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authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/3DS/3DSLoader.cpp
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/3DS/3DSLoader.cpp')
-rw-r--r--src/mesh/assimp-master/code/AssetLib/3DS/3DSLoader.cpp1336
1 files changed, 1336 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/3DS/3DSLoader.cpp b/src/mesh/assimp-master/code/AssetLib/3DS/3DSLoader.cpp
new file mode 100644
index 0000000..0ec8b87
--- /dev/null
+++ b/src/mesh/assimp-master/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