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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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All rights reserved.
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/** @file 3DSLoader.cpp
* @brief Implementation of the 3ds importer class
*
* http://www.the-labs.com/Blender/3DS-details.html
*/
#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
// internal headers
#include "3DSLoader.h"
#include "Macros.h"
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include "StringComparison.h"
using namespace Assimp;
static const aiImporterDesc desc = {
"Discreet 3DS Importer",
"",
"",
"Limited animation support",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"3ds prj"
};
// ------------------------------------------------------------------------------------------------
// Begins a new parsing block
// - Reads the current chunk and validates it
// - computes its length
#define ASSIMP_3DS_BEGIN_CHUNK() \
while (true) { \
if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)){ \
return; \
} \
Discreet3DS::Chunk chunk; \
ReadChunk(&chunk); \
int chunkSize = chunk.Size-sizeof(Discreet3DS::Chunk); \
if(chunkSize <= 0) \
continue; \
const unsigned int oldReadLimit = stream->SetReadLimit( \
stream->GetCurrentPos() + chunkSize); \
// ------------------------------------------------------------------------------------------------
// End a parsing block
// Must follow at the end of each parsing block, reset chunk end marker to previous value
#define ASSIMP_3DS_END_CHUNK() \
stream->SkipToReadLimit(); \
stream->SetReadLimit(oldReadLimit); \
if (stream->GetRemainingSizeToLimit() == 0) \
return; \
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
Discreet3DSImporter::Discreet3DSImporter()
: stream(),
mLastNodeIndex(),
mCurrentNode(),
mRootNode(),
mScene(),
mMasterScale(),
bHasBG(),
bIsPrj()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
Discreet3DSImporter::~Discreet3DSImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
std::string extension = GetExtension(pFile);
if(extension == "3ds" || extension == "prj" ) {
return true;
}
if (!extension.length() || checkSig) {
uint16_t token[3];
token[0] = 0x4d4d;
token[1] = 0x3dc2;
//token[2] = 0x3daa;
return CheckMagicToken(pIOHandler,pFile,token,2,0,2);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Loader registry entry
const aiImporterDesc* Discreet3DSImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/)
{
// nothing to be done for the moment
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void Discreet3DSImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
this->stream = &stream;
// We should have at least one chunk
if (stream.GetRemainingSize() < 16) {
throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile);
}
// Allocate our temporary 3DS representation
mScene = new D3DS::Scene();
// Initialize members
mLastNodeIndex = -1;
mCurrentNode = new D3DS::Node();
mRootNode = mCurrentNode;
mRootNode->mHierarchyPos = -1;
mRootNode->mHierarchyIndex = -1;
mRootNode->mParent = NULL;
mMasterScale = 1.0f;
mBackgroundImage = "";
bHasBG = false;
bIsPrj = false;
// Parse the file
ParseMainChunk();
// Process all meshes in the file. First check whether all
// face indices have valid values. The generate our
// internal verbose representation. Finally compute normal
// vectors from the smoothing groups we read from the
// file.
for (auto &mesh : mScene->mMeshes) {
if (mesh.mFaces.size() > 0 && mesh.mPositions.size() == 0) {
delete mScene;
throw DeadlyImportError("3DS file contains faces but no vertices: " + pFile);
}
CheckIndices(mesh);
MakeUnique (mesh);
ComputeNormalsWithSmoothingsGroups<D3DS::Face>(mesh);
}
// Replace all occurrences of the default material with a
// valid material. Generate it if no material containing
// DEFAULT in its name has been found in the file
ReplaceDefaultMaterial();
// Convert the scene from our internal representation to an
// aiScene object. This involves copying all meshes, lights
// and cameras to the scene
ConvertScene(pScene);
// Generate the node graph for the scene. This is a little bit
// tricky since we'll need to split some meshes into submeshes
GenerateNodeGraph(pScene);
// Now apply the master scaling factor to the scene
ApplyMasterScale(pScene);
// Delete our internal scene representation and the root
// node, so the whole hierarchy will follow
delete mRootNode;
delete mScene;
AI_DEBUG_INVALIDATE_PTR(mRootNode);
AI_DEBUG_INVALIDATE_PTR(mScene);
AI_DEBUG_INVALIDATE_PTR(this->stream);
}
// ------------------------------------------------------------------------------------------------
// Applies a master-scaling factor to the imported scene
void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene)
{
// There are some 3DS files with a zero scaling factor
if (!mMasterScale)mMasterScale = 1.0f;
else mMasterScale = 1.0f / mMasterScale;
// Construct an uniform scaling matrix and multiply with it
pScene->mRootNode->mTransformation *= aiMatrix4x4(
mMasterScale,0.0f, 0.0f, 0.0f,
0.0f, mMasterScale,0.0f, 0.0f,
0.0f, 0.0f, mMasterScale,0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
// Check whether a scaling track is assigned to the root node.
}
// ------------------------------------------------------------------------------------------------
// Reads a new chunk from the file
void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut)
{
ai_assert(pcOut != NULL);
pcOut->Flag = stream->GetI2();
pcOut->Size = stream->GetI4();
if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize())
throw DeadlyImportError("Chunk is too large");
if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit())
DefaultLogger::get()->error("3DS: Chunk overflow");
}
// ------------------------------------------------------------------------------------------------
// Skip a chunk
void Discreet3DSImporter::SkipChunk()
{
Discreet3DS::Chunk psChunk;
ReadChunk(&psChunk);
stream->IncPtr(psChunk.Size-sizeof(Discreet3DS::Chunk));
return;
}
// ------------------------------------------------------------------------------------------------
// Process the primary chunk of the file
void Discreet3DSImporter::ParseMainChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_PRJ:
bIsPrj = true;
case Discreet3DS::CHUNK_MAIN:
ParseEditorChunk();
break;
};
ASSIMP_3DS_END_CHUNK();
// recursively continue processing this hierarchy level
return ParseMainChunk();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseEditorChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_OBJMESH:
ParseObjectChunk();
break;
// NOTE: In several documentations in the internet this
// chunk appears at different locations
case Discreet3DS::CHUNK_KEYFRAMER:
ParseKeyframeChunk();
break;
case Discreet3DS::CHUNK_VERSION:
{
// print the version number
char buff[10];
ASSIMP_itoa10(buff,stream->GetI2());
DefaultLogger::get()->info(std::string("3DS file format version: ") + buff);
}
break;
};
ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseObjectChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_OBJBLOCK:
{
unsigned int cnt = 0;
const char* sz = (const char*)stream->GetPtr();
// Get the name of the geometry object
while (stream->GetI1())++cnt;
ParseChunk(sz,cnt);
}
break;
case Discreet3DS::CHUNK_MAT_MATERIAL:
// Add a new material to the list
mScene->mMaterials.push_back(D3DS::Material());
ParseMaterialChunk();
break;
case Discreet3DS::CHUNK_AMBCOLOR:
// This is the ambient base color of the scene.
// We add it to the ambient color of all materials
ParseColorChunk(&mClrAmbient,true);
if (is_qnan(mClrAmbient.r))
{
// We failed to read the ambient base color.
DefaultLogger::get()->error("3DS: Failed to read ambient base color");
mClrAmbient.r = mClrAmbient.g = mClrAmbient.b = 0.0f;
}
break;
case Discreet3DS::CHUNK_BIT_MAP:
{
// Specifies the background image. The string should already be
// properly 0 terminated but we need to be sure
unsigned int cnt = 0;
const char* sz = (const char*)stream->GetPtr();
while (stream->GetI1())++cnt;
mBackgroundImage = std::string(sz,cnt);
}
break;
case Discreet3DS::CHUNK_BIT_MAP_EXISTS:
bHasBG = true;
break;
case Discreet3DS::CHUNK_MASTER_SCALE:
// Scene master scaling factor
mMasterScale = stream->GetF4();
break;
};
ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
{
ASSIMP_3DS_BEGIN_CHUNK();
// IMPLEMENTATION NOTE;
// Cameras or lights define their transformation in their parent node and in the
// corresponding light or camera chunks. However, we read and process the latter
// to to be able to return valid cameras/lights even if no scenegraph is given.
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_TRIMESH:
{
// this starts a new triangle mesh
mScene->mMeshes.push_back(D3DS::Mesh());
D3DS::Mesh& m = mScene->mMeshes.back();
// Setup the name of the mesh
m.mName = std::string(name, num);
// Read mesh chunks
ParseMeshChunk();
}
break;
case Discreet3DS::CHUNK_LIGHT:
{
// This starts a new light
aiLight* light = new aiLight();
mScene->mLights.push_back(light);
light->mName.Set(std::string(name, num));
// First read the position of the light
light->mPosition.x = stream->GetF4();
light->mPosition.y = stream->GetF4();
light->mPosition.z = stream->GetF4();
light->mColorDiffuse = aiColor3D(1.f,1.f,1.f);
// Now check for further subchunks
if (!bIsPrj) /* fixme */
ParseLightChunk();
// The specular light color is identical the the diffuse light color. The ambient light color
// is equal to the ambient base color of the whole scene.
light->mColorSpecular = light->mColorDiffuse;
light->mColorAmbient = mClrAmbient;
if (light->mType == aiLightSource_UNDEFINED)
{
// It must be a point light
light->mType = aiLightSource_POINT;
}}
break;
case Discreet3DS::CHUNK_CAMERA:
{
// This starts a new camera
aiCamera* camera = new aiCamera();
mScene->mCameras.push_back(camera);
camera->mName.Set(std::string(name, num));
// First read the position of the camera
camera->mPosition.x = stream->GetF4();
camera->mPosition.y = stream->GetF4();
camera->mPosition.z = stream->GetF4();
// Then the camera target
camera->mLookAt.x = stream->GetF4() - camera->mPosition.x;
camera->mLookAt.y = stream->GetF4() - camera->mPosition.y;
camera->mLookAt.z = stream->GetF4() - camera->mPosition.z;
ai_real len = camera->mLookAt.Length();
if (len < 1e-5) {
// There are some files with lookat == position. Don't know why or whether it's ok or not.
DefaultLogger::get()->error("3DS: Unable to read proper camera look-at vector");
camera->mLookAt = aiVector3D(0.0,1.0,0.0);
}
else camera->mLookAt /= len;
// And finally - the camera rotation angle, in counter clockwise direction
const ai_real angle = AI_DEG_TO_RAD( stream->GetF4() );
aiQuaternion quat(camera->mLookAt,angle);
camera->mUp = quat.GetMatrix() * aiVector3D(0.0,1.0,0.0);
// Read the lense angle
camera->mHorizontalFOV = AI_DEG_TO_RAD ( stream->GetF4() );
if (camera->mHorizontalFOV < 0.001f) {
camera->mHorizontalFOV = AI_DEG_TO_RAD(45.f);
}
// Now check for further subchunks
if (!bIsPrj) /* fixme */ {
ParseCameraChunk();
}}
break;
};
ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseLightChunk()
{
ASSIMP_3DS_BEGIN_CHUNK();
aiLight* light = mScene->mLights.back();
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_DL_SPOTLIGHT:
// Now we can be sure that the light is a spot light
light->mType = aiLightSource_SPOT;
// We wouldn't need to normalize here, but we do it
light->mDirection.x = stream->GetF4() - light->mPosition.x;
light->mDirection.y = stream->GetF4() - light->mPosition.y;
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 ist not really suitable for complex animations,
// so full support is not required.
DefaultLogger::get()->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();
pcNode->mName = 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") {
//DefaultLogger::get()->warn("3DS: Skipping dummy object name for non-dummy object");
mCurrentNode->mName = std::string(sz);
break;
}
}
break;
case Discreet3DS::CHUNK_TRACKPIVOT:
if ( Discreet3DS::CHUNK_TRACKINFO != parent)
{
DefaultLogger::get()->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) {
DefaultLogger::get()->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:
{
DefaultLogger::get()->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) {
DefaultLogger::get()->error(std::string("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()) {
DefaultLogger::get()->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
DefaultLogger::get()->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
DefaultLogger::get()->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
DefaultLogger::get()->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
DefaultLogger::get()->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
DefaultLogger::get()->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)
{
DefaultLogger::get()->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)
{
DefaultLogger::get()->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();
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