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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2025, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- /** @file 3DSLoader.h
- * @brief 3DS File format loader
- */
- #ifndef AI_3DSIMPORTER_H_INC
- #define AI_3DSIMPORTER_H_INC
- #ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
- #include <assimp/BaseImporter.h>
- #include <assimp/types.h>
- #include "3DSHelper.h"
- #include <assimp/StreamReader.h>
- struct aiNode;
- namespace Assimp {
- using namespace D3DS;
- // ---------------------------------------------------------------------------------
- /** Importer class for 3D Studio r3 and r4 3DS files
- */
- class Discreet3DSImporter final : public BaseImporter {
- public:
- Discreet3DSImporter();
- ~Discreet3DSImporter() override = default;
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const override;
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp) override;
- protected:
- // -------------------------------------------------------------------
- /** Return importer meta information.
- * See #BaseImporter::GetInfo for the details
- */
- const aiImporterDesc* GetInfo () const override;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler) override;
- // -------------------------------------------------------------------
- /** Converts a temporary material to the outer representation
- */
- void ConvertMaterial(D3DS::Material& p_cMat,
- aiMaterial& p_pcOut);
- // -------------------------------------------------------------------
- /** Read a chunk
- *
- * @param pcOut Receives the current chunk
- */
- void ReadChunk(Discreet3DS::Chunk* pcOut);
- // -------------------------------------------------------------------
- /** Parse a percentage chunk. mCurrent will point to the next
- * chunk behind afterwards. If no percentage chunk is found
- * QNAN is returned.
- */
- ai_real ParsePercentageChunk();
- // -------------------------------------------------------------------
- /** Parse a color chunk. mCurrent will point to the next
- * chunk behind afterwards. If no color chunk is found
- * QNAN is returned in all members.
- */
- void ParseColorChunk(aiColor3D* p_pcOut,
- bool p_bAcceptPercent = true);
- // -------------------------------------------------------------------
- /** Skip a chunk in the file
- */
- void SkipChunk();
- // -------------------------------------------------------------------
- /** Generate the nodegraph
- */
- void GenerateNodeGraph(aiScene* pcOut);
- // -------------------------------------------------------------------
- /** Parse a main top-level chunk in the file
- */
- void ParseMainChunk();
- // -------------------------------------------------------------------
- /** Parse a top-level chunk in the file
- */
- void ParseChunk(const char* name, unsigned int num);
- // -------------------------------------------------------------------
- /** Parse a top-level editor chunk in the file
- */
- void ParseEditorChunk();
- // -------------------------------------------------------------------
- /** Parse a top-level object chunk in the file
- */
- void ParseObjectChunk();
- // -------------------------------------------------------------------
- /** Parse a material chunk in the file
- */
- void ParseMaterialChunk();
- // -------------------------------------------------------------------
- /** Parse a mesh chunk in the file
- */
- void ParseMeshChunk();
- // -------------------------------------------------------------------
- /** Parse a light chunk in the file
- */
- void ParseLightChunk();
- // -------------------------------------------------------------------
- /** Parse a camera chunk in the file
- */
- void ParseCameraChunk();
- // -------------------------------------------------------------------
- /** Parse a face list chunk in the file
- */
- void ParseFaceChunk();
- // -------------------------------------------------------------------
- /** Parse a keyframe chunk in the file
- */
- void ParseKeyframeChunk();
- // -------------------------------------------------------------------
- /** Parse a hierarchy chunk in the file
- */
- void ParseHierarchyChunk(uint16_t parent);
- // -------------------------------------------------------------------
- /** Parse a texture chunk in the file
- */
- void ParseTextureChunk(D3DS::Texture* pcOut);
- // -------------------------------------------------------------------
- /** Convert the meshes in the file
- */
- void ConvertMeshes(aiScene* pcOut);
- // -------------------------------------------------------------------
- /** Replace the default material in the scene
- */
- void ReplaceDefaultMaterial();
- bool ContainsTextures(unsigned int i) const {
- return !mScene->mMaterials[i].sTexDiffuse.mMapName.empty() ||
- !mScene->mMaterials[i].sTexBump.mMapName.empty() ||
- !mScene->mMaterials[i].sTexOpacity.mMapName.empty() ||
- !mScene->mMaterials[i].sTexEmissive.mMapName.empty() ||
- !mScene->mMaterials[i].sTexSpecular.mMapName.empty() ||
- !mScene->mMaterials[i].sTexShininess.mMapName.empty() ;
- }
- // -------------------------------------------------------------------
- /** Convert the whole scene
- */
- void ConvertScene(aiScene* pcOut);
- // -------------------------------------------------------------------
- /** generate unique vertices for a mesh
- */
- void MakeUnique(D3DS::Mesh& sMesh);
- // -------------------------------------------------------------------
- /** Add a node to the node graph
- */
- void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn,
- aiMatrix4x4& absTrafo);
- // -------------------------------------------------------------------
- /** Search for a node in the graph.
- * Called recursively
- */
- void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent);
- // -------------------------------------------------------------------
- /** Apply the master scaling factor to the mesh
- */
- void ApplyMasterScale(aiScene* pScene);
- // -------------------------------------------------------------------
- /** Clamp all indices in the file to a valid range
- */
- void CheckIndices(D3DS::Mesh& sMesh);
- // -------------------------------------------------------------------
- /** Skip the TCB info in a track key
- */
- void SkipTCBInfo();
- protected:
- /** Stream to read from */
- StreamReaderLE* stream;
- /** Last touched node index */
- short mLastNodeIndex;
- /** Current node, root node */
- D3DS::Node* mCurrentNode, *mRootNode;
- /** Scene under construction */
- D3DS::Scene* mScene;
- /** Ambient base color of the scene */
- aiColor3D mClrAmbient;
- /** Master scaling factor of the scene */
- ai_real mMasterScale;
- /** Path to the background image of the scene */
- std::string mBackgroundImage;
- bool bHasBG;
- /** true if PRJ file */
- bool bIsPrj;
- };
- } // end of namespace Assimp
- #endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
- #endif // AI_3DSIMPORTER_H_INC
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