diff options
Diffstat (limited to 'Magic2/M3DS.cpp')
-rw-r--r-- | Magic2/M3DS.cpp | 550 |
1 files changed, 287 insertions, 263 deletions
diff --git a/Magic2/M3DS.cpp b/Magic2/M3DS.cpp index 21ac41a..f5b5fc5 100644 --- a/Magic2/M3DS.cpp +++ b/Magic2/M3DS.cpp @@ -1,263 +1,287 @@ -/* Project Magic 2.0
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Magic.exe
- FILE: ModelFile3DS.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- File loader for 3DStudio MAX 3DS format models
-*/
-
-#include "stdafx.h"
-#include "Magic.h"
-#include "MagicDoc.h"
-#include "ModelFile3DS.h"
-
-#include "Bitmap.h"
-#include "Polygon.h"
-#include "Text.h"
-#include "List.h"
-#include "ArrayList.h"
-
-// +--------------------------------------------------------------------+
-
-struct Chunk
-{
- WORD id;
- DWORD len;
- BYTE* start;
-
- List<Chunk> chunks;
-};
-
-// +--------------------------------------------------------------------+
-
-struct Vec2
-{
- float u,v;
-};
-
-struct Triangle
-{
- WORD a,b,c;
-};
-
-struct Triangle2
-{
- Vec3 vloc[3];
- Vec3 vnrm[3];
- Vec2 vtex[3];
- Vec3 fnrm;
- DWORD mtl_id;
-};
-
-struct TextureMap
-{
- char fname[256];
- float strength;
- float u_scale;
- float v_scale;
- float u_offset;
- float v_offset;
- float angle;
-};
-
-// +--------------------------------------------------------------------+
-
-class Object3DS
-{
-public:
- Object3DS();
- virtual ~Object3DS();
-
- virtual const char* GetName();
- virtual bool IsObject(const char* name);
-
-protected:
- Text name;
-};
-
-// +--------------------------------------------------------------------+
-
-class Material3DS : public Object3DS
-{
-public:
- Material3DS();
- virtual ~Material3DS();
-
- 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 Mesh3DS : public Object3DS
-{
-public:
- Mesh3DS();
- virtual ~Mesh3DS();
-
- void Clear();
-
- DWORD GetVertexCount();
- void SetVertexArraySize(DWORD value);
- DWORD GetTriangleCount();
- void SetTriangleArraySize(DWORD value);
-
- const Vec3& GetVertex(DWORD index);
- const Vec3& GetNormal(DWORD index);
- const Vec2& GetUV(DWORD index);
- const Vec3& GetTangent(DWORD index);
- const Vec3& GetBinormal(DWORD index);
-
- void SetVertex(const Vec3 &vec, DWORD index);
- void SetNormal(const Vec3 &vec, DWORD index);
- void SetUV(const Vec2 &vec, DWORD index);
- void SetTangent(const Vec3 &vec, DWORD index);
- void SetBinormal(const Vec3 &vec, DWORD index);
-
- const Triangle& GetTriangle(DWORD index);
- Triangle2 GetTriangle2(DWORD index);
-
- Matrix& GetMatrix();
- void SetMatrix(Matrix& m);
- void Optimize(int level);
-
- DWORD GetMaterial(DWORD index);
- DWORD AddMaterial(DWORD id);
- DWORD GetMaterialCount();
-
-protected:
- // the vertices, normals, etc.
- List<Vec3> vertices;
- List<Vec3> normals;
- List<Vec3> binormals;
- List<Vec3> tangents;
- List<Vec2> uv;
-
- // triangles
- List<Triangle> triangles;
-
- // the transformation matrix.
- Matrix matrix;
-
- // the material ID array
- ArrayList materials;
-
- void CalcNormals(bool useSmoothingGroups);
- void CalcTextureSpace();
-
- void TransformVertices();
-};
-
-
-// +--------------------------------------------------------------------+
-// +--------------------------------------------------------------------+
-// +--------------------------------------------------------------------+
-
-ModelFile3DS::ModelFile3DS(const char* fname)
- : ModelFile(fname)
-{
-}
-
-ModelFile3DS::~ModelFile3DS()
-{
-}
-
-// +--------------------------------------------------------------------+
-
-static int mcomp(const void* a, const void* b)
-{
- Poly* pa = (Poly*) a;
- Poly* pb = (Poly*) b;
-
- if (pa->sortval == pb->sortval)
- return 0;
-
- if (pa->sortval < pb->sortval)
- return 1;
-
- return -1;
-}
-
-bool
-ModelFile3DS::Load(Model* m, double scale)
-{
- if (m && scale > 0 && strlen(filename) > 0) {
- ModelFile::Load(m, scale);
-
- FILE* fp = fopen(filename, "rb");
- fclose(fp);
-
- m->Normalize();
- return true;
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-ModelFile3DS::Save(Model* m)
-{
- if (m) {
- ModelFile::Save(m);
-
- FILE* f = fopen(filename, "w");
- if (!f) {
- ::MessageBox(0, "Export Failed: Magic could not open the file for writing", "ERROR", MB_OK);
- return false;
- }
-
- fclose(f);
-
- return true;
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
+/* 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: Magic.exe + FILE: ModelFile3DS.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for 3DStudio MAX 3DS format models +*/ + +#include "stdafx.h" +#include "Magic.h" +#include "MagicDoc.h" +#include "ModelFile3DS.h" + +#include "Bitmap.h" +#include "Polygon.h" +#include "Text.h" +#include "List.h" +#include "ArrayList.h" + +// +--------------------------------------------------------------------+ + +struct Chunk +{ + WORD id; + DWORD len; + BYTE* start; + + List<Chunk> chunks; +}; + +// +--------------------------------------------------------------------+ + +struct Vec2 +{ + float u,v; +}; + +struct Triangle +{ + WORD a,b,c; +}; + +struct Triangle2 +{ + Vec3 vloc[3]; + Vec3 vnrm[3]; + Vec2 vtex[3]; + Vec3 fnrm; + DWORD mtl_id; +}; + +struct TextureMap +{ + char fname[256]; + float strength; + float u_scale; + float v_scale; + float u_offset; + float v_offset; + float angle; +}; + +// +--------------------------------------------------------------------+ + +class Object3DS +{ +public: + Object3DS(); + virtual ~Object3DS(); + + virtual const char* GetName(); + virtual bool IsObject(const char* name); + +protected: + Text name; +}; + +// +--------------------------------------------------------------------+ + +class Material3DS : public Object3DS +{ +public: + Material3DS(); + virtual ~Material3DS(); + + 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 Mesh3DS : public Object3DS +{ +public: + Mesh3DS(); + virtual ~Mesh3DS(); + + void Clear(); + + DWORD GetVertexCount(); + void SetVertexArraySize(DWORD value); + DWORD GetTriangleCount(); + void SetTriangleArraySize(DWORD value); + + const Vec3& GetVertex(DWORD index); + const Vec3& GetNormal(DWORD index); + const Vec2& GetUV(DWORD index); + const Vec3& GetTangent(DWORD index); + const Vec3& GetBinormal(DWORD index); + + void SetVertex(const Vec3 &vec, DWORD index); + void SetNormal(const Vec3 &vec, DWORD index); + void SetUV(const Vec2 &vec, DWORD index); + void SetTangent(const Vec3 &vec, DWORD index); + void SetBinormal(const Vec3 &vec, DWORD index); + + const Triangle& GetTriangle(DWORD index); + Triangle2 GetTriangle2(DWORD index); + + Matrix& GetMatrix(); + void SetMatrix(Matrix& m); + void Optimize(int level); + + DWORD GetMaterial(DWORD index); + DWORD AddMaterial(DWORD id); + DWORD GetMaterialCount(); + +protected: + // the vertices, normals, etc. + List<Vec3> vertices; + List<Vec3> normals; + List<Vec3> binormals; + List<Vec3> tangents; + List<Vec2> uv; + + // triangles + List<Triangle> triangles; + + // the transformation matrix. + Matrix matrix; + + // the material ID array + ArrayList materials; + + void CalcNormals(bool useSmoothingGroups); + void CalcTextureSpace(); + + void TransformVertices(); +}; + + +// +--------------------------------------------------------------------+ +// +--------------------------------------------------------------------+ +// +--------------------------------------------------------------------+ + +ModelFile3DS::ModelFile3DS(const char* fname) + : ModelFile(fname) +{ +} + +ModelFile3DS::~ModelFile3DS() +{ +} + +// +--------------------------------------------------------------------+ + +static int mcomp(const void* a, const void* b) +{ + Poly* pa = (Poly*) a; + Poly* pb = (Poly*) b; + + if (pa->sortval == pb->sortval) + return 0; + + if (pa->sortval < pb->sortval) + return 1; + + return -1; +} + +bool +ModelFile3DS::Load(Model* m, double scale) +{ + if (m && scale > 0 && strlen(filename) > 0) { + ModelFile::Load(m, scale); + + FILE* fp = fopen(filename, "rb"); + fclose(fp); + + m->Normalize(); + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +ModelFile3DS::Save(Model* m) +{ + if (m) { + ModelFile::Save(m); + + FILE* f = fopen(filename, "w"); + if (!f) { + ::MessageBox(0, "Export Failed: Magic could not open the file for writing", "ERROR", MB_OK); + return false; + } + + fclose(f); + + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ |