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+/* 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;
+}
+
+// +--------------------------------------------------------------------+