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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 3DSLoader.h
+ * @brief 3DS File format loader
+ */
+#ifndef AI_3DSIMPORTER_H_INC
+#define AI_3DSIMPORTER_H_INC
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+
+#include <assimp/BaseImporter.h>
+#include <assimp/types.h>
+
+
+#include "3DSHelper.h"
+#include <assimp/StreamReader.h>
+
+struct aiNode;
+
+namespace Assimp {
+
+
+using namespace D3DS;
+
+// ---------------------------------------------------------------------------------
+/** Importer class for 3D Studio r3 and r4 3DS files
+ */
+class Discreet3DSImporter : public BaseImporter {
+public:
+ Discreet3DSImporter();
+ ~Discreet3DSImporter();
+
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const override;
+
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp) override;
+
+protected:
+
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const override;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler) override;
+
+ // -------------------------------------------------------------------
+ /** Converts a temporary material to the outer representation
+ */
+ void ConvertMaterial(D3DS::Material& p_cMat,
+ aiMaterial& p_pcOut);
+
+ // -------------------------------------------------------------------
+ /** Read a chunk
+ *
+ * @param pcOut Receives the current chunk
+ */
+ void ReadChunk(Discreet3DS::Chunk* pcOut);
+
+ // -------------------------------------------------------------------
+ /** Parse a percentage chunk. mCurrent will point to the next
+ * chunk behind afterwards. If no percentage chunk is found
+ * QNAN is returned.
+ */
+ ai_real ParsePercentageChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a color chunk. mCurrent will point to the next
+ * chunk behind afterwards. If no color chunk is found
+ * QNAN is returned in all members.
+ */
+ void ParseColorChunk(aiColor3D* p_pcOut,
+ bool p_bAcceptPercent = true);
+
+
+ // -------------------------------------------------------------------
+ /** Skip a chunk in the file
+ */
+ void SkipChunk();
+
+ // -------------------------------------------------------------------
+ /** Generate the nodegraph
+ */
+ void GenerateNodeGraph(aiScene* pcOut);
+
+ // -------------------------------------------------------------------
+ /** Parse a main top-level chunk in the file
+ */
+ void ParseMainChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a top-level chunk in the file
+ */
+ void ParseChunk(const char* name, unsigned int num);
+
+ // -------------------------------------------------------------------
+ /** Parse a top-level editor chunk in the file
+ */
+ void ParseEditorChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a top-level object chunk in the file
+ */
+ void ParseObjectChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a material chunk in the file
+ */
+ void ParseMaterialChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a mesh chunk in the file
+ */
+ void ParseMeshChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a light chunk in the file
+ */
+ void ParseLightChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a camera chunk in the file
+ */
+ void ParseCameraChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a face list chunk in the file
+ */
+ void ParseFaceChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a keyframe chunk in the file
+ */
+ void ParseKeyframeChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a hierarchy chunk in the file
+ */
+ void ParseHierarchyChunk(uint16_t parent);
+
+ // -------------------------------------------------------------------
+ /** Parse a texture chunk in the file
+ */
+ void ParseTextureChunk(D3DS::Texture* pcOut);
+
+ // -------------------------------------------------------------------
+ /** Convert the meshes in the file
+ */
+ void ConvertMeshes(aiScene* pcOut);
+
+ // -------------------------------------------------------------------
+ /** Replace the default material in the scene
+ */
+ void ReplaceDefaultMaterial();
+
+ bool ContainsTextures(unsigned int i) const {
+ return !mScene->mMaterials[i].sTexDiffuse.mMapName.empty() ||
+ !mScene->mMaterials[i].sTexBump.mMapName.empty() ||
+ !mScene->mMaterials[i].sTexOpacity.mMapName.empty() ||
+ !mScene->mMaterials[i].sTexEmissive.mMapName.empty() ||
+ !mScene->mMaterials[i].sTexSpecular.mMapName.empty() ||
+ !mScene->mMaterials[i].sTexShininess.mMapName.empty() ;
+ }
+
+ // -------------------------------------------------------------------
+ /** Convert the whole scene
+ */
+ void ConvertScene(aiScene* pcOut);
+
+ // -------------------------------------------------------------------
+ /** generate unique vertices for a mesh
+ */
+ void MakeUnique(D3DS::Mesh& sMesh);
+
+ // -------------------------------------------------------------------
+ /** Add a node to the node graph
+ */
+ void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn,
+ aiMatrix4x4& absTrafo);
+
+ // -------------------------------------------------------------------
+ /** Search for a node in the graph.
+ * Called recursively
+ */
+ void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent);
+
+ // -------------------------------------------------------------------
+ /** Apply the master scaling factor to the mesh
+ */
+ void ApplyMasterScale(aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ /** Clamp all indices in the file to a valid range
+ */
+ void CheckIndices(D3DS::Mesh& sMesh);
+
+ // -------------------------------------------------------------------
+ /** Skip the TCB info in a track key
+ */
+ void SkipTCBInfo();
+
+protected:
+
+ /** Stream to read from */
+ StreamReaderLE* stream;
+
+ /** Last touched node index */
+ short mLastNodeIndex;
+
+ /** Current node, root node */
+ D3DS::Node* mCurrentNode, *mRootNode;
+
+ /** Scene under construction */
+ D3DS::Scene* mScene;
+
+ /** Ambient base color of the scene */
+ aiColor3D mClrAmbient;
+
+ /** Master scaling factor of the scene */
+ ai_real mMasterScale;
+
+ /** Path to the background image of the scene */
+ std::string mBackgroundImage;
+ bool bHasBG;
+
+ /** true if PRJ file */
+ bool bIsPrj;
+};
+
+} // end of namespace Assimp
+
+#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
+
+#endif // AI_3DSIMPORTER_H_INC