diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:09 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:09 -0500 |
commit | db81b925d776103326128bf629cbdda576a223e7 (patch) | |
tree | 58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/3DS/3DSLoader.cpp | |
parent | 55860037b14fb3893ba21cf2654c83d349cc1082 (diff) |
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/3DS/3DSLoader.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/3DS/3DSLoader.cpp | 1336 |
1 files changed, 1336 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/3DS/3DSLoader.cpp b/libs/assimp/code/AssetLib/3DS/3DSLoader.cpp new file mode 100644 index 0000000..0ec8b87 --- /dev/null +++ b/libs/assimp/code/AssetLib/3DS/3DSLoader.cpp @@ -0,0 +1,1336 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2022, 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.cpp + * @brief Implementation of the 3ds importer class + * + * http://www.the-labs.com/Blender/3DS-details.html + */ + +#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER + +#include "3DSLoader.h" +#include <assimp/StringComparison.h> +#include <assimp/importerdesc.h> +#include <assimp/scene.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/IOSystem.hpp> + +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() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +Discreet3DSImporter::~Discreet3DSImporter() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool Discreet3DSImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { + static const uint16_t token[] = { 0x4d4d, 0x3dc2 /*, 0x3daa */ }; + return CheckMagicToken(pIOHandler, pFile, token, AI_COUNT_OF(token), 0, sizeof token[0]); +} + +// ------------------------------------------------------------------------------------------------ +// 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) { + + auto theFile = pIOHandler->Open(pFile, "rb"); + if (!theFile) { + throw DeadlyImportError("3DS: Could not open ", pFile); + } + + StreamReaderLE theStream(theFile); + + // We should have at least one chunk + if (theStream.GetRemainingSize() < 16) { + throw DeadlyImportError("3DS file is either empty or corrupt: ", pFile); + } + this->stream = &theStream; + + // Allocate our temporary 3DS representation + D3DS::Scene _scene; + mScene = &_scene; + + // Initialize members + D3DS::Node _rootNode("UNNAMED"); + mLastNodeIndex = -1; + mCurrentNode = &_rootNode; + mRootNode = mCurrentNode; + mRootNode->mHierarchyPos = -1; + mRootNode->mHierarchyIndex = -1; + mRootNode->mParent = nullptr; + mMasterScale = 1.0f; + mBackgroundImage = std::string(); + 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) { + 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 sub-meshes + GenerateNodeGraph(pScene); + + // Now apply the master scaling factor to the scene + ApplyMasterScale(pScene); + + // Our internal scene representation and the root + // node will be automatically deleted, so the whole hierarchy will follow + + 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 != nullptr); + + 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()) { + ASSIMP_LOG_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; + break; + 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()); + ASSIMP_LOG_INFO("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(std::string("UNNAMED_" + ai_to_string(mScene->mMaterials.size())))); + 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. + ASSIMP_LOG_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(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. + ASSIMP_LOG_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 = float(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 = FindNode(*it, name); + if (nullptr != nd) { + return nd; + } + } + + return nullptr; +} + +// ------------------------------------------------------------------------------------------------ +// 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("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 = (int)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 != nullptr); + + // 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 |