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- /*
- Open Asset Import Library (ASSIMP)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development Team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- /** @file Definition of the .3ds importer class. */
- #ifndef AI_3DSIMPORTER_H_INC
- #define AI_3DSIMPORTER_H_INC
- #include <map>
- #include "BaseImporter.h"
- #include "../include/aiTypes.h"
- struct aiNode;
- #include "3DSHelper.h"
- namespace Assimp
- {
- class MaterialHelper;
- using namespace Dot3DS;
- // ---------------------------------------------------------------------------
- /** The Dot3DSImporter is a worker class capable of importing a scene from a
- * 3ds Max 4/5 Files (.3ds)
- */
- class Dot3DSImporter : public BaseImporter
- {
- friend class Importer;
- protected:
- /** Constructor to be privately used by Importer */
- Dot3DSImporter();
- /** Destructor, private as well */
- ~Dot3DSImporter();
- public:
- // -------------------------------------------------------------------
- /** 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) const;
- protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::string& append)
- {
- append.append("*.3ds");
- }
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
- // -------------------------------------------------------------------
- /** Converts a temporary material to the outer representation
- */
- void ConvertMaterial(Dot3DS::Material& p_cMat,
- MaterialHelper& p_pcOut);
- // -------------------------------------------------------------------
- /** Read a chunk, get a pointer to it
- * The mCurrent pointer will be increased by sizeof(Dot3DSFile::Chunk),
- * thus pointing directly to the data of the chunk
- */
- void ReadChunk(const Dot3DSFile::Chunk** p_ppcOut);
- // -------------------------------------------------------------------
- /** Parse a percentage chunk. mCurrent will point to the next
- * chunk behind afterwards. If no percentage chunk is found
- * QNAN is returned.
- */
- float 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(int* piRemaining);
- // -------------------------------------------------------------------
- /** Parse a top-level chunk in the file
- */
- void ParseChunk(int* piRemaining);
- // -------------------------------------------------------------------
- /** Parse a top-level editor chunk in the file
- */
- void ParseEditorChunk(int* piRemaining);
- // -------------------------------------------------------------------
- /** Parse a top-level object chunk in the file
- */
- void ParseObjectChunk(int* piRemaining);
- // -------------------------------------------------------------------
- /** Parse a material chunk in the file
- */
- void ParseMaterialChunk(int* piRemaining);
- // -------------------------------------------------------------------
- /** Apply texture coordinate offsets
- */
- void ApplyScaleNOffset();
- void BakeScaleNOffset(aiMesh* pcMesh, Dot3DS::Material* pcSrc);
- // -------------------------------------------------------------------
- /** Parse a mesh chunk in the file
- */
- void ParseMeshChunk(int* piRemaining);
- // -------------------------------------------------------------------
- /** Parse a face list chunk in the file
- */
- void ParseFaceChunk(int* piRemaining);
- // -------------------------------------------------------------------
- /** Parse a keyframe chunk in the file
- */
- void ParseKeyframeChunk(int* piRemaining);
- // -------------------------------------------------------------------
- /** Parse a hierarchy chunk in the file
- */
- void ParseHierarchyChunk(int* piRemaining);
- // -------------------------------------------------------------------
- /** Parse a texture chunk in the file
- */
- void ParseTextureChunk(int* piRemaining,Dot3DS::Texture* pcOut);
- // -------------------------------------------------------------------
- /** Convert the meshes in the file
- */
- void ConvertMeshes(aiScene* pcOut);
- // -------------------------------------------------------------------
- /** Replace the default material in the scene
- */
- void ReplaceDefaultMaterial();
- // -------------------------------------------------------------------
- /** Convert the whole scene
- */
- void ConvertScene(aiScene* pcOut);
- // -------------------------------------------------------------------
- /** U/V Scaling/Offset handling
- */
- void GenTexCoord (Dot3DS::Texture* pcTexture,
- const std::vector<aiVector2D>& p_vIn,
- std::vector<aiVector2D>& p_vOut);
- // -------------------------------------------------------------------
- /** generate normal vectors for a given mesh
- */
- void GenNormals(Dot3DS::Mesh* sMesh);
- // -------------------------------------------------------------------
- /** generate unique vertices for a mesh
- */
- void MakeUnique(Dot3DS::Mesh* sMesh);
- // -------------------------------------------------------------------
- /** Add a node to the node graph
- */
- void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node* pcIn);
- // -------------------------------------------------------------------
- /** Search for a node in the graph.
- * Called recursively
- */
- void InverseNodeSearch(Dot3DS::Node* pcNode,Dot3DS::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(Dot3DS::Mesh* sMesh);
- protected:
- /** Buffer to hold the loaded file */
- unsigned char* mBuffer;
- /** Pointer to the current read position */
- const unsigned char* mCurrent;
- /** Used to store old chunk addresses to jump back in the file*/
- const unsigned char* mLast;
- /** Last touched node index */
- short mLastNodeIndex;
- /** Current node, root node */
- Dot3DS::Node* mCurrentNode, *mRootNode;
- /** Scene under construction */
- Dot3DS::Scene* mScene;
- /** Ambient base color of the scene */
- aiColor3D mClrAmbient;
- /** Master scaling factor of the scene */
- float mMasterScale;
- /** Path to the background image of the scene */
- std::string mBackgroundImage;
- bool bHasBG;
- };
- } // end of namespace Assimp
- #endif // AI_3DSIMPORTER_H_INC
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