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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/3DS/3DSLoader.h')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/3DS/3DSLoader.h | 289 |
1 files changed, 289 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/3DS/3DSLoader.h b/src/mesh/assimp-master/code/AssetLib/3DS/3DSLoader.h new file mode 100644 index 0000000..f47fcfe --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/3DS/3DSLoader.h @@ -0,0 +1,289 @@ + +/* +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 |