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author | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 21:51:48 +0000 |
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committer | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 21:51:48 +0000 |
commit | 1de4b2bdbb019be6f1b7262c3eba5568d7682edd (patch) | |
tree | 3f8a1fc086daa93b24929886e1bf15b918ea9b94 /Magic2/M3DS.h | |
parent | 073ef05b192338247ea304f2a72615633947b446 (diff) | |
download | starshatter-1de4b2bdbb019be6f1b7262c3eba5568d7682edd.zip starshatter-1de4b2bdbb019be6f1b7262c3eba5568d7682edd.tar.gz starshatter-1de4b2bdbb019be6f1b7262c3eba5568d7682edd.tar.bz2 |
Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Magic2/M3DS.h')
-rw-r--r-- | Magic2/M3DS.h | 680 |
1 files changed, 352 insertions, 328 deletions
diff --git a/Magic2/M3DS.h b/Magic2/M3DS.h index b60ff71..f9b002a 100644 --- a/Magic2/M3DS.h +++ b/Magic2/M3DS.h @@ -1,329 +1,353 @@ -/* Project nGenEx
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: nGenEx.lib
- FILE: M3DS.h
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Window class
-*/
-
-// parts copyright (c) 2001-2002 Lev Povalahev
-
-#ifndef M3DS_H
-#define M3DS_H
-
-#include "List.h"
-
-// +--------------------------------------------------------------------+
-
-struct Chunk
-{
- WORD id;
- DWORD len;
- BYTE* start;
-
- List<Chunk> chunks;
-};
-
-// +--------------------------------------------------------------------+
-
-struct LTriangle
-{
- WORD a,b,c;
-};
-
-struct LTriangle2
-{
- Point vertices[3];
- Vec3 vertexNormals[3];
- LVector2 textureCoords[3];
- Vec3 faceNormal;
- DWORD materialId;
-};
-
-struct TextureMap
-{
- char fname[256];
- float strength;
- float u_scale;
- float v_scale;
- float u_offset;
- float v_offset;
- float angle;
-};
-
-// +--------------------------------------------------------------------+
-
-class LObject
-{
-public:
- LObject();
- virtual ~LObject();
-
- virtual const char* GetName();
- virtual bool IsObject(const const char* name);
-
-protected:
- Text name;
-};
-
-// +--------------------------------------------------------------------+
-
-class LMaterial : public LObject
-{
-public:
- LMaterial();
- virtual ~LMaterial();
-
- DWORD GetID();
- TextureMap& GetTextureMap1();
- TextureMap& GetTextureMap2();
- TextureMap& GetOpacityMap();
- TextureMap& GetSpecularMap();
- TextureMap& GetBumpMap();
- TextureMap& GetReflectionMap();
- ColorValue GetAmbientColor();
- ColorValue GetDiffuseColor();
- ColorValue GetSpecularColor();
- float GetShininess();
- float GetTransparency();
- DWORD GetShadingType();
-
- // this methods should not be used by the "user", they're used internally to fill the class
- // with valid data when reading from file. If you're about to add an importer for another format you'LL
- // have to use these methods
-
- void SetID(DWORD value);
- void SetAmbientColor(const ColorValue &color);
- void SetDiffuseColor(const ColorValue &color);
- void SetSpecularColor(const ColorValue &color);
- void SetShininess(float value);
- void SetTransparency(float value);
- void SetShadingType(DWORD shading);
-
-protected:
- int id;
- TextureMap texMap1;
- TextureMap texMap2;
- TextureMap opacMap;
- TextureMap refTextureMap;
- TextureMap bumpMap;
- TextureMap specMap;
- ColorValue ambient;
- ColorValue diffuse;
- ColorValue specular;
- float shininess;
- float transparency;
- DWORD shading;
-};
-
-// +--------------------------------------------------------------------+
-
-class LMesh : public LObject
-{
-public:
- LMesh();
- virtual ~LMesh();
-
- void Clear();
-
- DWORD GetVertexCount();
- void SetVertexArraySize(DWORD value);
- DWORD GetTriangleCount();
- void SetTriangleArraySize(DWORD value);
-
- // returns given vertex
- const LVector4& GetVertex(DWORD index);
- // returns the given normal
- const LVector3& GetNormal(DWORD index);
- // returns the given texture coordinates vector
- const LVector2& GetUV(DWORD index);
- // returns the pointer to the array of tangents
- const LVector3& GetTangent(DWORD index);
- // returns the pointer to the array of binormals
- const LVector3& GetBinormal(DWORD index);
- // sets the vertex at a given index to "vec" - for internal use
- void SetVertex(const LVector4 &vec, DWORD index);
- // sets the normal at a given index to "vec" - for internal use
- void SetNormal(const LVector3 &vec, DWORD index);
- // sets the texture coordinates vector at a given index to "vec" - for internal use
- void SetUV(const LVector2 &vec, DWORD index);
- // sets the tangent at a given index to "vec" - for internal use
- void SetTangent(const LVector3 &vec, DWORD index);
- // sets the binormal at a given index to "vec" - for internal use
- void SetBinormal(const LVector3 &vec, DWORD index);
- // returns the triangle with a given index
- const LTriangle& GetTriangle(DWORD index);
- // returns the triangle with a given index, see LTriangle2 structure description
- LTriangle2 GetTriangle2(DWORD index);
- // returns the mesh matrix, should be identity matrix after loading
- LMatrix4 GetMatrix();
- // sets the mesh matrix to a given matrix - for internal use
- void SetMatrix(LMatrix4 m);
- // optimizises the mesh using a given optimization level
- void Optimize(LOptimizationLevel value);
- // sets an internal triangle structure with index "index" - for internal use only
- void SetTri(const LTri &tri, DWORD index);
- // returns the pointer to the internal triangle structure - for internal use only
- LTri& GetTri(DWORD index);
- // returns the material id with a given index for the mesh
- DWORD GetMaterial(DWORD index);
- // adds a material to the mesh and returns its index - for internal use
- DWORD AddMaterial(DWORD id);
- // returns the number of materials used in the mesh
- DWORD GetMaterialCount();
-protected:
- // the vertices, normals, etc.
- List<LVector4> vertices;
- List<LVector3> normals;
- List<LVector3> binormals;
- List<LVector3> tangents;
- List<LVector2> uv;
-
- // triangles
- List<LTriangle> triangles;
-
- //used internally
- List<LTri> tris;
-
- // the transformation matrix.
- Matrix matrix;
-
- // the material ID array
- List<DWORD> materials;
-
- // calculates the normals, either using the smoothing groups information or not
- void CalcNormals(bool useSmoothingGroups);
- // calculates the texture(tangent) space for each vertex
- void CalcTextureSpace();
- // transforms the vertices by the mesh matrix
- void TransformVertices();
-};
-
-//------------------------------------------------
-
-class LImporter
-{
-public:
- // the default constructor
- LImporter();
- // the destructor
- virtual ~LImporter();
- // reads the model from a file, must be overriden by the child classes
- virtual bool LoadFile(const char *filename) = 0;
- // returns the number of meshes in the scene
- DWORD GetMeshCount();
- // returns the number of lights in the scene
- DWORD GetLightCount();
- // returns the number of materials in the scene
- DWORD GetMaterialCount();
- // returns a pointer to a mesh
- LMesh& GetMesh(DWORD index);
- // returns a pointer to a light at a given index
- LLight& GetLight(DWORD index);
- // returns the pointer to the material
- LMaterial& GetMaterial(DWORD index);
- // returns the pointer to the material with a given name, or NULL if the material was not found
- LMaterial* FindMaterial(const Text &name);
- // returns the pointer to the mesh with a given name, or NULL if the mesh with such name
- // is not present in the scene
- LMesh* FindMesh(const Text &name);
- // returns the pointer to the light with a given name, or NULL if not found
- LLight* FindLight(const Text &name);
- // sets the optimization level to a given value
- void SetOptimizationLevel(LOptimizationLevel value);
- // returns the current optimization level
- LOptimizationLevel GetOptimizationLevel();
-protected:
- // the lights found in the scene
- List<LLight> lights;
- // triangular meshes
- List<LMesh> meshes;
- // the materials in the scene
- List<LMaterial> materials;
- // level of optimization to perform on the meshes
- LOptimizationLevel optLevel;
- // clears all data.
- virtual void Clear();
-};
-//------------------------------------------------
-
-class L3DS : public LImporter
-{
-public:
- // the default contructor
- L3DS();
- // constructs the object and loads the file
- L3DS(const char *filename);
- // destructor
- virtual ~L3DS();
- // load 3ds file
- virtual bool LoadFile(const char *filename);
-protected:
- // used internally for reading
- char objName[100];
- // true if end of file is reached
- bool eof;
- // buffer for loading, used for speedup
- unsigned char *buffer;
- // the size of the buffer
- DWORD bufferSize;
- // the current cursor position in the buffer
- DWORD pos;
-
- // reads a short value from the buffer
- short ReadShort();
- // reads an int value from the buffer
- int ReadInt();
- // reads a char from the buffer
- char ReadChar();
- //reada a floatvalue from the buffer
- float ReadFloat();
- //reads an unsigned byte from the buffer
- byte ReadByte();
- //reads an asciiz string
- int ReadASCIIZ(char *buf, int max_count);
- // seek wihtin the buffer
- void Seek(int offset, int origin);
- // returns the position of the cursor
- DWORD Pos();
-
- // read the chunk and return it.
- LChunk ReadChunk();
- // read until given chunk is found
- bool FindChunk(LChunk &target, const LChunk &parent);
- // skip to the end of chunk "chunk"
- void SkipChunk(const LChunk &chunk);
- // goes to the beginning of the data in teh given chunk
- void GotoChunk(const LChunk &chunk);
-
- // the function read the color chunk (any of the color chunks)
- ColorValue ReadColor(const LChunk &chunk);
- // the function that read the percentage chunk and returns a float from 0 to 1
- float ReadPercentage(const LChunk &chunk);
- // this is where 3ds file is being read
- bool Read3DS();
- // read a light chunk
- void ReadLight(const LChunk &parent);
- // read a trimesh chunk
- void ReadMesh(const LChunk &parent);
- // reads the face list, face materials, smoothing groups... and fill rthe information into the mesh
- void ReadFaceList(const LChunk &chunk, LMesh &mesh);
- // reads the material
- void ReadMaterial(const LChunk &parent);
- // reads the map info and fills the given map with this information
- void ReadMap(const LChunk &chunk, TextureMap& map);
- // reads keyframer data of the OBJECT_NODE_TAG chunk
- void ReadKeyframeData(const LChunk &parent);
- // reads the keyheader structure from the current offset and returns the frame number
- long ReadKeyheader();
-};
-
-//---------------------------------------------------------
-
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use 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 "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + 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 HOLDER 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. + + SUBSYSTEM: nGenEx.lib + FILE: M3DS.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Window class +*/ + +// parts copyright (c) 2001-2002 Lev Povalahev + +#ifndef M3DS_H +#define M3DS_H + +#include "List.h" + +// +--------------------------------------------------------------------+ + +struct Chunk +{ + WORD id; + DWORD len; + BYTE* start; + + List<Chunk> chunks; +}; + +// +--------------------------------------------------------------------+ + +struct LTriangle +{ + WORD a,b,c; +}; + +struct LTriangle2 +{ + Point vertices[3]; + Vec3 vertexNormals[3]; + LVector2 textureCoords[3]; + Vec3 faceNormal; + DWORD materialId; +}; + +struct TextureMap +{ + char fname[256]; + float strength; + float u_scale; + float v_scale; + float u_offset; + float v_offset; + float angle; +}; + +// +--------------------------------------------------------------------+ + +class LObject +{ +public: + LObject(); + virtual ~LObject(); + + virtual const char* GetName(); + virtual bool IsObject(const const char* name); + +protected: + Text name; +}; + +// +--------------------------------------------------------------------+ + +class LMaterial : public LObject +{ +public: + LMaterial(); + virtual ~LMaterial(); + + DWORD GetID(); + TextureMap& GetTextureMap1(); + TextureMap& GetTextureMap2(); + TextureMap& GetOpacityMap(); + TextureMap& GetSpecularMap(); + TextureMap& GetBumpMap(); + TextureMap& GetReflectionMap(); + ColorValue GetAmbientColor(); + ColorValue GetDiffuseColor(); + ColorValue GetSpecularColor(); + float GetShininess(); + float GetTransparency(); + DWORD GetShadingType(); + + // this methods should not be used by the "user", they're used internally to fill the class + // with valid data when reading from file. If you're about to add an importer for another format you'LL + // have to use these methods + + void SetID(DWORD value); + void SetAmbientColor(const ColorValue &color); + void SetDiffuseColor(const ColorValue &color); + void SetSpecularColor(const ColorValue &color); + void SetShininess(float value); + void SetTransparency(float value); + void SetShadingType(DWORD shading); + +protected: + int id; + TextureMap texMap1; + TextureMap texMap2; + TextureMap opacMap; + TextureMap refTextureMap; + TextureMap bumpMap; + TextureMap specMap; + ColorValue ambient; + ColorValue diffuse; + ColorValue specular; + float shininess; + float transparency; + DWORD shading; +}; + +// +--------------------------------------------------------------------+ + +class LMesh : public LObject +{ +public: + LMesh(); + virtual ~LMesh(); + + void Clear(); + + DWORD GetVertexCount(); + void SetVertexArraySize(DWORD value); + DWORD GetTriangleCount(); + void SetTriangleArraySize(DWORD value); + + // returns given vertex + const LVector4& GetVertex(DWORD index); + // returns the given normal + const LVector3& GetNormal(DWORD index); + // returns the given texture coordinates vector + const LVector2& GetUV(DWORD index); + // returns the pointer to the array of tangents + const LVector3& GetTangent(DWORD index); + // returns the pointer to the array of binormals + const LVector3& GetBinormal(DWORD index); + // sets the vertex at a given index to "vec" - for internal use + void SetVertex(const LVector4 &vec, DWORD index); + // sets the normal at a given index to "vec" - for internal use + void SetNormal(const LVector3 &vec, DWORD index); + // sets the texture coordinates vector at a given index to "vec" - for internal use + void SetUV(const LVector2 &vec, DWORD index); + // sets the tangent at a given index to "vec" - for internal use + void SetTangent(const LVector3 &vec, DWORD index); + // sets the binormal at a given index to "vec" - for internal use + void SetBinormal(const LVector3 &vec, DWORD index); + // returns the triangle with a given index + const LTriangle& GetTriangle(DWORD index); + // returns the triangle with a given index, see LTriangle2 structure description + LTriangle2 GetTriangle2(DWORD index); + // returns the mesh matrix, should be identity matrix after loading + LMatrix4 GetMatrix(); + // sets the mesh matrix to a given matrix - for internal use + void SetMatrix(LMatrix4 m); + // optimizises the mesh using a given optimization level + void Optimize(LOptimizationLevel value); + // sets an internal triangle structure with index "index" - for internal use only + void SetTri(const LTri &tri, DWORD index); + // returns the pointer to the internal triangle structure - for internal use only + LTri& GetTri(DWORD index); + // returns the material id with a given index for the mesh + DWORD GetMaterial(DWORD index); + // adds a material to the mesh and returns its index - for internal use + DWORD AddMaterial(DWORD id); + // returns the number of materials used in the mesh + DWORD GetMaterialCount(); +protected: + // the vertices, normals, etc. + List<LVector4> vertices; + List<LVector3> normals; + List<LVector3> binormals; + List<LVector3> tangents; + List<LVector2> uv; + + // triangles + List<LTriangle> triangles; + + //used internally + List<LTri> tris; + + // the transformation matrix. + Matrix matrix; + + // the material ID array + List<DWORD> materials; + + // calculates the normals, either using the smoothing groups information or not + void CalcNormals(bool useSmoothingGroups); + // calculates the texture(tangent) space for each vertex + void CalcTextureSpace(); + // transforms the vertices by the mesh matrix + void TransformVertices(); +}; + +//------------------------------------------------ + +class LImporter +{ +public: + // the default constructor + LImporter(); + // the destructor + virtual ~LImporter(); + // reads the model from a file, must be overriden by the child classes + virtual bool LoadFile(const char *filename) = 0; + // returns the number of meshes in the scene + DWORD GetMeshCount(); + // returns the number of lights in the scene + DWORD GetLightCount(); + // returns the number of materials in the scene + DWORD GetMaterialCount(); + // returns a pointer to a mesh + LMesh& GetMesh(DWORD index); + // returns a pointer to a light at a given index + LLight& GetLight(DWORD index); + // returns the pointer to the material + LMaterial& GetMaterial(DWORD index); + // returns the pointer to the material with a given name, or NULL if the material was not found + LMaterial* FindMaterial(const Text &name); + // returns the pointer to the mesh with a given name, or NULL if the mesh with such name + // is not present in the scene + LMesh* FindMesh(const Text &name); + // returns the pointer to the light with a given name, or NULL if not found + LLight* FindLight(const Text &name); + // sets the optimization level to a given value + void SetOptimizationLevel(LOptimizationLevel value); + // returns the current optimization level + LOptimizationLevel GetOptimizationLevel(); +protected: + // the lights found in the scene + List<LLight> lights; + // triangular meshes + List<LMesh> meshes; + // the materials in the scene + List<LMaterial> materials; + // level of optimization to perform on the meshes + LOptimizationLevel optLevel; + // clears all data. + virtual void Clear(); +}; +//------------------------------------------------ + +class L3DS : public LImporter +{ +public: + // the default contructor + L3DS(); + // constructs the object and loads the file + L3DS(const char *filename); + // destructor + virtual ~L3DS(); + // load 3ds file + virtual bool LoadFile(const char *filename); +protected: + // used internally for reading + char objName[100]; + // true if end of file is reached + bool eof; + // buffer for loading, used for speedup + unsigned char *buffer; + // the size of the buffer + DWORD bufferSize; + // the current cursor position in the buffer + DWORD pos; + + // reads a short value from the buffer + short ReadShort(); + // reads an int value from the buffer + int ReadInt(); + // reads a char from the buffer + char ReadChar(); + //reada a floatvalue from the buffer + float ReadFloat(); + //reads an unsigned byte from the buffer + byte ReadByte(); + //reads an asciiz string + int ReadASCIIZ(char *buf, int max_count); + // seek wihtin the buffer + void Seek(int offset, int origin); + // returns the position of the cursor + DWORD Pos(); + + // read the chunk and return it. + LChunk ReadChunk(); + // read until given chunk is found + bool FindChunk(LChunk &target, const LChunk &parent); + // skip to the end of chunk "chunk" + void SkipChunk(const LChunk &chunk); + // goes to the beginning of the data in teh given chunk + void GotoChunk(const LChunk &chunk); + + // the function read the color chunk (any of the color chunks) + ColorValue ReadColor(const LChunk &chunk); + // the function that read the percentage chunk and returns a float from 0 to 1 + float ReadPercentage(const LChunk &chunk); + // this is where 3ds file is being read + bool Read3DS(); + // read a light chunk + void ReadLight(const LChunk &parent); + // read a trimesh chunk + void ReadMesh(const LChunk &parent); + // reads the face list, face materials, smoothing groups... and fill rthe information into the mesh + void ReadFaceList(const LChunk &chunk, LMesh &mesh); + // reads the material + void ReadMaterial(const LChunk &parent); + // reads the map info and fills the given map with this information + void ReadMap(const LChunk &chunk, TextureMap& map); + // reads keyframer data of the OBJECT_NODE_TAG chunk + void ReadKeyframeData(const LChunk &parent); + // reads the keyheader structure from the current offset and returns the frame number + long ReadKeyheader(); +}; + +//--------------------------------------------------------- + #endif
\ No newline at end of file |