////////////
|
|
// SCALING KEYFRAME
|
|
case Discreet3DS::CHUNK_TRACKSCALE:
|
|
{
|
|
stream->IncPtr(10);
|
|
const unsigned int numFrames = stream->GetI2();
|
|
stream->IncPtr(2);
|
|
|
|
bool sortKeys = false;
|
|
std::vector<aiVectorKey>* l = &mCurrentNode->aScalingKeys;
|
|
l->reserve(numFrames);
|
|
|
|
for (unsigned int i = 0; i < numFrames;++i) {
|
|
const unsigned int fidx = stream->GetI4();
|
|
SkipTCBInfo();
|
|
|
|
// Setup a new key
|
|
aiVectorKey v;
|
|
v.mTime = (double)fidx;
|
|
|
|
// ... and read its value
|
|
v.mValue.x = stream->GetF4();
|
|
v.mValue.y = stream->GetF4();
|
|
v.mValue.z = stream->GetF4();
|
|
|
|
// check whether we'll need to sort the keys
|
|
if (!l->empty() && v.mTime <= l->back().mTime)
|
|
sortKeys = true;
|
|
|
|
// Remove zero-scalings on singular axes - they've been reported to be there erroneously in some strange files
|
|
if (!v.mValue.x) v.mValue.x = 1.f;
|
|
if (!v.mValue.y) v.mValue.y = 1.f;
|
|
if (!v.mValue.z) v.mValue.z = 1.f;
|
|
|
|
l->push_back(v);
|
|
}
|
|
// Sort all keys with ascending time values and remove duplicates?
|
|
if (sortKeys) {
|
|
std::stable_sort(l->begin(),l->end());
|
|
l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() );
|
|
}}
|
|
break;
|
|
};
|
|
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a face chunk - it contains smoothing groups and material assignments
|
|
void Discreet3DSImporter::ParseFaceChunk()
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// Get the mesh we're currently working on
|
|
D3DS::Mesh& mMesh = mScene->mMeshes.back();
|
|
|
|
// Get chunk type
|
|
switch (chunk.Flag)
|
|
{
|
|
case Discreet3DS::CHUNK_SMOOLIST:
|
|
{
|
|
// This is the list of smoothing groups - a bitfield for every face.
|
|
// Up to 32 smoothing groups assigned to a single face.
|
|
unsigned int num = chunkSize/4, m = 0;
|
|
if (num > mMesh.mFaces.size()) {
|
|
throw DeadlyImportError("3DS: More smoothing groups than faces");
|
|
}
|
|
for (std::vector<D3DS::Face>::iterator i = mMesh.mFaces.begin(); m != num;++i, ++m) {
|
|
// nth bit is set for nth smoothing group
|
|
(*i).iSmoothGroup = stream->GetI4();
|
|
}}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_FACEMAT:
|
|
{
|
|
// at fist an asciiz with the material name
|
|
const char* sz = (const char*)stream->GetPtr();
|
|
while (stream->GetI1());
|
|
|
|
// find the index of the material
|
|
unsigned int idx = 0xcdcdcdcd, cnt = 0;
|
|
for (std::vector<D3DS::Material>::const_iterator i = mScene->mMaterials.begin();i != mScene->mMaterials.end();++i,++cnt) {
|
|
// use case independent comparisons. hopefully it will work.
|
|
if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str())) {
|
|
idx = cnt;
|
|
break;
|
|
}
|
|
}
|
|
if (0xcdcdcdcd == idx) {
|
|
ASSIMP_LOG_ERROR_F( "3DS: Unknown material: ", sz);
|
|
}
|
|
|
|
// Now continue and read all material indices
|
|
cnt = (uint16_t)stream->GetI2();
|
|
for (unsigned int i = 0; i < cnt;++i) {
|
|
unsigned int fidx = (uint16_t)stream->GetI2();
|
|
|
|
// check range
|
|
if (fidx >= mMesh.mFaceMaterials.size()) {
|
|
ASSIMP_LOG_ERROR("3DS: Invalid face index in face material list");
|
|
}
|
|
else mMesh.mFaceMaterials[fidx] = idx;
|
|
}}
|
|
break;
|
|
};
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a mesh chunk. Here's the actual mesh data
|
|
void Discreet3DSImporter::ParseMeshChunk()
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// Get the mesh we're currently working on
|
|
D3DS::Mesh& mMesh = mScene->mMeshes.back();
|
|
|
|
// get chunk type
|
|
switch (chunk.Flag)
|
|
{
|
|
case Discreet3DS::CHUNK_VERTLIST:
|
|
{
|
|
// This is the list of all vertices in the current mesh
|
|
int num = (int)(uint16_t)stream->GetI2();
|
|
mMesh.mPositions.reserve(num);
|
|
while (num-- > 0) {
|
|
aiVector3D v;
|
|
v.x = stream->GetF4();
|
|
v.y = stream->GetF4();
|
|
v.z = stream->GetF4();
|
|
mMesh.mPositions.push_back(v);
|
|
}}
|
|
break;
|
|
case Discreet3DS::CHUNK_TRMATRIX:
|
|
{
|
|
// This is the RLEATIVE transformation matrix of the current mesh. Vertices are
|
|
// pretransformed by this matrix wonder.
|
|
mMesh.mMat.a1 = stream->GetF4();
|
|
mMesh.mMat.b1 = stream->GetF4();
|
|
mMesh.mMat.c1 = stream->GetF4();
|
|
mMesh.mMat.a2 = stream->GetF4();
|
|
mMesh.mMat.b2 = stream->GetF4();
|
|
mMesh.mMat.c2 = stream->GetF4();
|
|
mMesh.mMat.a3 = stream->GetF4();
|
|
mMesh.mMat.b3 = stream->GetF4();
|
|
mMesh.mMat.c3 = stream->GetF4();
|
|
mMesh.mMat.a4 = stream->GetF4();
|
|
mMesh.mMat.b4 = stream->GetF4();
|
|
mMesh.mMat.c4 = stream->GetF4();
|
|
}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAPLIST:
|
|
{
|
|
// This is the list of all UV coords in the current mesh
|
|
int num = (int)(uint16_t)stream->GetI2();
|
|
mMesh.mTexCoords.reserve(num);
|
|
while (num-- > 0) {
|
|
aiVector3D v;
|
|
v.x = stream->GetF4();
|
|
v.y = stream->GetF4();
|
|
mMesh.mTexCoords.push_back(v);
|
|
}}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_FACELIST:
|
|
{
|
|
// This is the list of all faces in the current mesh
|
|
int num = (int)(uint16_t)stream->GetI2();
|
|
mMesh.mFaces.reserve(num);
|
|
while (num-- > 0) {
|
|
// 3DS faces are ALWAYS triangles
|
|
mMesh.mFaces.push_back(D3DS::Face());
|
|
D3DS::Face& sFace = mMesh.mFaces.back();
|
|
|
|
sFace.mIndices[0] = (uint16_t)stream->GetI2();
|
|
sFace.mIndices[1] = (uint16_t)stream->GetI2();
|
|
sFace.mIndices[2] = (uint16_t)stream->GetI2();
|
|
|
|
stream->IncPtr(2); // skip edge visibility flag
|
|
}
|
|
|
|
// 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);
|
|
|
|
// Larger 3DS files could have multiple FACE chunks here
|
|
chunkSize = stream->GetRemainingSizeToLimit();
|
|
if ( chunkSize > (int) sizeof(Discreet3DS::Chunk ) )
|
|
ParseFaceChunk();
|
|
}
|
|
break;
|
|
};
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a 3DS material chunk
|
|
void Discreet3DSImporter::ParseMaterialChunk()
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
switch (chunk.Flag)
|
|
{
|
|
case Discreet3DS::CHUNK_MAT_MATNAME:
|
|
|
|
{
|
|
// The material name string is already zero-terminated, but we need to be sure ...
|
|
const char* sz = (const char*)stream->GetPtr();
|
|
unsigned int cnt = 0;
|
|
while (stream->GetI1())
|
|
++cnt;
|
|
|
|
if (!cnt) {
|
|
// This may not be, we use the default name instead
|
|
ASSIMP_LOG_ERROR("3DS: Empty material name");
|
|
}
|
|
else mScene->mMaterials.back().mName = std::string(sz,cnt);
|
|
}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_DIFFUSE:
|
|
{
|
|
// This is the diffuse material color
|
|
aiColor3D* pc = &mScene->mMaterials.back().mDiffuse;
|
|
ParseColorChunk(pc);
|
|
if (is_qnan(pc->r)) {
|
|
// color chunk is invalid. Simply ignore it
|
|
ASSIMP_LOG_ERROR("3DS: Unable to read DIFFUSE chunk");
|
|
pc->r = pc->g = pc->b = 1.0f;
|
|
}}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SPECULAR:
|
|
{
|
|
// This is the specular material color
|
|
aiColor3D* pc = &mScene->mMaterials.back().mSpecular;
|
|
ParseColorChunk(pc);
|
|
if (is_qnan(pc->r)) {
|
|
// color chunk is invalid. Simply ignore it
|
|
ASSIMP_LOG_ERROR("3DS: Unable to read SPECULAR chunk");
|
|
pc->r = pc->g = pc->b = 1.0f;
|
|
}}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_AMBIENT:
|
|
{
|
|
// This is the ambient material color
|
|
aiColor3D* pc = &mScene->mMaterials.back().mAmbient;
|
|
ParseColorChunk(pc);
|
|
if (is_qnan(pc->r)) {
|
|
// color chunk is invalid. Simply ignore it
|
|
ASSIMP_LOG_ERROR("3DS: Unable to read AMBIENT chunk");
|
|
pc->r = pc->g = pc->b = 0.0f;
|
|
}}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SELF_ILLUM:
|
|
{
|
|
// This is the emissive material color
|
|
aiColor3D* pc = &mScene->mMaterials.back().mEmissive;
|
|
ParseColorChunk(pc);
|
|
if (is_qnan(pc->r)) {
|
|
// color chunk is invalid. Simply ignore it
|
|
ASSIMP_LOG_ERROR("3DS: Unable to read EMISSIVE chunk");
|
|
pc->r = pc->g = pc->b = 0.0f;
|
|
}}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_TRANSPARENCY:
|
|
{
|
|
// This is the material's transparency
|
|
ai_real* pcf = &mScene->mMaterials.back().mTransparency;
|
|
*pcf = ParsePercentageChunk();
|
|
|
|
// NOTE: transparency, not opacity
|
|
if (is_qnan(*pcf))
|
|
*pcf = ai_real( 1.0 );
|
|
else
|
|
*pcf = ai_real( 1.0 ) - *pcf * (ai_real)0xFFFF / ai_real( 100.0 );
|
|
}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SHADING:
|
|
// This is the material shading mode
|
|
mScene->mMaterials.back().mShading = (D3DS::Discreet3DS::shadetype3ds)stream->GetI2();
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_TWO_SIDE:
|
|
// This is the two-sided flag
|
|
mScene->mMaterials.back().mTwoSided = true;
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SHININESS:
|
|
{ // This is the shininess of the material
|
|
ai_real* pcf = &mScene->mMaterials.back().mSpecularExponent;
|
|
*pcf = ParsePercentageChunk();
|
|
if (is_qnan(*pcf))
|
|
*pcf = 0.0;
|
|
else *pcf *= (ai_real)0xFFFF;
|
|
}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT:
|
|
{ // This is the shininess strength of the material
|
|
ai_real* pcf = &mScene->mMaterials.back().mShininessStrength;
|
|
*pcf = ParsePercentageChunk();
|
|
if (is_qnan(*pcf))
|
|
*pcf = ai_real( 0.0 );
|
|
else
|
|
*pcf *= (ai_real)0xffff / ai_real( 100.0 );
|
|
}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_SELF_ILPCT:
|
|
{ // This is the self illumination strength of the material
|
|
ai_real f = ParsePercentageChunk();
|
|
if (is_qnan(f))
|
|
f = ai_real( 0.0 );
|
|
else
|
|
f *= (ai_real)0xFFFF / ai_real( 100.0 );
|
|
mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f);
|
|
}
|
|
break;
|
|
|
|
// Parse texture chunks
|
|
case Discreet3DS::CHUNK_MAT_TEXTURE:
|
|
// Diffuse texture
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexDiffuse);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_BUMPMAP:
|
|
// Height map
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexBump);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_OPACMAP:
|
|
// Opacity texture
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexOpacity);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_MAT_SHINMAP:
|
|
// Shininess map
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexShininess);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_SPECMAP:
|
|
// Specular map
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexSpecular);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_SELFIMAP:
|
|
// Self-illumination (emissive) map
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexEmissive);
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_REFLMAP:
|
|
// Reflection map
|
|
ParseTextureChunk(&mScene->mMaterials.back().sTexReflective);
|
|
break;
|
|
};
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
switch (chunk.Flag)
|
|
{
|
|
case Discreet3DS::CHUNK_MAPFILE:
|
|
{
|
|
// The material name string is already zero-terminated, but we need to be sure ...
|
|
const char* sz = (const char*)stream->GetPtr();
|
|
unsigned int cnt = 0;
|
|
while (stream->GetI1())
|
|
++cnt;
|
|
pcOut->mMapName = std::string(sz,cnt);
|
|
}
|
|
break;
|
|
|
|
|
|
case Discreet3DS::CHUNK_PERCENTD:
|
|
// Manually parse the blend factor
|
|
pcOut->mTextureBlend = ai_real( stream->GetF8() );
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_PERCENTF:
|
|
// Manually parse the blend factor
|
|
pcOut->mTextureBlend = stream->GetF4();
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_PERCENTW:
|
|
// Manually parse the blend factor
|
|
pcOut->mTextureBlend = (ai_real)((uint16_t)stream->GetI2()) / ai_real( 100.0 );
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_MAP_USCALE:
|
|
// Texture coordinate scaling in the U direction
|
|
pcOut->mScaleU = stream->GetF4();
|
|
if (0.0f == pcOut->mScaleU)
|
|
{
|
|
ASSIMP_LOG_WARN("Texture coordinate scaling in the x direction is zero. Assuming 1.");
|
|
pcOut->mScaleU = 1.0f;
|
|
}
|
|
break;
|
|
case Discreet3DS::CHUNK_MAT_MAP_VSCALE:
|
|
// Texture coordinate scaling in the V direction
|
|
pcOut->mScaleV = stream->GetF4();
|
|
if (0.0f == pcOut->mScaleV)
|
|
{
|
|
ASSIMP_LOG_WARN("Texture coordinate scaling in the y direction is zero. Assuming 1.");
|
|
pcOut->mScaleV = 1.0f;
|
|
}
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_MAP_UOFFSET:
|
|
// Texture coordinate offset in the U direction
|
|
pcOut->mOffsetU = -stream->GetF4();
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_MAP_VOFFSET:
|
|
// Texture coordinate offset in the V direction
|
|
pcOut->mOffsetV = stream->GetF4();
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_MAP_ANG:
|
|
// Texture coordinate rotation, CCW in DEGREES
|
|
pcOut->mRotation = -AI_DEG_TO_RAD( stream->GetF4() );
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_MAT_MAP_TILING:
|
|
{
|
|
const uint16_t iFlags = stream->GetI2();
|
|
|
|
// Get the mapping mode (for both axes)
|
|
if (iFlags & 0x2u)
|
|
pcOut->mMapMode = aiTextureMapMode_Mirror;
|
|
|
|
else if (iFlags & 0x10u)
|
|
pcOut->mMapMode = aiTextureMapMode_Decal;
|
|
|
|
// wrapping in all remaining cases
|
|
else pcOut->mMapMode = aiTextureMapMode_Wrap;
|
|
}
|
|
break;
|
|
};
|
|
|
|
ASSIMP_3DS_END_CHUNK();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a percentage chunk
|
|
ai_real Discreet3DSImporter::ParsePercentageChunk() {
|
|
Discreet3DS::Chunk chunk;
|
|
ReadChunk(&chunk);
|
|
|
|
if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag) {
|
|
return stream->GetF4() * ai_real(100) / ai_real(0xFFFF);
|
|
} else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag) {
|
|
return (ai_real)((uint16_t)stream->GetI2()) / (ai_real)0xFFFF;
|
|
}
|
|
|
|
return get_qnan();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a color chunk. If a percentage chunk is found instead it is read as a grayscale color
|
|
void Discreet3DSImporter::ParseColorChunk( aiColor3D* out, bool acceptPercent )
|
|
{
|
|
ai_assert(out != NULL);
|
|
|
|
// error return value
|
|
const ai_real qnan = get_qnan();
|
|
static const aiColor3D clrError = aiColor3D(qnan,qnan,qnan);
|
|
|
|
Discreet3DS::Chunk chunk;
|
|
ReadChunk(&chunk);
|
|
const unsigned int diff = chunk.Size - sizeof(Discreet3DS::Chunk);
|
|
|
|
bool bGamma = false;
|
|
|
|
// Get the type of the chunk
|
|
switch(chunk.Flag)
|
|
{
|
|
case Discreet3DS::CHUNK_LINRGBF:
|
|
bGamma = true;
|
|
|
|
case Discreet3DS::CHUNK_RGBF:
|
|
if (sizeof(float) * 3 > diff) {
|
|
*out = clrError;
|
|
return;
|
|
}
|
|
out->r = stream->GetF4();
|
|
out->g = stream->GetF4();
|
|
out->b = stream->GetF4();
|
|
break;
|
|
|
|
case Discreet3DS::CHUNK_LINRGBB:
|
|
bGamma = true;
|
|
case Discreet3DS::CHUNK_RGBB:
|
|
{
|
|
if ( sizeof( char ) * 3 > diff ) {
|
|
*out = clrError;
|
|
return;
|
|
}
|
|
const ai_real invVal = ai_real( 1.0 ) / ai_real( 255.0 );
|
|
out->r = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal;
|
|
out->g = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal;
|
|
out->b = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal;
|
|
}
|
|
break;
|
|
|
|
// Percentage chunks are accepted, too.
|
|
case Discreet3DS::CHUNK_PERCENTF:
|
|
if (acceptPercent && 4 <= diff) {
|
|
out->g = out->b = out->r = stream->GetF4();
|
|
break;
|
|
}
|
|
*out = clrError;
|
|
return;
|
|
|
|
case Discreet3DS::CHUNK_PERCENTW:
|
|
if (acceptPercent && 1 <= diff) {
|
|
out->g = out->b = out->r = (ai_real)(uint8_t)stream->GetI1() / ai_real( 255.0 );
|
|
break;
|
|
}
|
|
*out = clrError;
|
|
return;
|
|
|
|
default:
|
|
stream->IncPtr(diff);
|
|
// Skip unknown chunks, hope this won't cause any problems.
|
|
return ParseColorChunk(out,acceptPercent);
|
|
};
|
|
(void)bGamma;
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
|