3DSLoader.h 8.7 KB
Newer Older
Pierre Kraemer's avatar
Pierre Kraemer committed
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

/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------

Copyright (c) 2006-2010, ASSIMP Development 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 Development 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

#include "BaseImporter.h"
#include "../include/aiTypes.h"

struct aiNode;
#include "3DSHelper.h"

namespace Assimp	{
class MaterialHelper;

using namespace D3DS;

// ---------------------------------------------------------------------------------
/** Importer class for 3D Studio r3 and r4 3DS files
 */
class Discreet3DSImporter : public BaseImporter
{
	friend class Importer;

protected:
	/** Constructor to be privately used by Importer */
	Discreet3DSImporter();

	/** Destructor, private as well */
	~Discreet3DSImporter();

public:

	// -------------------------------------------------------------------
	/** 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;

	// -------------------------------------------------------------------
	/** 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);

protected:

	// -------------------------------------------------------------------
	/** Called by Importer::GetExtensionList() for each loaded importer.
	 * See BaseImporter::GetExtensionList() for details
	 */
	void GetExtensionList(std::set<std::string>& extensions);

	// -------------------------------------------------------------------
	/** Imports the given file into the given scene structure. 
	 * See BaseImporter::InternReadFile() for details
	 */
	void InternReadFile( const std::string& pFile, aiScene* pScene, 
		IOSystem* pIOHandler);

	// -------------------------------------------------------------------
	/** Converts a temporary material to the outer representation 
	 */
	void ConvertMaterial(D3DS::Material& p_cMat,
		MaterialHelper& 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.
	*/
	float 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();

	// -------------------------------------------------------------------
	/** 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 */
	float 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 // AI_3DSIMPORTER_H_INC