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diff --git a/libs/assimp/code/AssetLib/3DS/3DSConverter.cpp b/libs/assimp/code/AssetLib/3DS/3DSConverter.cpp
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+/*
+---------------------------------------------------------------------------
+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 Implementation of the 3ds importer class */
+
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+
+// internal headers
+#include "3DSLoader.h"
+#include "Common/TargetAnimation.h"
+#include <assimp/StringComparison.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <cctype>
+#include <memory>
+
+using namespace Assimp;
+
+static const unsigned int NotSet = 0xcdcdcdcd;
+
+// ------------------------------------------------------------------------------------------------
+// Setup final material indices, generae a default material if necessary
+void Discreet3DSImporter::ReplaceDefaultMaterial() {
+ // Try to find an existing material that matches the
+ // typical default material setting:
+ // - no textures
+ // - diffuse color (in grey!)
+ // NOTE: This is here to workaround the fact that some
+ // exporters are writing a default material, too.
+ unsigned int idx(NotSet);
+ for (unsigned int i = 0; i < mScene->mMaterials.size(); ++i) {
+ std::string s = mScene->mMaterials[i].mName;
+ for (char & it : s) {
+ it = static_cast<char>(::tolower(static_cast<unsigned char>(it)));
+ }
+
+ if (std::string::npos == s.find("default")) continue;
+
+ if (mScene->mMaterials[i].mDiffuse.r !=
+ mScene->mMaterials[i].mDiffuse.g ||
+ mScene->mMaterials[i].mDiffuse.r !=
+ mScene->mMaterials[i].mDiffuse.b) continue;
+
+ if (ContainsTextures(i)) {
+ continue;
+ }
+ idx = i;
+ }
+ if (NotSet == idx) {
+ idx = (unsigned int)mScene->mMaterials.size();
+ }
+
+ // now iterate through all meshes and through all faces and
+ // find all faces that are using the default material
+ unsigned int cnt = 0;
+ for (std::vector<D3DS::Mesh>::iterator
+ i = mScene->mMeshes.begin();
+ i != mScene->mMeshes.end(); ++i) {
+ for (std::vector<unsigned int>::iterator
+ a = (*i).mFaceMaterials.begin();
+ a != (*i).mFaceMaterials.end(); ++a) {
+ // NOTE: The additional check seems to be necessary,
+ // some exporters seem to generate invalid data here
+ if (0xcdcdcdcd == (*a)) {
+ (*a) = idx;
+ ++cnt;
+ } else if ((*a) >= mScene->mMaterials.size()) {
+ (*a) = idx;
+ ASSIMP_LOG_WARN("Material index overflow in 3DS file. Using default material");
+ ++cnt;
+ }
+ }
+ }
+ if (cnt && idx == mScene->mMaterials.size()) {
+ // We need to create our own default material
+ D3DS::Material sMat("%%%DEFAULT");
+ sMat.mDiffuse = aiColor3D(0.3f, 0.3f, 0.3f);
+ mScene->mMaterials.push_back(sMat);
+
+ ASSIMP_LOG_INFO("3DS: Generating default material");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Check whether all indices are valid. Otherwise we'd crash before the validation step is reached
+void Discreet3DSImporter::CheckIndices(D3DS::Mesh &sMesh) {
+ for (std::vector<D3DS::Face>::iterator i = sMesh.mFaces.begin(); i != sMesh.mFaces.end(); ++i) {
+ // check whether all indices are in range
+ for (unsigned int a = 0; a < 3; ++a) {
+ if ((*i).mIndices[a] >= sMesh.mPositions.size()) {
+ ASSIMP_LOG_WARN("3DS: Vertex index overflow)");
+ (*i).mIndices[a] = (uint32_t)sMesh.mPositions.size() - 1;
+ }
+ if (!sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size()) {
+ ASSIMP_LOG_WARN("3DS: Texture coordinate index overflow)");
+ (*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size() - 1;
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Generate out unique verbose format representation
+void Discreet3DSImporter::MakeUnique(D3DS::Mesh &sMesh) {
+ // TODO: really necessary? I don't think. Just a waste of memory and time
+ // to do it now in a separate buffer.
+
+ // Allocate output storage
+ std::vector<aiVector3D> vNew(sMesh.mFaces.size() * 3);
+ std::vector<aiVector3D> vNew2;
+ if (sMesh.mTexCoords.size())
+ vNew2.resize(sMesh.mFaces.size() * 3);
+
+ for (unsigned int i = 0, base = 0; i < sMesh.mFaces.size(); ++i) {
+ D3DS::Face &face = sMesh.mFaces[i];
+
+ // Positions
+ for (unsigned int a = 0; a < 3; ++a, ++base) {
+ vNew[base] = sMesh.mPositions[face.mIndices[a]];
+ if (sMesh.mTexCoords.size())
+ vNew2[base] = sMesh.mTexCoords[face.mIndices[a]];
+
+ face.mIndices[a] = base;
+ }
+ }
+ sMesh.mPositions = vNew;
+ sMesh.mTexCoords = vNew2;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert a 3DS texture to texture keys in an aiMaterial
+void CopyTexture(aiMaterial &mat, D3DS::Texture &texture, aiTextureType type) {
+ // Setup the texture name
+ aiString tex;
+ tex.Set(texture.mMapName);
+ mat.AddProperty(&tex, AI_MATKEY_TEXTURE(type, 0));
+
+ // Setup the texture blend factor
+ if (is_not_qnan(texture.mTextureBlend))
+ mat.AddProperty<ai_real>(&texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type, 0));
+
+ // Setup the texture mapping mode
+ int mapMode = static_cast<int>(texture.mMapMode);
+ mat.AddProperty<int>(&mapMode, 1, AI_MATKEY_MAPPINGMODE_U(type, 0));
+ mat.AddProperty<int>(&mapMode, 1, AI_MATKEY_MAPPINGMODE_V(type, 0));
+
+ // Mirroring - double the scaling values
+ // FIXME: this is not really correct ...
+ if (texture.mMapMode == aiTextureMapMode_Mirror) {
+ texture.mScaleU *= 2.0;
+ texture.mScaleV *= 2.0;
+ texture.mOffsetU /= 2.0;
+ texture.mOffsetV /= 2.0;
+ }
+
+ // Setup texture UV transformations
+ mat.AddProperty<ai_real>(&texture.mOffsetU, 5, AI_MATKEY_UVTRANSFORM(type, 0));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert a 3DS material to an aiMaterial
+void Discreet3DSImporter::ConvertMaterial(D3DS::Material &oldMat,
+ aiMaterial &mat) {
+ // NOTE: Pass the background image to the viewer by bypassing the
+ // material system. This is an evil hack, never do it again!
+ if (0 != mBackgroundImage.length() && bHasBG) {
+ aiString tex;
+ tex.Set(mBackgroundImage);
+ mat.AddProperty(&tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
+
+ // Be sure this is only done for the first material
+ mBackgroundImage = std::string();
+ }
+
+ // At first add the base ambient color of the scene to the material
+ oldMat.mAmbient.r += mClrAmbient.r;
+ oldMat.mAmbient.g += mClrAmbient.g;
+ oldMat.mAmbient.b += mClrAmbient.b;
+
+ aiString name;
+ name.Set(oldMat.mName);
+ mat.AddProperty(&name, AI_MATKEY_NAME);
+
+ // Material colors
+ mat.AddProperty(&oldMat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
+ mat.AddProperty(&oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat.AddProperty(&oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
+ mat.AddProperty(&oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+
+ // Phong shininess and shininess strength
+ if (D3DS::Discreet3DS::Phong == oldMat.mShading ||
+ D3DS::Discreet3DS::Metal == oldMat.mShading) {
+ if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength) {
+ oldMat.mShading = D3DS::Discreet3DS::Gouraud;
+ } else {
+ mat.AddProperty(&oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
+ mat.AddProperty(&oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
+ }
+ }
+
+ // Opacity
+ mat.AddProperty<ai_real>(&oldMat.mTransparency, 1, AI_MATKEY_OPACITY);
+
+ // Bump height scaling
+ mat.AddProperty<ai_real>(&oldMat.mBumpHeight, 1, AI_MATKEY_BUMPSCALING);
+
+ // Two sided rendering?
+ if (oldMat.mTwoSided) {
+ int i = 1;
+ mat.AddProperty<int>(&i, 1, AI_MATKEY_TWOSIDED);
+ }
+
+ // Shading mode
+ aiShadingMode eShading = aiShadingMode_NoShading;
+ switch (oldMat.mShading) {
+ case D3DS::Discreet3DS::Flat:
+ eShading = aiShadingMode_Flat;
+ break;
+
+ // I don't know what "Wire" shading should be,
+ // assume it is simple lambertian diffuse shading
+ case D3DS::Discreet3DS::Wire: {
+ // Set the wireframe flag
+ unsigned int iWire = 1;
+ mat.AddProperty<int>((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME);
+ }
+
+ case D3DS::Discreet3DS::Gouraud:
+ eShading = aiShadingMode_Gouraud;
+ break;
+
+ // assume cook-torrance shading for metals.
+ case D3DS::Discreet3DS::Phong:
+ eShading = aiShadingMode_Phong;
+ break;
+
+ case D3DS::Discreet3DS::Metal:
+ eShading = aiShadingMode_CookTorrance;
+ break;
+
+ // FIX to workaround a warning with GCC 4 who complained
+ // about a missing case Blinn: here - Blinn isn't a valid
+ // value in the 3DS Loader, it is just needed for ASE
+ case D3DS::Discreet3DS::Blinn:
+ eShading = aiShadingMode_Blinn;
+ break;
+ }
+ int eShading_ = static_cast<int>(eShading);
+ mat.AddProperty<int>(&eShading_, 1, AI_MATKEY_SHADING_MODEL);
+
+ // DIFFUSE texture
+ if (oldMat.sTexDiffuse.mMapName.length() > 0)
+ CopyTexture(mat, oldMat.sTexDiffuse, aiTextureType_DIFFUSE);
+
+ // SPECULAR texture
+ if (oldMat.sTexSpecular.mMapName.length() > 0)
+ CopyTexture(mat, oldMat.sTexSpecular, aiTextureType_SPECULAR);
+
+ // OPACITY texture
+ if (oldMat.sTexOpacity.mMapName.length() > 0)
+ CopyTexture(mat, oldMat.sTexOpacity, aiTextureType_OPACITY);
+
+ // EMISSIVE texture
+ if (oldMat.sTexEmissive.mMapName.length() > 0)
+ CopyTexture(mat, oldMat.sTexEmissive, aiTextureType_EMISSIVE);
+
+ // BUMP texture
+ if (oldMat.sTexBump.mMapName.length() > 0)
+ CopyTexture(mat, oldMat.sTexBump, aiTextureType_HEIGHT);
+
+ // SHININESS texture
+ if (oldMat.sTexShininess.mMapName.length() > 0)
+ CopyTexture(mat, oldMat.sTexShininess, aiTextureType_SHININESS);
+
+ // REFLECTION texture
+ if (oldMat.sTexReflective.mMapName.length() > 0)
+ CopyTexture(mat, oldMat.sTexReflective, aiTextureType_REFLECTION);
+
+ // Store the name of the material itself, too
+ if (oldMat.mName.length()) {
+ aiString tex;
+ tex.Set(oldMat.mName);
+ mat.AddProperty(&tex, AI_MATKEY_NAME);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Split meshes by their materials and generate output aiMesh'es
+void Discreet3DSImporter::ConvertMeshes(aiScene *pcOut) {
+ std::vector<aiMesh *> avOutMeshes;
+ avOutMeshes.reserve(mScene->mMeshes.size() * 2);
+
+ unsigned int iFaceCnt = 0, num = 0;
+ aiString name;
+
+ // we need to split all meshes by their materials
+ for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(); i != mScene->mMeshes.end(); ++i) {
+ std::unique_ptr<std::vector<unsigned int>[]> aiSplit(new std::vector<unsigned int>[mScene->mMaterials.size()]);
+
+ name.length = ASSIMP_itoa10(name.data, num++);
+
+ unsigned int iNum = 0;
+ for (std::vector<unsigned int>::const_iterator a = (*i).mFaceMaterials.begin();
+ a != (*i).mFaceMaterials.end(); ++a, ++iNum) {
+ aiSplit[*a].push_back(iNum);
+ }
+ // now generate submeshes
+ for (unsigned int p = 0; p < mScene->mMaterials.size(); ++p) {
+ if (aiSplit[p].empty()) {
+ continue;
+ }
+ aiMesh *meshOut = new aiMesh();
+ meshOut->mName = name;
+ meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // be sure to setup the correct material index
+ meshOut->mMaterialIndex = p;
+
+ // use the color data as temporary storage
+ meshOut->mColors[0] = (aiColor4D *)(&*i);
+ avOutMeshes.push_back(meshOut);
+
+ // convert vertices
+ meshOut->mNumFaces = (unsigned int)aiSplit[p].size();
+ meshOut->mNumVertices = meshOut->mNumFaces * 3;
+
+ // allocate enough storage for faces
+ meshOut->mFaces = new aiFace[meshOut->mNumFaces];
+ iFaceCnt += meshOut->mNumFaces;
+
+ meshOut->mVertices = new aiVector3D[meshOut->mNumVertices];
+ meshOut->mNormals = new aiVector3D[meshOut->mNumVertices];
+ if ((*i).mTexCoords.size()) {
+ meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices];
+ }
+ for (unsigned int q = 0, base = 0; q < aiSplit[p].size(); ++q) {
+ unsigned int index = aiSplit[p][q];
+ aiFace &face = meshOut->mFaces[q];
+
+ face.mIndices = new unsigned int[3];
+ face.mNumIndices = 3;
+
+ for (unsigned int a = 0; a < 3; ++a, ++base) {
+ unsigned int idx = (*i).mFaces[index].mIndices[a];
+ meshOut->mVertices[base] = (*i).mPositions[idx];
+ meshOut->mNormals[base] = (*i).mNormals[idx];
+
+ if ((*i).mTexCoords.size())
+ meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx];
+
+ face.mIndices[a] = base;
+ }
+ }
+ }
+ }
+
+ // Copy them to the output array
+ pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
+ pcOut->mMeshes = new aiMesh *[pcOut->mNumMeshes]();
+ for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a) {
+ pcOut->mMeshes[a] = avOutMeshes[a];
+ }
+
+ // We should have at least one face here
+ if (!iFaceCnt) {
+ throw DeadlyImportError("No faces loaded. The mesh is empty");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Add a node to the scenegraph and setup its final transformation
+void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut,
+ D3DS::Node *pcIn, aiMatrix4x4 & /*absTrafo*/) {
+ std::vector<unsigned int> iArray;
+ iArray.reserve(3);
+
+ aiMatrix4x4 abs;
+
+ // Find all meshes with the same name as the node
+ for (unsigned int a = 0; a < pcSOut->mNumMeshes; ++a) {
+ const D3DS::Mesh *pcMesh = (const D3DS::Mesh *)pcSOut->mMeshes[a]->mColors[0];
+ ai_assert(nullptr != pcMesh);
+
+ if (pcIn->mName == pcMesh->mName)
+ iArray.push_back(a);
+ }
+ if (!iArray.empty()) {
+ // The matrix should be identical for all meshes with the
+ // same name. It HAS to be identical for all meshes .....
+ D3DS::Mesh *imesh = ((D3DS::Mesh *)pcSOut->mMeshes[iArray[0]]->mColors[0]);
+
+ // Compute the inverse of the transformation matrix to move the
+ // vertices back to their relative and local space
+ aiMatrix4x4 mInv = imesh->mMat, mInvTransposed = imesh->mMat;
+ mInv.Inverse();
+ mInvTransposed.Transpose();
+ aiVector3D pivot = pcIn->vPivot;
+
+ pcOut->mNumMeshes = (unsigned int)iArray.size();
+ pcOut->mMeshes = new unsigned int[iArray.size()];
+ for (unsigned int i = 0; i < iArray.size(); ++i) {
+ const unsigned int iIndex = iArray[i];
+ aiMesh *const mesh = pcSOut->mMeshes[iIndex];
+
+ if (mesh->mColors[1] == nullptr) {
+ // Transform the vertices back into their local space
+ // fixme: consider computing normals after this, so we don't need to transform them
+ const aiVector3D *const pvEnd = mesh->mVertices + mesh->mNumVertices;
+ aiVector3D *pvCurrent = mesh->mVertices, *t2 = mesh->mNormals;
+
+ for (; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
+ *pvCurrent = mInv * (*pvCurrent);
+ *t2 = mInvTransposed * (*t2);
+ }
+
+ // Handle negative transformation matrix determinant -> invert vertex x
+ if (imesh->mMat.Determinant() < 0.0f) {
+ /* we *must* have normals */
+ for (pvCurrent = mesh->mVertices, t2 = mesh->mNormals; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
+ pvCurrent->x *= -1.f;
+ t2->x *= -1.f;
+ }
+ ASSIMP_LOG_INFO("3DS: Flipping mesh X-Axis");
+ }
+
+ // Handle pivot point
+ if (pivot.x || pivot.y || pivot.z) {
+ for (pvCurrent = mesh->mVertices; pvCurrent != pvEnd; ++pvCurrent) {
+ *pvCurrent -= pivot;
+ }
+ }
+
+ mesh->mColors[1] = (aiColor4D *)1;
+ } else
+ mesh->mColors[1] = (aiColor4D *)1;
+
+ // Setup the mesh index
+ pcOut->mMeshes[i] = iIndex;
+ }
+ }
+
+ // Setup the name of the node
+ // First instance keeps its name otherwise something might break, all others will be postfixed with their instance number
+ if (pcIn->mInstanceNumber > 1) {
+ char tmp[12];
+ ASSIMP_itoa10(tmp, pcIn->mInstanceNumber);
+ std::string tempStr = pcIn->mName + "_inst_";
+ tempStr += tmp;
+ pcOut->mName.Set(tempStr);
+ } else
+ pcOut->mName.Set(pcIn->mName);
+
+ // Now build the transformation matrix of the node
+ // ROTATION
+ if (pcIn->aRotationKeys.size()) {
+
+ // FIX to get to Assimp's quaternion conventions
+ for (std::vector<aiQuatKey>::iterator it = pcIn->aRotationKeys.begin(); it != pcIn->aRotationKeys.end(); ++it) {
+ (*it).mValue.w *= -1.f;
+ }
+
+ pcOut->mTransformation = aiMatrix4x4(pcIn->aRotationKeys[0].mValue.GetMatrix());
+ } else if (pcIn->aCameraRollKeys.size()) {
+ aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(-pcIn->aCameraRollKeys[0].mValue),
+ pcOut->mTransformation);
+ }
+
+ // SCALING
+ aiMatrix4x4 &m = pcOut->mTransformation;
+ if (pcIn->aScalingKeys.size()) {
+ const aiVector3D &v = pcIn->aScalingKeys[0].mValue;
+ m.a1 *= v.x;
+ m.b1 *= v.x;
+ m.c1 *= v.x;
+ m.a2 *= v.y;
+ m.b2 *= v.y;
+ m.c2 *= v.y;
+ m.a3 *= v.z;
+ m.b3 *= v.z;
+ m.c3 *= v.z;
+ }
+
+ // TRANSLATION
+ if (pcIn->aPositionKeys.size()) {
+ const aiVector3D &v = pcIn->aPositionKeys[0].mValue;
+ m.a4 += v.x;
+ m.b4 += v.y;
+ m.c4 += v.z;
+ }
+
+ // Generate animation channels for the node
+ if (pcIn->aPositionKeys.size() > 1 || pcIn->aRotationKeys.size() > 1 ||
+ pcIn->aScalingKeys.size() > 1 || pcIn->aCameraRollKeys.size() > 1 ||
+ pcIn->aTargetPositionKeys.size() > 1) {
+ aiAnimation *anim = pcSOut->mAnimations[0];
+ ai_assert(nullptr != anim);
+
+ if (pcIn->aCameraRollKeys.size() > 1) {
+ ASSIMP_LOG_VERBOSE_DEBUG("3DS: Converting camera roll track ...");
+
+ // Camera roll keys - in fact they're just rotations
+ // around the camera's z axis. The angles are given
+ // in degrees (and they're clockwise).
+ pcIn->aRotationKeys.resize(pcIn->aCameraRollKeys.size());
+ for (unsigned int i = 0; i < pcIn->aCameraRollKeys.size(); ++i) {
+ aiQuatKey &q = pcIn->aRotationKeys[i];
+ aiFloatKey &f = pcIn->aCameraRollKeys[i];
+
+ q.mTime = f.mTime;
+
+ // FIX to get to Assimp quaternion conventions
+ q.mValue = aiQuaternion(0.f, 0.f, AI_DEG_TO_RAD(/*-*/ f.mValue));
+ }
+ }
+#if 0
+ if (pcIn->aTargetPositionKeys.size() > 1)
+ {
+ ASSIMP_LOG_VERBOSE_DEBUG("3DS: Converting target track ...");
+
+ // Camera or spot light - need to convert the separate
+ // target position channel to our representation
+ TargetAnimationHelper helper;
+
+ if (pcIn->aPositionKeys.empty())
+ {
+ // We can just pass zero here ...
+ helper.SetFixedMainAnimationChannel(aiVector3D());
+ }
+ else helper.SetMainAnimationChannel(&pcIn->aPositionKeys);
+ helper.SetTargetAnimationChannel(&pcIn->aTargetPositionKeys);
+
+ // Do the conversion
+ std::vector<aiVectorKey> distanceTrack;
+ helper.Process(&distanceTrack);
+
+ // Now add a new node as child, name it <ourName>.Target
+ // and assign the distance track to it. This is that the
+ // information where the target is and how it moves is
+ // not lost
+ D3DS::Node* nd = new D3DS::Node();
+ pcIn->push_back(nd);
+
+ nd->mName = pcIn->mName + ".Target";
+
+ aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
+ nda->mNodeName.Set(nd->mName);
+
+ nda->mNumPositionKeys = (unsigned int)distanceTrack.size();
+ nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
+ ::memcpy(nda->mPositionKeys,&distanceTrack[0],
+ sizeof(aiVectorKey)*nda->mNumPositionKeys);
+ }
+#endif
+
+ // 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.
+ for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) {
+ if (pcSOut->mCameras[n]->mName == pcOut->mName) {
+ pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f);
+ }
+ }
+ for (unsigned int n = 0; n < pcSOut->mNumLights; ++n) {
+ if (pcSOut->mLights[n]->mName == pcOut->mName) {
+ pcSOut->mLights[n]->mDirection = aiVector3D(0.f, 0.f, 1.f);
+ }
+ }
+
+ // Allocate a new node anim and setup its name
+ aiNodeAnim *nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
+ nda->mNodeName.Set(pcIn->mName);
+
+ // POSITION keys
+ if (pcIn->aPositionKeys.size() > 0) {
+ nda->mNumPositionKeys = (unsigned int)pcIn->aPositionKeys.size();
+ nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
+ ::memcpy(nda->mPositionKeys, &pcIn->aPositionKeys[0],
+ sizeof(aiVectorKey) * nda->mNumPositionKeys);
+ }
+
+ // ROTATION keys
+ if (pcIn->aRotationKeys.size() > 0) {
+ nda->mNumRotationKeys = (unsigned int)pcIn->aRotationKeys.size();
+ nda->mRotationKeys = new aiQuatKey[nda->mNumRotationKeys];
+
+ // Rotations are quaternion offsets
+ aiQuaternion abs1;
+ for (unsigned int n = 0; n < nda->mNumRotationKeys; ++n) {
+ const aiQuatKey &q = pcIn->aRotationKeys[n];
+
+ abs1 = (n ? abs1 * q.mValue : q.mValue);
+ nda->mRotationKeys[n].mTime = q.mTime;
+ nda->mRotationKeys[n].mValue = abs1.Normalize();
+ }
+ }
+
+ // SCALING keys
+ if (pcIn->aScalingKeys.size() > 0) {
+ nda->mNumScalingKeys = (unsigned int)pcIn->aScalingKeys.size();
+ nda->mScalingKeys = new aiVectorKey[nda->mNumScalingKeys];
+ ::memcpy(nda->mScalingKeys, &pcIn->aScalingKeys[0],
+ sizeof(aiVectorKey) * nda->mNumScalingKeys);
+ }
+ }
+
+ // Allocate storage for children
+ pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
+ pcOut->mChildren = new aiNode *[pcIn->mChildren.size()];
+
+ // Recursively process all children
+ const unsigned int size = static_cast<unsigned int>(pcIn->mChildren.size());
+ for (unsigned int i = 0; i < size; ++i) {
+ pcOut->mChildren[i] = new aiNode();
+ pcOut->mChildren[i]->mParent = pcOut;
+ AddNodeToGraph(pcSOut, pcOut->mChildren[i], pcIn->mChildren[i], abs);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Find out how many node animation channels we'll have finally
+void CountTracks(D3DS::Node *node, unsigned int &cnt) {
+ //////////////////////////////////////////////////////////////////////////////
+ // We will never generate more than one channel for a node, so
+ // this is rather easy here.
+
+ if (node->aPositionKeys.size() > 1 || node->aRotationKeys.size() > 1 ||
+ node->aScalingKeys.size() > 1 || node->aCameraRollKeys.size() > 1 ||
+ node->aTargetPositionKeys.size() > 1) {
+ ++cnt;
+
+ // account for the additional channel for the camera/spotlight target position
+ if (node->aTargetPositionKeys.size() > 1) ++cnt;
+ }
+
+ // Recursively process all children
+ for (unsigned int i = 0; i < node->mChildren.size(); ++i)
+ CountTracks(node->mChildren[i], cnt);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Generate the output node graph
+void Discreet3DSImporter::GenerateNodeGraph(aiScene *pcOut) {
+ pcOut->mRootNode = new aiNode();
+ if (0 == mRootNode->mChildren.size()) {
+ //////////////////////////////////////////////////////////////////////////////
+ // It seems the file is so messed up that it has not even a hierarchy.
+ // generate a flat hiearachy which looks like this:
+ //
+ // ROOT_NODE
+ // |
+ // ----------------------------------------
+ // | | | | |
+ // MESH_0 MESH_1 MESH_2 ... MESH_N CAMERA_0 ....
+ //
+ ASSIMP_LOG_WARN("No hierarchy information has been found in the file. ");
+
+ pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes +
+ static_cast<unsigned int>(mScene->mCameras.size() + mScene->mLights.size());
+
+ pcOut->mRootNode->mChildren = new aiNode *[pcOut->mRootNode->mNumChildren];
+ pcOut->mRootNode->mName.Set("<3DSDummyRoot>");
+
+ // Build dummy nodes for all meshes
+ unsigned int a = 0;
+ for (unsigned int i = 0; i < pcOut->mNumMeshes; ++i, ++a) {
+ aiNode *pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
+ pcNode->mParent = pcOut->mRootNode;
+ pcNode->mMeshes = new unsigned int[1];
+ pcNode->mMeshes[0] = i;
+ pcNode->mNumMeshes = 1;
+
+ // Build a name for the node
+ pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "3DSMesh_%u", i);
+ }
+
+ // Build dummy nodes for all cameras
+ for (unsigned int i = 0; i < (unsigned int)mScene->mCameras.size(); ++i, ++a) {
+ aiNode *pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
+ pcNode->mParent = pcOut->mRootNode;
+
+ // Build a name for the node
+ pcNode->mName = mScene->mCameras[i]->mName;
+ }
+
+ // Build dummy nodes for all lights
+ for (unsigned int i = 0; i < (unsigned int)mScene->mLights.size(); ++i, ++a) {
+ aiNode *pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
+ pcNode->mParent = pcOut->mRootNode;
+
+ // Build a name for the node
+ pcNode->mName = mScene->mLights[i]->mName;
+ }
+ } else {
+ // First of all: find out how many scaling, rotation and translation
+ // animation tracks we'll have afterwards
+ unsigned int numChannel = 0;
+ CountTracks(mRootNode, numChannel);
+
+ if (numChannel) {
+ // Allocate a primary animation channel
+ pcOut->mNumAnimations = 1;
+ pcOut->mAnimations = new aiAnimation *[1];
+ aiAnimation *anim = pcOut->mAnimations[0] = new aiAnimation();
+
+ anim->mName.Set("3DSMasterAnim");
+
+ // Allocate enough storage for all node animation channels,
+ // but don't set the mNumChannels member - we'll use it to
+ // index into the array
+ anim->mChannels = new aiNodeAnim *[numChannel];
+ }
+
+ aiMatrix4x4 m;
+ AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode, m);
+ }
+
+ // We used the first and second vertex color set to store some temporary values so we need to cleanup here
+ for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a) {
+ pcOut->mMeshes[a]->mColors[0] = nullptr;
+ pcOut->mMeshes[a]->mColors[1] = nullptr;
+ }
+
+ pcOut->mRootNode->mTransformation = aiMatrix4x4(
+ 1.f, 0.f, 0.f, 0.f,
+ 0.f, 0.f, 1.f, 0.f,
+ 0.f, -1.f, 0.f, 0.f,
+ 0.f, 0.f, 0.f, 1.f) *
+ pcOut->mRootNode->mTransformation;
+
+ // If the root node is unnamed name it "<3DSRoot>"
+ if (::strstr(pcOut->mRootNode->mName.data, "UNNAMED") ||
+ (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$')) {
+ pcOut->mRootNode->mName.Set("<3DSRoot>");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert all meshes in the scene and generate the final output scene.
+void Discreet3DSImporter::ConvertScene(aiScene *pcOut) {
+ // Allocate enough storage for all output materials
+ pcOut->mNumMaterials = (unsigned int)mScene->mMaterials.size();
+ pcOut->mMaterials = new aiMaterial *[pcOut->mNumMaterials];
+
+ // ... and convert the 3DS materials to aiMaterial's
+ for (unsigned int i = 0; i < pcOut->mNumMaterials; ++i) {
+ aiMaterial *pcNew = new aiMaterial();
+ ConvertMaterial(mScene->mMaterials[i], *pcNew);
+ pcOut->mMaterials[i] = pcNew;
+ }
+
+ // Generate the output mesh list
+ ConvertMeshes(pcOut);
+
+ // Now copy all light sources to the output scene
+ pcOut->mNumLights = (unsigned int)mScene->mLights.size();
+ if (pcOut->mNumLights) {
+ pcOut->mLights = new aiLight *[pcOut->mNumLights];
+ ::memcpy(pcOut->mLights, &mScene->mLights[0], sizeof(void *) * pcOut->mNumLights);
+ }
+
+ // Now copy all cameras to the output scene
+ pcOut->mNumCameras = (unsigned int)mScene->mCameras.size();
+ if (pcOut->mNumCameras) {
+ pcOut->mCameras = new aiCamera *[pcOut->mNumCameras];
+ ::memcpy(pcOut->mCameras, &mScene->mCameras[0], sizeof(void *) * pcOut->mNumCameras);
+ }
+}
+
+#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER