summaryrefslogtreecommitdiff
path: root/src/mesh/assimp-master/code/AssetLib/3DS/3DSConverter.cpp
blob: 5a01429e47f405c483f1eb9a0883d2cff1a306bf (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
/*
---------------------------------------------------------------------------
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