Added AC-loader, WIP version. PLY loader is now able to load models from blender, test model added. Refactoring. Added FindInvalidData step. Added support for precompiled headers, the release builds in VC8 are configued to use PCH now. Added separate makefile for mingw, no -FPic warning anymore, -clear works now. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@176 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
1163 lines
34 KiB
C++
1163 lines
34 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the 3ds importer class */
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#include "AssimpPCH.h"
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// internal headers
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#include "3DSLoader.h"
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#include "MaterialSystem.h"
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#include "TextureTransform.h"
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#include "StringComparison.h"
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#include "qnan.h"
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using namespace Assimp;
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// begin a chunk: parse it, validate its length, get a pointer to its end
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#define ASSIMP_3DS_BEGIN_CHUNK() \
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const Dot3DSFile::Chunk* psChunk; \
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this->ReadChunk(&psChunk); \
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const unsigned char* pcCur = this->mCurrent; \
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const unsigned char* pcCurNext = pcCur + (psChunk->Size \
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- sizeof(Dot3DSFile::Chunk));
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// process the end of a chunk and return if the end of the file is reached
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#define ASSIMP_3DS_END_CHUNK() \
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this->mCurrent = pcCurNext; \
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piRemaining -= psChunk->Size; \
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if (0 >= piRemaining)return;
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// check whether the size of all subordinate chunks of a chunks is
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// not larger than the size of the chunk itself
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#ifdef _DEBUG
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# define ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG \
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"Size of chunk data plus size of subordinate chunks is " \
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"larger than the size specified in the top-level chunk header."
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# define ASSIMP_3DS_VALIDATE_CHUNK_SIZE() \
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if (pcCurNext < this->mCurrent) \
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{ \
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DefaultLogger::get()->warn(ASSIMP_3DS_WARN_CHUNK_OVERFLOW_MSG); \
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pcCurNext = this->mCurrent; \
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}
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#else
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# define ASSIMP_3DS_VALIDATE_CHUNK_SIZE()
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#endif
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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Dot3DSImporter::Dot3DSImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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Dot3DSImporter::~Dot3DSImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool Dot3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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// not brillant but working ;-)
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if( extension == ".3ds" || extension == ".3DS" ||
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extension == ".3Ds" || extension == ".3dS")
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return true;
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void Dot3DSImporter::SetupProperties(const Importer* pImp)
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{
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this->configSkipPivot = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_3DS_IGNORE_PIVOT,0) ? true : false;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void Dot3DSImporter::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open 3DS file " + pFile + ".");
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// check whether the .3ds file is large enough to contain
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// at least one chunk.
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size_t fileSize = file->FileSize();
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if( fileSize < 16)
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throw new ImportErrorException( "3DS File is too small.");
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this->mScene = new Dot3DS::Scene();
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// allocate storage and copy the contents of the file to a memory buffer
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std::vector<unsigned char> mBuffer2(fileSize);
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file->Read( &mBuffer2[0], 1, fileSize);
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this->mCurrent = this->mBuffer = &mBuffer2[0];
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this->mLast = this->mBuffer+fileSize;
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// initialize members
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this->mLastNodeIndex = -1;
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this->mCurrentNode = new Dot3DS::Node();
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this->mRootNode = this->mCurrentNode;
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this->mRootNode->mHierarchyPos = -1;
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this->mRootNode->mHierarchyIndex = -1;
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this->mRootNode->mParent = NULL;
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this->mMasterScale = 1.0f;
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this->mBackgroundImage = "";
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this->bHasBG = false;
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int iRemaining = (unsigned int)fileSize;
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this->ParseMainChunk(iRemaining);
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// Generate an unique set of vertices/indices for
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// all meshes contained in the file
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for (std::vector<Dot3DS::Mesh>::iterator
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i = this->mScene->mMeshes.begin();
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i != this->mScene->mMeshes.end();++i)
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{
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// TODO: see function body
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this->CheckIndices(*i);
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this->MakeUnique(*i);
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// first generate normals for the mesh
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ComputeNormalsWithSmoothingsGroups<Dot3DS::Face>(*i);
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}
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// Apply scaling and offsets to all texture coordinates
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TextureTransform::ApplyScaleNOffset(this->mScene->mMaterials);
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// Replace all occurences of the default material with a valid material.
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// Generate it if no material containing DEFAULT in its name has been
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// found in the file
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this->ReplaceDefaultMaterial();
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// Convert the scene from our internal representation to an aiScene object
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this->ConvertScene(pScene);
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// Generate the node graph for the scene. This is a little bit
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// tricky since we'll need to split some meshes into submeshes
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this->GenerateNodeGraph(pScene);
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// Now apply a master scaling factor to the scene
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this->ApplyMasterScale(pScene);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ApplyMasterScale(aiScene* pScene)
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{
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if (!this->mMasterScale)this->mMasterScale = 1.0f;
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else this->mMasterScale = 1.0f / this->mMasterScale;
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// construct an uniform scaling matrix and multiply with it
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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this->mMasterScale,0.0f, 0.0f, 0.0f,
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0.0f, this->mMasterScale,0.0f, 0.0f,
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0.0f, 0.0f, this->mMasterScale,0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ReadChunk(const Dot3DSFile::Chunk** p_ppcOut)
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{
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ai_assert(p_ppcOut != NULL);
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// read chunk
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if (this->mCurrent >= this->mLast)
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throw new ImportErrorException("Unexpected end of file, can't read chunk header");
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const uintptr_t iDiff = this->mLast - this->mCurrent;
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if (iDiff < sizeof(Dot3DSFile::Chunk))
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{
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*p_ppcOut = NULL;
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return;
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}
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*p_ppcOut = (const Dot3DSFile::Chunk*) this->mCurrent;
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if ((**p_ppcOut).Size + this->mCurrent > this->mLast)
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throw new ImportErrorException("Unexpected end of file, can't read chunk footer");
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this->mCurrent += sizeof(Dot3DSFile::Chunk);
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseMainChunk(int& piRemaining)
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_MAIN:
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this->ParseEditorChunk(iRemaining);
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break;
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};
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ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
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ASSIMP_3DS_END_CHUNK();
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return this->ParseMainChunk(piRemaining);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseEditorChunk(int& piRemaining)
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_OBJMESH:
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this->ParseObjectChunk(iRemaining);
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break;
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// NOTE: In several documentations in the internet this
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// chunk appears at different locations
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case Dot3DSFile::CHUNK_KEYFRAMER:
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this->ParseKeyframeChunk(iRemaining);
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break;
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case Dot3DSFile::CHUNK_VERSION:
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if (psChunk->Size >= 2+sizeof(Dot3DSFile::Chunk))
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{
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// print the version number
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char szBuffer[128];
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::sprintf(szBuffer,"3DS file version chunk: %i",
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(int) *((uint16_t*)this->mCurrent));
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DefaultLogger::get()->info(szBuffer);
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}
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else
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{
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DefaultLogger::get()->warn("Invalid version chunk in 3DS file");
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}
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break;
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};
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ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
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ASSIMP_3DS_END_CHUNK();
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return this->ParseEditorChunk(piRemaining);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseObjectChunk(int& piRemaining)
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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const unsigned char* sz = this->mCurrent;
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unsigned int iCnt = 0;
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// get chunk type
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int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_OBJBLOCK:
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this->mScene->mMeshes.push_back(Dot3DS::Mesh());
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// at first we need to parse the name of the
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// geometry object
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while (*sz++ != '\0')
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{
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if (sz > pcCurNext-1)break;
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++iCnt;
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}
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this->mScene->mMeshes.back().mName = std::string(
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(const char*)this->mCurrent,iCnt);
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++iCnt;
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this->mCurrent += iCnt;
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iRemaining -= iCnt;
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this->ParseChunk(iRemaining);
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break;
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case Dot3DSFile::CHUNK_MAT_MATERIAL:
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this->mScene->mMaterials.push_back(Dot3DS::Material());
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this->ParseMaterialChunk(iRemaining);
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break;
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case Dot3DSFile::CHUNK_AMBCOLOR:
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// This is the ambient base color of the scene.
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// We add it to the ambient color of all materials
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this->ParseColorChunk(&this->mClrAmbient,true);
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if (is_qnan(this->mClrAmbient.r))
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{
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this->mClrAmbient.r = 0.0f;
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this->mClrAmbient.g = 0.0f;
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this->mClrAmbient.b = 0.0f;
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}
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break;
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case Dot3DSFile::CHUNK_BIT_MAP:
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this->mBackgroundImage = std::string((const char*)this->mCurrent);
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break;
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case Dot3DSFile::CHUNK_BIT_MAP_EXISTS:
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bHasBG = true;
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break;
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case Dot3DSFile::CHUNK_MASTER_SCALE:
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this->mMasterScale = *((float*)this->mCurrent);
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this->mCurrent += sizeof(float);
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break;
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// NOTE: In several documentations in the internet this
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// chunk appears at different locations
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case Dot3DSFile::CHUNK_KEYFRAMER:
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this->ParseKeyframeChunk(iRemaining);
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break;
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};
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ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
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ASSIMP_3DS_END_CHUNK();
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return this->ParseObjectChunk(piRemaining);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::SkipChunk()
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{
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const Dot3DSFile::Chunk* psChunk;
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this->ReadChunk(&psChunk);
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this->mCurrent += psChunk->Size - sizeof(Dot3DSFile::Chunk);
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseChunk(int& piRemaining)
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_TRIMESH:
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// this starts a new mesh
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this->ParseMeshChunk(iRemaining);
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break;
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};
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ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
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ASSIMP_3DS_END_CHUNK();
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return this->ParseChunk(piRemaining);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseKeyframeChunk(int& piRemaining)
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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int iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_TRACKINFO:
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// this starts a new mesh
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this->ParseHierarchyChunk(iRemaining);
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break;
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};
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ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
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ASSIMP_3DS_END_CHUNK();
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return this->ParseKeyframeChunk(piRemaining);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::InverseNodeSearch(Dot3DS::Node* pcNode,Dot3DS::Node* pcCurrent)
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{
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if (NULL == pcCurrent)
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{
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this->mRootNode->push_back(pcNode);
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return;
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}
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if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos)
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{
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if(pcCurrent->mParent)pcCurrent->mParent->push_back(pcNode);
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else pcCurrent->push_back(pcNode);
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return;
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}
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return this->InverseNodeSearch(pcNode,pcCurrent->mParent);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ParseHierarchyChunk(int& piRemaining)
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{
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ASSIMP_3DS_BEGIN_CHUNK();
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// get chunk type
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const unsigned char* sz = (unsigned char*)this->mCurrent;
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unsigned int iCnt = 0;
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uint16_t iHierarchy;
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Dot3DS::Node* pcNode;
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switch (psChunk->Flag)
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{
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case Dot3DSFile::CHUNK_TRACKOBJNAME:
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// get object name
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while (*sz++ != '\0')
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{
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if (sz > pcCurNext-1)break;
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++iCnt;
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}
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pcNode = new Dot3DS::Node();
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pcNode->mName = std::string((const char*)this->mCurrent,iCnt);
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iCnt++;
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// there are two unknown values which we can safely ignore
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this->mCurrent += iCnt + sizeof(uint16_t)*2;
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iHierarchy = *((uint16_t*)this->mCurrent);
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iHierarchy++;
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pcNode->mHierarchyPos = iHierarchy;
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pcNode->mHierarchyIndex = this->mLastNodeIndex;
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if (this->mCurrentNode && this->mCurrentNode->mHierarchyPos == iHierarchy)
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{
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// add to the parent of the last touched node
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this->mCurrentNode->mParent->push_back(pcNode);
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this->mLastNodeIndex++;
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}
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else if(iHierarchy >= this->mLastNodeIndex)
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{
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// place it at the current position in the hierarchy
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this->mCurrentNode->push_back(pcNode);
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this->mLastNodeIndex = iHierarchy;
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}
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else
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{
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// need to go back to the specified position in the hierarchy.
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this->InverseNodeSearch(pcNode,this->mCurrentNode);
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this->mLastNodeIndex++;
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}
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this->mCurrentNode = pcNode;
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break;
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case Dot3DSFile::CHUNK_TRACKPIVOT:
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// pivot = origin of rotation and scaling
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this->mCurrentNode->vPivot = *((const aiVector3D*)this->mCurrent);
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//std::swap((float&)mCurrentNode->vPivot.y,(float&)mCurrentNode->vPivot.z);
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mCurrentNode->vPivot.y *= -1.f;
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this->mCurrent += sizeof(aiVector3D);
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break;
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#ifdef AI_3DS_KEYFRAME_ANIMATION
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case Dot3DSFile::CHUNK_TRACKPOS:
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/*
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+2 short flags;
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+8 short unknown[4];
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|
+2 short keys;
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|
+2 short unknown;
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|
struct {
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+2 short framenum;
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|
+4 long unknown;
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|
float pos_x, pos_y, pos_z;
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} pos[keys];
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*/
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this->mCurrent += 10;
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iTemp = *((const uint16_t*)mCurrent);
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this->mCurrent += sizeof(uint16_t) * 2;
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for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
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{
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uint16_t sNum = *((const uint16_t*)mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
|
|
aiVectorKey v;v.mTime = (double)sNum;
|
|
|
|
this->mCurrent += sizeof(uint32_t);
|
|
v.mValue = *((const aiVector3D*)this->mCurrent);
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
|
|
// check whether we do already have this keyframe
|
|
for (std::vector<aiVectorKey>::const_iterator
|
|
i = this->mCurrentNode->aPositionKeys.begin();
|
|
i != this->mCurrentNode->aPositionKeys.end();++i)
|
|
{
|
|
if ((*i).mTime == v.mTime){v.mTime = -10e10f;break;}
|
|
}
|
|
// add the new keyframe
|
|
if (v.mTime != -10e10f)
|
|
this->mCurrentNode->aPositionKeys.push_back(v);
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_TRACKROTATE:
|
|
|
|
/*
|
|
+2 short flags;
|
|
+8 short unknown[4];
|
|
+2 short keys;
|
|
+2 short unknown;
|
|
struct {
|
|
+2 short framenum;
|
|
+4 long unknown;
|
|
float rad , pos_x, pos_y, pos_z;
|
|
} pos[keys];
|
|
*/
|
|
this->mCurrent += 10;
|
|
iTemp = *((const uint16_t*)mCurrent);
|
|
|
|
this->mCurrent += sizeof(uint16_t) * 2;
|
|
|
|
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
|
|
{
|
|
uint16_t sNum = *((const uint16_t*)mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
|
|
aiQuatKey v;v.mTime = (double)sNum;
|
|
this->mCurrent += sizeof(uint32_t);
|
|
|
|
float fRadians = *((const float*)this->mCurrent);
|
|
this->mCurrent += sizeof(float);
|
|
|
|
aiVector3D vAxis = *((const aiVector3D*)this->mCurrent);
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
|
|
// construct a rotation quaternion from the axis-angle pair
|
|
v.mValue = aiQuaternion(vAxis,fRadians);
|
|
|
|
// check whether we do already have this keyframe
|
|
for (std::vector<aiQuatKey>::const_iterator
|
|
i = this->mCurrentNode->aRotationKeys.begin();
|
|
i != this->mCurrentNode->aRotationKeys.end();++i)
|
|
{
|
|
if ((*i).mTime == v.mTime){v.mTime = -10e10f;break;}
|
|
}
|
|
// add the new keyframe
|
|
if (v.mTime != -10e10f)
|
|
this->mCurrentNode->aRotationKeys.push_back(v);
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_TRACKSCALE:
|
|
|
|
/*
|
|
+2 short flags;
|
|
+8 short unknown[4];
|
|
+2 short keys;
|
|
+2 short unknown;
|
|
struct {
|
|
+2 short framenum;
|
|
+4 long unknown;
|
|
float pos_x, pos_y, pos_z;
|
|
} pos[keys];
|
|
*/
|
|
this->mCurrent += 10;
|
|
iTemp = *((const uint16_t*)mCurrent);
|
|
|
|
this->mCurrent += sizeof(uint16_t) * 2;
|
|
for (unsigned int i = 0; i < (unsigned int)iTemp;++i)
|
|
{
|
|
uint16_t sNum = *((const uint16_t*)mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
|
|
aiVectorKey v;
|
|
v.mTime = (double)sNum;
|
|
|
|
this->mCurrent += sizeof(uint32_t);
|
|
v.mValue = *((const aiVector3D*)this->mCurrent);
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
|
|
// check whether we do already have this keyframe
|
|
for (std::vector<aiVectorKey>::const_iterator
|
|
i = this->mCurrentNode->aScalingKeys.begin();
|
|
i != this->mCurrentNode->aScalingKeys.end();++i)
|
|
{
|
|
if ((*i).mTime == v.mTime){v.mTime = -10e10f;break;}
|
|
}
|
|
// add the new keyframe
|
|
if (v.mTime != -10e10f)this->mCurrentNode->aScalingKeys.push_back(v);
|
|
|
|
if (v.mValue.x && v.mValue.y && v.mValue.z)
|
|
{
|
|
DefaultLogger::get()->warn("Found zero scaled axis in scaling keyframe");
|
|
++iCnt;
|
|
}
|
|
}
|
|
// there are 3DS files that have only zero scalings
|
|
if (iTemp == iCnt)
|
|
{
|
|
DefaultLogger::get()->warn("All scaling keys are zero. They will be removed");
|
|
this->mCurrentNode->aScalingKeys.clear();
|
|
}
|
|
break;
|
|
#endif
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return this->ParseHierarchyChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseFaceChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
Dot3DS::Mesh& mMesh = this->mScene->mMeshes.back();
|
|
|
|
// get chunk type
|
|
const unsigned char* sz = this->mCurrent;
|
|
uint32_t iCnt = 0,iTemp;
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_SMOOLIST:
|
|
|
|
// one int32 for each face
|
|
for (std::vector<Dot3DS::Face>::iterator
|
|
i = mMesh.mFaces.begin();
|
|
i != mMesh.mFaces.end();++i)
|
|
{
|
|
// nth bit is set for nth smoothing group
|
|
(*i).iSmoothGroup = *((uint32_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint32_t);
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_FACEMAT:
|
|
|
|
// at fist an asciiz with the material name
|
|
while (*sz++)
|
|
{
|
|
// make sure we don't run over the end of the chunk
|
|
if (sz > pcCurNext-1)break;
|
|
}
|
|
|
|
// find the index of the material
|
|
unsigned int iIndex = 0xFFFFFFFF;
|
|
iCnt = 0;
|
|
for (std::vector<Dot3DS::Material>::const_iterator
|
|
i = this->mScene->mMaterials.begin();
|
|
i != this->mScene->mMaterials.end();++i,++iCnt)
|
|
{
|
|
// compare case-independent to be sure it works
|
|
if (0 == ASSIMP_stricmp((const char*)this->mCurrent,
|
|
(const char*)((*i).mName.c_str())))
|
|
{
|
|
iIndex = iCnt;
|
|
break;
|
|
}
|
|
}
|
|
if (0xFFFFFFFF == iIndex)
|
|
{
|
|
// this material is not known. Ignore this. We will later
|
|
// assign the default material to all faces using *this*
|
|
// material. Use 0xcdcdcdcd as special value to indicate
|
|
// this.
|
|
iIndex = 0xcdcdcdcd;
|
|
}
|
|
this->mCurrent = sz;
|
|
iCnt = (int)(*((uint16_t*)this->mCurrent));
|
|
this->mCurrent += sizeof(uint16_t);
|
|
|
|
for (unsigned int i = 0; i < iCnt;++i)
|
|
{
|
|
iTemp = (uint16_t)*((uint16_t*)this->mCurrent);
|
|
|
|
// check range
|
|
if (iTemp >= mMesh.mFaceMaterials.size())
|
|
{
|
|
DefaultLogger::get()->error("Invalid face index in face material list");
|
|
mMesh.mFaceMaterials[mMesh.mFaceMaterials.size()-1] = iIndex;
|
|
}
|
|
else
|
|
{
|
|
mMesh.mFaceMaterials[iTemp] = iIndex;
|
|
}
|
|
this->mCurrent += sizeof(uint16_t);
|
|
}
|
|
|
|
break;
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return ParseFaceChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseMeshChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
Dot3DS::Mesh& mMesh = this->mScene->mMeshes.back();
|
|
|
|
// get chunk type
|
|
int iRemaining;
|
|
uint16_t iNum = 0;
|
|
float* pf;
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_VERTLIST:
|
|
|
|
iNum = *((short*)this->mCurrent);
|
|
this->mCurrent += sizeof(short);
|
|
while (iNum-- > 0)
|
|
{
|
|
mMesh.mPositions.push_back(*((aiVector3D*)this->mCurrent));
|
|
aiVector3D& v = mMesh.mPositions.back();
|
|
//std::swap( (float&)v.y, (float&)v.z);
|
|
v.y *= -1.0f;
|
|
this->mCurrent += sizeof(aiVector3D);
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_TRMATRIX:
|
|
{
|
|
pf = (float*)this->mCurrent;
|
|
this->mCurrent += 12 * sizeof(float);
|
|
|
|
mMesh.mMat.a1 = pf[0];
|
|
mMesh.mMat.b1 = pf[1];
|
|
mMesh.mMat.c1 = pf[2];
|
|
mMesh.mMat.a2 = pf[3];
|
|
mMesh.mMat.b2 = pf[4];
|
|
mMesh.mMat.c2 = pf[5];
|
|
mMesh.mMat.a3 = pf[6];
|
|
mMesh.mMat.b3 = pf[7];
|
|
mMesh.mMat.c3 = pf[8];
|
|
mMesh.mMat.a4 = pf[9];
|
|
mMesh.mMat.b4 = pf[10];
|
|
mMesh.mMat.c4 = pf[11];
|
|
|
|
// now check whether the matrix has got a negative determinant
|
|
// If yes, we need to flip all vertices' x axis ....
|
|
// From lib3ds, mesh.c
|
|
if (mMesh.mMat.Determinant() < 0.0f)
|
|
{
|
|
aiMatrix4x4 mInv = mMesh.mMat;
|
|
mInv.Inverse();
|
|
|
|
aiMatrix4x4 mMe = mMesh.mMat;
|
|
mMe.a1 *= -1.0f;
|
|
mMe.b1 *= -1.0f;
|
|
mMe.c1 *= -1.0f;
|
|
mMe.d1 *= -1.0f;
|
|
mInv = mInv * mMe;
|
|
for (register unsigned int i = 0; i < mMesh.mPositions.size();++i)
|
|
{
|
|
aiVector3D a,c;
|
|
a = mMesh.mPositions[i];
|
|
c[0]= mInv[0][0]*a[0] + mInv[1][0]*a[1] + mInv[2][0]*a[2] + mInv[3][0];
|
|
c[1]= mInv[0][1]*a[0] + mInv[1][1]*a[1] + mInv[2][1]*a[2] + mInv[3][1];
|
|
c[2]= mInv[0][2]*a[0] + mInv[1][2]*a[1] + mInv[2][2]*a[2] + mInv[3][2];
|
|
mMesh.mPositions[i] = c;
|
|
}
|
|
}
|
|
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAPLIST:
|
|
|
|
iNum = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
while (iNum-- > 0)
|
|
{
|
|
mMesh.mTexCoords.push_back(*((aiVector2D*)this->mCurrent));
|
|
this->mCurrent += sizeof(aiVector2D);
|
|
}
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_FACELIST:
|
|
|
|
iNum = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
while (iNum-- > 0)
|
|
{
|
|
Dot3DS::Face sFace;
|
|
sFace.mIndices[0] = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
sFace.mIndices[1] = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += sizeof(uint16_t);
|
|
sFace.mIndices[2] = *((uint16_t*)this->mCurrent);
|
|
this->mCurrent += 2*sizeof(uint16_t);
|
|
mMesh.mFaces.push_back(sFace);
|
|
}
|
|
|
|
// resize the material array (0xcdcdcdcd marks the
|
|
// default material; so if a face is not referenced
|
|
// by a material $$DEFAULT will be assigned to it)
|
|
mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd);
|
|
|
|
iRemaining = (int)(pcCurNext - this->mCurrent);
|
|
if (iRemaining > 0)this->ParseFaceChunk(iRemaining);
|
|
break;
|
|
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return ParseMeshChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseMaterialChunk(int& piRemaining)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
const unsigned char* sz = this->mCurrent;
|
|
unsigned int iCnt = 0;
|
|
int iRemaining;
|
|
aiColor3D* pc;
|
|
float* pcf;
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_MAT_MATNAME:
|
|
|
|
// string in file is zero-terminated,
|
|
// this should be no problem. However, validate whether it overlaps
|
|
// the end of the chunk, if yes we should truncate it.
|
|
while (*sz++ != '\0')
|
|
{
|
|
if (sz > pcCurNext-1)
|
|
{
|
|
DefaultLogger::get()->error("Material name string is too long");
|
|
break;
|
|
}
|
|
++iCnt;
|
|
}
|
|
this->mScene->mMaterials.back().mName = std::string((const char*)this->mCurrent,iCnt);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_DIFFUSE:
|
|
pc = &this->mScene->mMaterials.back().mDiffuse;
|
|
this->ParseColorChunk(pc);
|
|
if (is_qnan(pc->r))
|
|
{
|
|
// color chunk is invalid. Simply ignore it
|
|
DefaultLogger::get()->error("Unable to read DIFFUSE chunk");
|
|
pc->r = pc->g = pc->b = 1.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_SPECULAR:
|
|
pc = &this->mScene->mMaterials.back().mSpecular;
|
|
this->ParseColorChunk(pc);
|
|
if (is_qnan(pc->r))
|
|
{
|
|
// color chunk is invalid. Simply ignore it
|
|
DefaultLogger::get()->error("Unable to read SPECULAR chunk");
|
|
pc->r = pc->g = pc->b = 1.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_AMBIENT:
|
|
pc = &this->mScene->mMaterials.back().mAmbient;
|
|
this->ParseColorChunk(pc);
|
|
if (is_qnan(pc->r))
|
|
{
|
|
// color chunk is invalid. Simply ignore it
|
|
DefaultLogger::get()->error("Unable to read AMBIENT chunk");
|
|
pc->r = pc->g = pc->b = 1.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_SELF_ILLUM:
|
|
pc = &this->mScene->mMaterials.back().mEmissive;
|
|
this->ParseColorChunk(pc);
|
|
if (is_qnan(pc->r))
|
|
{
|
|
// color chunk is invalid. Simply ignore it
|
|
// EMISSSIVE TO 0|0|0
|
|
DefaultLogger::get()->error("Unable to read EMISSIVE chunk");
|
|
pc->r = pc->g = pc->b = 0.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_TRANSPARENCY:
|
|
pcf = &this->mScene->mMaterials.back().mTransparency;
|
|
*pcf = this->ParsePercentageChunk();
|
|
// NOTE: transparency, not opacity
|
|
if (is_qnan(*pcf))*pcf = 1.0f;
|
|
else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f;
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_SHADING:
|
|
|
|
this->mScene->mMaterials.back().mShading =
|
|
(Dot3DS::Dot3DSFile::shadetype3ds)*((uint16_t*)this->mCurrent);
|
|
|
|
this->mCurrent += sizeof(uint16_t);
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_TWO_SIDE:
|
|
this->mScene->mMaterials.back().mTwoSided = true;
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_SHININESS:
|
|
pcf = &this->mScene->mMaterials.back().mSpecularExponent;
|
|
*pcf = this->ParsePercentageChunk();
|
|
if (is_qnan(*pcf))*pcf = 0.0f;
|
|
else *pcf *= (float)0xFFFF;
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_SHININESS_PERCENT:
|
|
pcf = &this->mScene->mMaterials.back().mShininessStrength;
|
|
*pcf = this->ParsePercentageChunk();
|
|
if (is_qnan(*pcf))*pcf = 0.0f;
|
|
else *pcf *= (float)0xffff / 100.0f;
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_SELF_ILPCT:
|
|
// TODO: need to multiply with emissive base color?
|
|
pcf = &this->mScene->mMaterials.back().sTexEmissive.mTextureBlend;
|
|
*pcf = this->ParsePercentageChunk();
|
|
if (is_qnan(*pcf))*pcf = 0.0f;
|
|
else *pcf = *pcf * (float)0xFFFF / 100.0f;
|
|
break;
|
|
|
|
// parse texture chunks
|
|
case Dot3DSFile::CHUNK_MAT_TEXTURE:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexDiffuse);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_BUMPMAP:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexBump);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_OPACMAP:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexOpacity);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAT_SHINMAP:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexShininess);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_SPECMAP:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexSpecular);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_SELFIMAP:
|
|
iRemaining = (psChunk->Size - sizeof(Dot3DSFile::Chunk));
|
|
this->ParseTextureChunk(iRemaining,&this->mScene->mMaterials.back().sTexEmissive);
|
|
break;
|
|
};
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return ParseMaterialChunk(piRemaining);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseTextureChunk(int& piRemaining,Dot3DS::Texture* pcOut)
|
|
{
|
|
ASSIMP_3DS_BEGIN_CHUNK();
|
|
|
|
// get chunk type
|
|
const unsigned char* sz = this->mCurrent;
|
|
unsigned int iCnt = 0;
|
|
switch (psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_MAPFILE:
|
|
// string in file is zero-terminated,
|
|
// this should be no problem. However, validate whether
|
|
// it overlaps the end of the chunk, if yes we should
|
|
// truncate it.
|
|
while (*sz++ != '\0')
|
|
{
|
|
if (sz > pcCurNext-1)break;
|
|
++iCnt;
|
|
}
|
|
pcOut->mMapName = std::string((const char*)this->mCurrent,iCnt);
|
|
break;
|
|
// manually parse the blend factor
|
|
case Dot3DSFile::CHUNK_PERCENTF:
|
|
pcOut->mTextureBlend = *((float*)this->mCurrent);
|
|
break;
|
|
// manually parse the blend factor
|
|
case Dot3DSFile::CHUNK_PERCENTW:
|
|
pcOut->mTextureBlend = (float)(*((short*)this->mCurrent)) / 100.0f;
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_MAT_MAP_USCALE:
|
|
pcOut->mScaleU = *((float*)this->mCurrent);
|
|
if (0.0f == pcOut->mScaleU)
|
|
{
|
|
DefaultLogger::get()->warn("Texture coordinate scaling in the "
|
|
"x direction is zero. Assuming this should be 1.0 ... ");
|
|
pcOut->mScaleU = 1.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAP_VSCALE:
|
|
pcOut->mScaleV = *((float*)this->mCurrent);
|
|
if (0.0f == pcOut->mScaleV)
|
|
{
|
|
DefaultLogger::get()->warn("Texture coordinate scaling in the "
|
|
"y direction is zero. Assuming this should be 1.0 ... ");
|
|
pcOut->mScaleV = 1.0f;
|
|
}
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAP_UOFFSET:
|
|
pcOut->mOffsetU = *((float*)this->mCurrent);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAP_VOFFSET:
|
|
pcOut->mOffsetV = *((float*)this->mCurrent);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAP_ANG:
|
|
pcOut->mRotation = *((float*)this->mCurrent);
|
|
break;
|
|
case Dot3DSFile::CHUNK_MAT_MAP_TILING:
|
|
uint16_t iFlags = *((uint16_t*)this->mCurrent);
|
|
|
|
// check whether the mirror flag is set
|
|
if (iFlags & 0x2u)
|
|
{
|
|
pcOut->mMapMode = aiTextureMapMode_Mirror;
|
|
}
|
|
// assume that "decal" means clamping ...
|
|
else if (iFlags & 0x10u && iFlags & 0x1u)
|
|
{
|
|
pcOut->mMapMode = aiTextureMapMode_Clamp;
|
|
}
|
|
break;
|
|
};
|
|
|
|
ASSIMP_3DS_VALIDATE_CHUNK_SIZE();
|
|
ASSIMP_3DS_END_CHUNK();
|
|
return ParseTextureChunk(piRemaining,pcOut);
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
float Dot3DSImporter::ParsePercentageChunk()
|
|
{
|
|
const Dot3DSFile::Chunk* psChunk;
|
|
this->ReadChunk(&psChunk);
|
|
if (NULL == psChunk)return std::numeric_limits<float>::quiet_NaN();
|
|
|
|
if (Dot3DSFile::CHUNK_PERCENTF == psChunk->Flag)
|
|
{
|
|
if (sizeof(float) > psChunk->Size)
|
|
return std::numeric_limits<float>::quiet_NaN();
|
|
return *((float*)this->mCurrent);
|
|
}
|
|
else if (Dot3DSFile::CHUNK_PERCENTW == psChunk->Flag)
|
|
{
|
|
if (2 > psChunk->Size)
|
|
return std::numeric_limits<float>::quiet_NaN();
|
|
return (float)(*((short*)this->mCurrent)) / (float)0xFFFF;
|
|
}
|
|
this->mCurrent += psChunk->Size - sizeof(Dot3DSFile::Chunk);
|
|
return std::numeric_limits<float>::quiet_NaN();
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void Dot3DSImporter::ParseColorChunk(aiColor3D* p_pcOut,
|
|
bool p_bAcceptPercent)
|
|
{
|
|
ai_assert(p_pcOut != NULL);
|
|
|
|
// error return value
|
|
static const aiColor3D clrError = aiColor3D(std::numeric_limits<float>::quiet_NaN(),
|
|
std::numeric_limits<float>::quiet_NaN(),
|
|
std::numeric_limits<float>::quiet_NaN());
|
|
|
|
const Dot3DSFile::Chunk* psChunk;
|
|
this->ReadChunk(&psChunk);
|
|
if (!psChunk)
|
|
{
|
|
*p_pcOut = clrError;
|
|
return;
|
|
}
|
|
const unsigned int diff = psChunk->Size - sizeof(Dot3DSFile::Chunk);
|
|
const unsigned char* pcCur = this->mCurrent;
|
|
this->mCurrent += diff;
|
|
bool bGamma = false;
|
|
|
|
switch(psChunk->Flag)
|
|
{
|
|
case Dot3DSFile::CHUNK_LINRGBF:
|
|
bGamma = true;
|
|
|
|
case Dot3DSFile::CHUNK_RGBF:
|
|
if (sizeof(float) * 3 > diff)
|
|
{
|
|
*p_pcOut = clrError;
|
|
return;
|
|
}
|
|
p_pcOut->r = ((float*)pcCur)[0];
|
|
p_pcOut->g = ((float*)pcCur)[1];
|
|
p_pcOut->b = ((float*)pcCur)[2];
|
|
break;
|
|
|
|
case Dot3DSFile::CHUNK_LINRGBB:
|
|
bGamma = true;
|
|
case Dot3DSFile::CHUNK_RGBB:
|
|
if (sizeof(char) * 3 > diff)
|
|
{
|
|
*p_pcOut = clrError;
|
|
return;
|
|
}
|
|
p_pcOut->r = (float)pcCur[0] / 255.0f;
|
|
p_pcOut->g = (float)pcCur[1] / 255.0f;
|
|
p_pcOut->b = (float)pcCur[2] / 255.0f;
|
|
break;
|
|
|
|
// percentage chunks: accepted to be compatible with various
|
|
// .3ds files with very curious content
|
|
case Dot3DSFile::CHUNK_PERCENTF:
|
|
if (p_bAcceptPercent && 4 <= diff)
|
|
{
|
|
p_pcOut->r = *((float*)pcCur);
|
|
p_pcOut->g = *((float*)pcCur);
|
|
p_pcOut->b = *((float*)pcCur);
|
|
break;
|
|
}
|
|
*p_pcOut = clrError;
|
|
return;
|
|
case Dot3DSFile::CHUNK_PERCENTW:
|
|
if (p_bAcceptPercent && 1 <= diff)
|
|
{
|
|
p_pcOut->r = (float)pcCur[0] / 255.0f;
|
|
p_pcOut->g = (float)pcCur[0] / 255.0f;
|
|
p_pcOut->b = (float)pcCur[0] / 255.0f;
|
|
break;
|
|
}
|
|
*p_pcOut = clrError;
|
|
return;
|
|
|
|
default:
|
|
// skip unknown chunks, hope this won't cause any problems.
|
|
return this->ParseColorChunk(p_pcOut,p_bAcceptPercent);
|
|
};
|
|
if (bGamma)
|
|
{
|
|
p_pcOut->r = powf(p_pcOut->r, 1.0f / 2.2f);
|
|
p_pcOut->g = powf(p_pcOut->g, 1.0f / 2.2f);
|
|
p_pcOut->b = powf(p_pcOut->b, 1.0f / 2.2f);
|
|
}
|
|
return;
|
|
}
|