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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: 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