diff options
Diffstat (limited to 'src/3rdparty/assimp/code/3DSHelper.h')
-rw-r--r-- | src/3rdparty/assimp/code/3DSHelper.h | 906 |
1 files changed, 457 insertions, 449 deletions
diff --git a/src/3rdparty/assimp/code/3DSHelper.h b/src/3rdparty/assimp/code/3DSHelper.h index 8da7f0838..5911b9d47 100644 --- a/src/3rdparty/assimp/code/3DSHelper.h +++ b/src/3rdparty/assimp/code/3DSHelper.h @@ -2,11 +2,11 @@ Open Asset Import Library (assimp) ---------------------------------------------------------------------- -Copyright (c) 2006-2012, assimp team +Copyright (c) 2006-2016, 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 +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 @@ -23,16 +23,16 @@ following conditions are met: 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 +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 +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 +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 +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. ---------------------------------------------------------------------- @@ -46,9 +46,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "SpatialSort.h" #include "SmoothingGroups.h" +#include "StringUtils.h" +#include "qnan.h" +#include "./../include/assimp/material.h" +#include "./../include/assimp/camera.h" +#include "./../include/assimp/light.h" +#include "./../include/assimp/anim.h" +#include <stdio.h> //sprintf -namespace Assimp { -namespace D3DS { +namespace Assimp { +namespace D3DS { #include "./../include/assimp/Compiler/pushpack1.h" @@ -59,253 +66,253 @@ namespace D3DS { class Discreet3DS { private: - inline Discreet3DS() {} + inline Discreet3DS() {} public: - //! data structure for a single chunk in a .3ds file - struct Chunk - { - uint16_t Flag; - uint32_t Size; - } PACK_STRUCT; - - - //! Used for shading field in material3ds structure - //! From AutoDesk 3ds SDK - typedef enum - { - // translated to gouraud shading with wireframe active - Wire = 0x0, - - // if this material is set, no vertex normals will - // be calculated for the model. Face normals + gouraud - Flat = 0x1, - - // standard gouraud shading - Gouraud = 0x2, - - // phong shading - Phong = 0x3, - - // cooktorrance or anistropic phong shading ... - // the exact meaning is unknown, if you know it - // feel free to tell me ;-) - Metal = 0x4, - - // required by the ASE loader - Blinn = 0x5 - } shadetype3ds; - - // Flags for animated keys - enum - { - KEY_USE_TENS = 0x1, - KEY_USE_CONT = 0x2, - KEY_USE_BIAS = 0x4, - KEY_USE_EASE_TO = 0x8, - KEY_USE_EASE_FROM = 0x10 - } ; - - enum - { - - // ******************************************************************** - // Basic chunks which can be found everywhere in the file - CHUNK_VERSION = 0x0002, - CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B - CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B - - // Linear color values (gamma = 2.2?) - CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B - CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B - - CHUNK_PERCENTW = 0x0030, // int2 percentage - CHUNK_PERCENTF = 0x0031, // float4 percentage - // ******************************************************************** - - // Prj master chunk - CHUNK_PRJ = 0xC23D, - - // MDLI master chunk - CHUNK_MLI = 0x3DAA, - - // Primary main chunk of the .3ds file - CHUNK_MAIN = 0x4D4D, - - // Mesh main chunk - CHUNK_OBJMESH = 0x3D3D, - - // Specifies the background color of the .3ds file - // This is passed through the material system for - // viewing purposes. - CHUNK_BKGCOLOR = 0x1200, - - // Specifies the ambient base color of the scene. - // This is added to all materials in the file - CHUNK_AMBCOLOR = 0x2100, - - // Specifies the background image for the whole scene - // This value is passed through the material system - // to the viewer - CHUNK_BIT_MAP = 0x1100, - CHUNK_BIT_MAP_EXISTS = 0x1101, - - // ******************************************************************** - // Viewport related stuff. Ignored - CHUNK_DEFAULT_VIEW = 0x3000, - CHUNK_VIEW_TOP = 0x3010, - CHUNK_VIEW_BOTTOM = 0x3020, - CHUNK_VIEW_LEFT = 0x3030, - CHUNK_VIEW_RIGHT = 0x3040, - CHUNK_VIEW_FRONT = 0x3050, - CHUNK_VIEW_BACK = 0x3060, - CHUNK_VIEW_USER = 0x3070, - CHUNK_VIEW_CAMERA = 0x3080, - // ******************************************************************** - - // Mesh chunks - CHUNK_OBJBLOCK = 0x4000, - CHUNK_TRIMESH = 0x4100, - CHUNK_VERTLIST = 0x4110, - CHUNK_VERTFLAGS = 0x4111, - CHUNK_FACELIST = 0x4120, - CHUNK_FACEMAT = 0x4130, - CHUNK_MAPLIST = 0x4140, - CHUNK_SMOOLIST = 0x4150, - CHUNK_TRMATRIX = 0x4160, - CHUNK_MESHCOLOR = 0x4165, - CHUNK_TXTINFO = 0x4170, - CHUNK_LIGHT = 0x4600, - CHUNK_CAMERA = 0x4700, - CHUNK_HIERARCHY = 0x4F00, - - // Specifies the global scaling factor. This is applied - // to the root node's transformation matrix - CHUNK_MASTER_SCALE = 0x0100, - - // ******************************************************************** - // Material chunks - CHUNK_MAT_MATERIAL = 0xAFFF, - - // asciiz containing the name of the material - CHUNK_MAT_MATNAME = 0xA000, - CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk - CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk - CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk - - // Specifies the shininess of the material - // followed by percentage chunk - CHUNK_MAT_SHININESS = 0xA040, - CHUNK_MAT_SHININESS_PERCENT = 0xA041 , - - // Specifies the shading mode to be used - // followed by a short - CHUNK_MAT_SHADING = 0xA100, - - // NOTE: Emissive color (self illumination) seems not - // to be a color but a single value, type is unknown. - // Make the parser accept both of them. - // followed by percentage chunk (?) - CHUNK_MAT_SELF_ILLUM = 0xA080, - - // Always followed by percentage chunk (?) - CHUNK_MAT_SELF_ILPCT = 0xA084, - - // Always followed by percentage chunk - CHUNK_MAT_TRANSPARENCY = 0xA050, - - // Diffuse texture channel 0 - CHUNK_MAT_TEXTURE = 0xA200, - - // Contains opacity information for each texel - CHUNK_MAT_OPACMAP = 0xA210, - - // Contains a reflection map to be used to reflect - // the environment. This is partially supported. - CHUNK_MAT_REFLMAP = 0xA220, - - // Self Illumination map (emissive colors) - CHUNK_MAT_SELFIMAP = 0xA33d, - - // Bumpmap. Not specified whether it is a heightmap - // or a normal map. Assme it is a heightmap since - // artist normally prefer this format. - CHUNK_MAT_BUMPMAP = 0xA230, - - // Specular map. Seems to influence the specular color - CHUNK_MAT_SPECMAP = 0xA204, - - // Holds shininess data. - CHUNK_MAT_MAT_SHINMAP = 0xA33C, - - // Scaling in U/V direction. - // (need to gen separate UV coordinate set - // and do this by hand) - CHUNK_MAT_MAP_USCALE = 0xA354, - CHUNK_MAT_MAP_VSCALE = 0xA356, - - // Translation in U/V direction. - // (need to gen separate UV coordinate set - // and do this by hand) - CHUNK_MAT_MAP_UOFFSET = 0xA358, - CHUNK_MAT_MAP_VOFFSET = 0xA35a, - - // UV-coordinates rotation around the z-axis - // Assumed to be in radians. - CHUNK_MAT_MAP_ANG = 0xA35C, - - // Tiling flags for 3DS files - CHUNK_MAT_MAP_TILING = 0xa351, - - // Specifies the file name of a texture - CHUNK_MAPFILE = 0xA300, - - // Specifies whether a materail requires two-sided rendering - CHUNK_MAT_TWO_SIDE = 0xA081, - // ******************************************************************** - - // Main keyframer chunk. Contains translation/rotation/scaling data - CHUNK_KEYFRAMER = 0xB000, - - // Supported sub chunks - CHUNK_TRACKINFO = 0xB002, - CHUNK_TRACKOBJNAME = 0xB010, - CHUNK_TRACKDUMMYOBJNAME = 0xB011, - CHUNK_TRACKPIVOT = 0xB013, - CHUNK_TRACKPOS = 0xB020, - CHUNK_TRACKROTATE = 0xB021, - CHUNK_TRACKSCALE = 0xB022, - - // ******************************************************************** - // Keyframes for various other stuff in the file - // Partially ignored - CHUNK_AMBIENTKEY = 0xB001, - CHUNK_TRACKMORPH = 0xB026, - CHUNK_TRACKHIDE = 0xB029, - CHUNK_OBJNUMBER = 0xB030, - CHUNK_TRACKCAMERA = 0xB003, - CHUNK_TRACKFOV = 0xB023, - CHUNK_TRACKROLL = 0xB024, - CHUNK_TRACKCAMTGT = 0xB004, - CHUNK_TRACKLIGHT = 0xB005, - CHUNK_TRACKLIGTGT = 0xB006, - CHUNK_TRACKSPOTL = 0xB007, - CHUNK_FRAMES = 0xB008, - // ******************************************************************** - - // light sub-chunks - CHUNK_DL_OFF = 0x4620, - CHUNK_DL_OUTER_RANGE = 0x465A, - CHUNK_DL_INNER_RANGE = 0x4659, - CHUNK_DL_MULTIPLIER = 0x465B, - CHUNK_DL_EXCLUDE = 0x4654, - CHUNK_DL_ATTENUATE = 0x4625, - CHUNK_DL_SPOTLIGHT = 0x4610, - - // camera sub-chunks - CHUNK_CAM_RANGES = 0x4720 - }; + //! data structure for a single chunk in a .3ds file + struct Chunk + { + uint16_t Flag; + uint32_t Size; + } PACK_STRUCT; + + + //! Used for shading field in material3ds structure + //! From AutoDesk 3ds SDK + typedef enum + { + // translated to gouraud shading with wireframe active + Wire = 0x0, + + // if this material is set, no vertex normals will + // be calculated for the model. Face normals + gouraud + Flat = 0x1, + + // standard gouraud shading + Gouraud = 0x2, + + // phong shading + Phong = 0x3, + + // cooktorrance or anistropic phong shading ... + // the exact meaning is unknown, if you know it + // feel free to tell me ;-) + Metal = 0x4, + + // required by the ASE loader + Blinn = 0x5 + } shadetype3ds; + + // Flags for animated keys + enum + { + KEY_USE_TENS = 0x1, + KEY_USE_CONT = 0x2, + KEY_USE_BIAS = 0x4, + KEY_USE_EASE_TO = 0x8, + KEY_USE_EASE_FROM = 0x10 + } ; + + enum + { + + // ******************************************************************** + // Basic chunks which can be found everywhere in the file + CHUNK_VERSION = 0x0002, + CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B + CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B + + // Linear color values (gamma = 2.2?) + CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B + CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B + + CHUNK_PERCENTW = 0x0030, // int2 percentage + CHUNK_PERCENTF = 0x0031, // float4 percentage + // ******************************************************************** + + // Prj master chunk + CHUNK_PRJ = 0xC23D, + + // MDLI master chunk + CHUNK_MLI = 0x3DAA, + + // Primary main chunk of the .3ds file + CHUNK_MAIN = 0x4D4D, + + // Mesh main chunk + CHUNK_OBJMESH = 0x3D3D, + + // Specifies the background color of the .3ds file + // This is passed through the material system for + // viewing purposes. + CHUNK_BKGCOLOR = 0x1200, + + // Specifies the ambient base color of the scene. + // This is added to all materials in the file + CHUNK_AMBCOLOR = 0x2100, + + // Specifies the background image for the whole scene + // This value is passed through the material system + // to the viewer + CHUNK_BIT_MAP = 0x1100, + CHUNK_BIT_MAP_EXISTS = 0x1101, + + // ******************************************************************** + // Viewport related stuff. Ignored + CHUNK_DEFAULT_VIEW = 0x3000, + CHUNK_VIEW_TOP = 0x3010, + CHUNK_VIEW_BOTTOM = 0x3020, + CHUNK_VIEW_LEFT = 0x3030, + CHUNK_VIEW_RIGHT = 0x3040, + CHUNK_VIEW_FRONT = 0x3050, + CHUNK_VIEW_BACK = 0x3060, + CHUNK_VIEW_USER = 0x3070, + CHUNK_VIEW_CAMERA = 0x3080, + // ******************************************************************** + + // Mesh chunks + CHUNK_OBJBLOCK = 0x4000, + CHUNK_TRIMESH = 0x4100, + CHUNK_VERTLIST = 0x4110, + CHUNK_VERTFLAGS = 0x4111, + CHUNK_FACELIST = 0x4120, + CHUNK_FACEMAT = 0x4130, + CHUNK_MAPLIST = 0x4140, + CHUNK_SMOOLIST = 0x4150, + CHUNK_TRMATRIX = 0x4160, + CHUNK_MESHCOLOR = 0x4165, + CHUNK_TXTINFO = 0x4170, + CHUNK_LIGHT = 0x4600, + CHUNK_CAMERA = 0x4700, + CHUNK_HIERARCHY = 0x4F00, + + // Specifies the global scaling factor. This is applied + // to the root node's transformation matrix + CHUNK_MASTER_SCALE = 0x0100, + + // ******************************************************************** + // Material chunks + CHUNK_MAT_MATERIAL = 0xAFFF, + + // asciiz containing the name of the material + CHUNK_MAT_MATNAME = 0xA000, + CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk + CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk + CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk + + // Specifies the shininess of the material + // followed by percentage chunk + CHUNK_MAT_SHININESS = 0xA040, + CHUNK_MAT_SHININESS_PERCENT = 0xA041 , + + // Specifies the shading mode to be used + // followed by a short + CHUNK_MAT_SHADING = 0xA100, + + // NOTE: Emissive color (self illumination) seems not + // to be a color but a single value, type is unknown. + // Make the parser accept both of them. + // followed by percentage chunk (?) + CHUNK_MAT_SELF_ILLUM = 0xA080, + + // Always followed by percentage chunk (?) + CHUNK_MAT_SELF_ILPCT = 0xA084, + + // Always followed by percentage chunk + CHUNK_MAT_TRANSPARENCY = 0xA050, + + // Diffuse texture channel 0 + CHUNK_MAT_TEXTURE = 0xA200, + + // Contains opacity information for each texel + CHUNK_MAT_OPACMAP = 0xA210, + + // Contains a reflection map to be used to reflect + // the environment. This is partially supported. + CHUNK_MAT_REFLMAP = 0xA220, + + // Self Illumination map (emissive colors) + CHUNK_MAT_SELFIMAP = 0xA33d, + + // Bumpmap. Not specified whether it is a heightmap + // or a normal map. Assme it is a heightmap since + // artist normally prefer this format. + CHUNK_MAT_BUMPMAP = 0xA230, + + // Specular map. Seems to influence the specular color + CHUNK_MAT_SPECMAP = 0xA204, + + // Holds shininess data. + CHUNK_MAT_MAT_SHINMAP = 0xA33C, + + // Scaling in U/V direction. + // (need to gen separate UV coordinate set + // and do this by hand) + CHUNK_MAT_MAP_USCALE = 0xA354, + CHUNK_MAT_MAP_VSCALE = 0xA356, + + // Translation in U/V direction. + // (need to gen separate UV coordinate set + // and do this by hand) + CHUNK_MAT_MAP_UOFFSET = 0xA358, + CHUNK_MAT_MAP_VOFFSET = 0xA35a, + + // UV-coordinates rotation around the z-axis + // Assumed to be in radians. + CHUNK_MAT_MAP_ANG = 0xA35C, + + // Tiling flags for 3DS files + CHUNK_MAT_MAP_TILING = 0xa351, + + // Specifies the file name of a texture + CHUNK_MAPFILE = 0xA300, + + // Specifies whether a materail requires two-sided rendering + CHUNK_MAT_TWO_SIDE = 0xA081, + // ******************************************************************** + + // Main keyframer chunk. Contains translation/rotation/scaling data + CHUNK_KEYFRAMER = 0xB000, + + // Supported sub chunks + CHUNK_TRACKINFO = 0xB002, + CHUNK_TRACKOBJNAME = 0xB010, + CHUNK_TRACKDUMMYOBJNAME = 0xB011, + CHUNK_TRACKPIVOT = 0xB013, + CHUNK_TRACKPOS = 0xB020, + CHUNK_TRACKROTATE = 0xB021, + CHUNK_TRACKSCALE = 0xB022, + + // ******************************************************************** + // Keyframes for various other stuff in the file + // Partially ignored + CHUNK_AMBIENTKEY = 0xB001, + CHUNK_TRACKMORPH = 0xB026, + CHUNK_TRACKHIDE = 0xB029, + CHUNK_OBJNUMBER = 0xB030, + CHUNK_TRACKCAMERA = 0xB003, + CHUNK_TRACKFOV = 0xB023, + CHUNK_TRACKROLL = 0xB024, + CHUNK_TRACKCAMTGT = 0xB004, + CHUNK_TRACKLIGHT = 0xB005, + CHUNK_TRACKLIGTGT = 0xB006, + CHUNK_TRACKSPOTL = 0xB007, + CHUNK_FRAMES = 0xB008, + // ******************************************************************** + + // light sub-chunks + CHUNK_DL_OFF = 0x4620, + CHUNK_DL_OUTER_RANGE = 0x465A, + CHUNK_DL_INNER_RANGE = 0x4659, + CHUNK_DL_MULTIPLIER = 0x465B, + CHUNK_DL_EXCLUDE = 0x4654, + CHUNK_DL_ATTENUATE = 0x4625, + CHUNK_DL_SPOTLIGHT = 0x4610, + + // camera sub-chunks + CHUNK_CAM_RANGES = 0x4720 + }; }; // --------------------------------------------------------------------------- @@ -318,38 +325,39 @@ struct Face : public FaceWithSmoothingGroup /** Helper structure representing a texture */ struct Texture { - //! Default constructor - Texture() - : mOffsetU (0.0f) - , mOffsetV (0.0f) - , mScaleU (1.0f) - , mScaleV (1.0f) - , mRotation (0.0f) - , mMapMode (aiTextureMapMode_Wrap) - , iUVSrc (0) - { - mTextureBlend = get_qnan(); - } - - //! Specifies the blend factor for the texture - float mTextureBlend; - - //! Specifies the filename of the texture - std::string mMapName; - - //! Specifies texture coordinate offsets/scaling/rotations - float mOffsetU; - float mOffsetV; - float mScaleU; - float mScaleV; - float mRotation; - - //! Specifies the mapping mode to be used for the texture - aiTextureMapMode mMapMode; - - //! Used internally - bool bPrivate; - int iUVSrc; + //! Default constructor + Texture() + : mOffsetU (0.0f) + , mOffsetV (0.0f) + , mScaleU (1.0f) + , mScaleV (1.0f) + , mRotation (0.0f) + , mMapMode (aiTextureMapMode_Wrap) + , bPrivate() + , iUVSrc (0) + { + mTextureBlend = get_qnan(); + } + + //! Specifies the blend factor for the texture + float mTextureBlend; + + //! Specifies the filename of the texture + std::string mMapName; + + //! Specifies texture coordinate offsets/scaling/rotations + float mOffsetU; + float mOffsetV; + float mScaleU; + float mScaleV; + float mRotation; + + //! Specifies the mapping mode to be used for the texture + aiTextureMapMode mMapMode; + + //! Used internally + bool bPrivate; + int iUVSrc; }; #include "./../include/assimp/Compiler/poppack1.h" @@ -358,117 +366,117 @@ struct Texture /** Helper structure representing a 3ds material */ struct Material { - //! Default constructor. Builds a default name for the material - Material() - : - mDiffuse (0.6f,0.6f,0.6f), // FIX ... we won't want object to be black - mSpecularExponent (0.0f), - mShininessStrength (1.0f), - mShading(Discreet3DS::Gouraud), - mTransparency (1.0f), - mBumpHeight (1.0f), - mTwoSided (false) - { - static int iCnt = 0; - - char szTemp[128]; - sprintf(szTemp,"UNNAMED_%i",iCnt++); - mName = szTemp; - } - - //! Name of the material - std::string mName; - //! Diffuse color of the material - aiColor3D mDiffuse; - //! Specular exponent - float mSpecularExponent; - //! Shininess strength, in percent - float mShininessStrength; - //! Specular color of the material - aiColor3D mSpecular; - //! Ambient color of the material - aiColor3D mAmbient; - //! Shading type to be used - Discreet3DS::shadetype3ds mShading; - //! Opacity of the material - float mTransparency; - //! Diffuse texture channel - Texture sTexDiffuse; - //! Opacity texture channel - Texture sTexOpacity; - //! Specular texture channel - Texture sTexSpecular; - //! Reflective texture channel - Texture sTexReflective; - //! Bump texture channel - Texture sTexBump; - //! Emissive texture channel - Texture sTexEmissive; - //! Shininess texture channel - Texture sTexShininess; - //! Scaling factor for the bump values - float mBumpHeight; - //! Emissive color - aiColor3D mEmissive; - //! Ambient texture channel - //! (used by the ASE format) - Texture sTexAmbient; - //! True if the material must be rendered from two sides - bool mTwoSided; + //! Default constructor. Builds a default name for the material + Material() + : + mDiffuse (0.6f,0.6f,0.6f), // FIX ... we won't want object to be black + mSpecularExponent (0.0f), + mShininessStrength (1.0f), + mShading(Discreet3DS::Gouraud), + mTransparency (1.0f), + mBumpHeight (1.0f), + mTwoSided (false) + { + static int iCnt = 0; + + char szTemp[128]; + ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++); + mName = szTemp; + } + + //! Name of the material + std::string mName; + //! Diffuse color of the material + aiColor3D mDiffuse; + //! Specular exponent + float mSpecularExponent; + //! Shininess strength, in percent + float mShininessStrength; + //! Specular color of the material + aiColor3D mSpecular; + //! Ambient color of the material + aiColor3D mAmbient; + //! Shading type to be used + Discreet3DS::shadetype3ds mShading; + //! Opacity of the material + float mTransparency; + //! Diffuse texture channel + Texture sTexDiffuse; + //! Opacity texture channel + Texture sTexOpacity; + //! Specular texture channel + Texture sTexSpecular; + //! Reflective texture channel + Texture sTexReflective; + //! Bump texture channel + Texture sTexBump; + //! Emissive texture channel + Texture sTexEmissive; + //! Shininess texture channel + Texture sTexShininess; + //! Scaling factor for the bump values + float mBumpHeight; + //! Emissive color + aiColor3D mEmissive; + //! Ambient texture channel + //! (used by the ASE format) + Texture sTexAmbient; + //! True if the material must be rendered from two sides + bool mTwoSided; }; // --------------------------------------------------------------------------- /** Helper structure to represent a 3ds file mesh */ struct Mesh : public MeshWithSmoothingGroups<D3DS::Face> { - //! Default constructor - Mesh() - { - static int iCnt = 0; - - // Generate a default name for the mesh - char szTemp[128]; - ::sprintf(szTemp,"UNNAMED_%i",iCnt++); - mName = szTemp; - } - - //! Name of the mesh - std::string mName; - - //! Texture coordinates - std::vector<aiVector3D> mTexCoords; - - //! Face materials - std::vector<unsigned int> mFaceMaterials; - - //! Local transformation matrix - aiMatrix4x4 mMat; + //! Default constructor + Mesh() + { + static int iCnt = 0; + + // Generate a default name for the mesh + char szTemp[128]; + ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++); + mName = szTemp; + } + + //! Name of the mesh + std::string mName; + + //! Texture coordinates + std::vector<aiVector3D> mTexCoords; + + //! Face materials + std::vector<unsigned int> mFaceMaterials; + + //! Local transformation matrix + aiMatrix4x4 mMat; }; // --------------------------------------------------------------------------- /** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the C-API, so it would be difficult to make them a template. */ -struct aiFloatKey +struct aiFloatKey { - double mTime; ///< The time of this key - float mValue; ///< The value of this key + double mTime; ///< The time of this key + float mValue; ///< The value of this key #ifdef __cplusplus - // time is not compared - bool operator == (const aiFloatKey& o) const - {return o.mValue == this->mValue;} + // time is not compared + bool operator == (const aiFloatKey& o) const + {return o.mValue == this->mValue;} - bool operator != (const aiFloatKey& o) const - {return o.mValue != this->mValue;} + bool operator != (const aiFloatKey& o) const + {return o.mValue != this->mValue;} - // Only time is compared. This operator is defined - // for use with std::sort - bool operator < (const aiFloatKey& o) const - {return mTime < o.mTime;} + // Only time is compared. This operator is defined + // for use with std::sort + bool operator < (const aiFloatKey& o) const + {return mTime < o.mTime;} - bool operator > (const aiFloatKey& o) const - {return mTime < o.mTime;} + bool operator > (const aiFloatKey& o) const + {return mTime > o.mTime;} #endif }; @@ -477,104 +485,104 @@ struct aiFloatKey /** Helper structure to represent a 3ds file node */ struct Node { - Node() - - : mHierarchyPos (0) + Node(): + mParent(NULL) + , mInstanceNumber(0) + , mHierarchyPos (0) , mHierarchyIndex (0) , mInstanceCount (1) + { + static int iCnt = 0; - { - static int iCnt = 0; - - // Generate a default name for the node - char szTemp[128]; - ::sprintf(szTemp,"UNNAMED_%i",iCnt++); - mName = szTemp; + // Generate a default name for the node + char szTemp[128]; + ::ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++); + mName = szTemp; - aRotationKeys.reserve (20); - aPositionKeys.reserve (20); - aScalingKeys.reserve (20); - } + aRotationKeys.reserve (20); + aPositionKeys.reserve (20); + aScalingKeys.reserve (20); + } - ~Node() - { - for (unsigned int i = 0; i < mChildren.size();++i) - delete mChildren[i]; - } + ~Node() + { + for (unsigned int i = 0; i < mChildren.size();++i) + delete mChildren[i]; + } - //! Pointer to the parent node - Node* mParent; + //! Pointer to the parent node + Node* mParent; - //! Holds all child nodes - std::vector<Node*> mChildren; + //! Holds all child nodes + std::vector<Node*> mChildren; - //! Name of the node - std::string mName; + //! Name of the node + std::string mName; - //! InstanceNumber of the node - int32_t mInstanceNumber; + //! InstanceNumber of the node + int32_t mInstanceNumber; - //! Dummy nodes: real name to be combined with the $$$DUMMY - std::string mDummyName; + //! Dummy nodes: real name to be combined with the $$$DUMMY + std::string mDummyName; - //! Position of the node in the hierarchy (tree depth) - int16_t mHierarchyPos; + //! Position of the node in the hierarchy (tree depth) + int16_t mHierarchyPos; - //! Index of the node - int16_t mHierarchyIndex; + //! Index of the node + int16_t mHierarchyIndex; - //! Rotation keys loaded from the file - std::vector<aiQuatKey> aRotationKeys; + //! Rotation keys loaded from the file + std::vector<aiQuatKey> aRotationKeys; - //! Position keys loaded from the file - std::vector<aiVectorKey> aPositionKeys; + //! Position keys loaded from the file + std::vector<aiVectorKey> aPositionKeys; - //! Scaling keys loaded from the file - std::vector<aiVectorKey> aScalingKeys; + //! Scaling keys loaded from the file + std::vector<aiVectorKey> aScalingKeys; - // For target lights (spot lights and directional lights): - // The position of the target - std::vector< aiVectorKey > aTargetPositionKeys; + // For target lights (spot lights and directional lights): + // The position of the target + std::vector< aiVectorKey > aTargetPositionKeys; - // For cameras: the camera roll angle - std::vector< aiFloatKey > aCameraRollKeys; + // For cameras: the camera roll angle + std::vector< aiFloatKey > aCameraRollKeys; - //! Pivot position loaded from the file - aiVector3D vPivot; + //! Pivot position loaded from the file + aiVector3D vPivot; - //instance count, will be kept only for the first node - int32_t mInstanceCount; + //instance count, will be kept only for the first node + int32_t mInstanceCount; - //! Add a child node, setup the right parent node for it - //! \param pc Node to be 'adopted' - inline Node& push_back(Node* pc) - { - mChildren.push_back(pc); - pc->mParent = this; - return *this; - } + //! Add a child node, setup the right parent node for it + //! \param pc Node to be 'adopted' + inline Node& push_back(Node* pc) + { + mChildren.push_back(pc); + pc->mParent = this; + return *this; + } }; // --------------------------------------------------------------------------- /** Helper structure analogue to aiScene */ struct Scene { - //! List of all materials loaded - //! NOTE: 3ds references materials globally - std::vector<Material> mMaterials; + //! List of all materials loaded + //! NOTE: 3ds references materials globally + std::vector<Material> mMaterials; - //! List of all meshes loaded - std::vector<Mesh> mMeshes; + //! List of all meshes loaded + std::vector<Mesh> mMeshes; - //! List of all cameras loaded - std::vector<aiCamera*> mCameras; + //! List of all cameras loaded + std::vector<aiCamera*> mCameras; - //! List of all lights loaded - std::vector<aiLight*> mLights; + //! List of all lights loaded + std::vector<aiLight*> mLights; - //! Pointer to the root node of the scene - // --- moved to main class - // Node* pcRootNode; + //! Pointer to the root node of the scene + // --- moved to main class + // Node* pcRootNode; }; |