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-rw-r--r--Magic2/ModelFile3DS.cpp282
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diff --git a/Magic2/ModelFile3DS.cpp b/Magic2/ModelFile3DS.cpp
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--- a/Magic2/ModelFile3DS.cpp
+++ /dev/null
@@ -1,282 +0,0 @@
-/* Starshatter: The Open Source Project
- Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
- Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
- Copyright (c) 1997-2006, Destroyer Studios LLC.
-
- 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 "l3ds.h"
-
-// +--------------------------------------------------------------------+
-
-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* model, double scale)
-{
- if (model && scale > 0 && strlen(filename) > 0) {
- ModelFile::Load(model, scale);
-
- L3DS loader;
-
- if (!loader.LoadFile(filename)) {
- ::MessageBox(0, "3DS Import Failed: Magic could not open the file for reading", "ERROR", MB_OK);
- return false;
- }
-
- int ntex = 0;
- int nsurfs = 0;
- int nverts = 0;
- int npolys = 0;
- int nmatls = 0;
- int nmeshs = loader.GetMeshCount();
-
- int* mesh_verts = new int[nmeshs];
-
- for (int m = 0; m < nmeshs; m++) {
- LMesh& mesh = loader.GetMesh(m);
-
- mesh_verts[m] = nverts;
-
- // count verts and polys:
- nverts += mesh.GetVertexCount();
- npolys += mesh.GetTriangleCount();
- }
-
- if (nverts > Model::MAX_VERTS || npolys > Model::MAX_POLYS) {
- ::MessageBox(0, "3DS Import Failed: model is too complicated (too many vertices/polys)!", "ERROR", MB_OK);
- delete [] mesh_verts;
- return FALSE;
- }
-
- // get materials:
- nmatls = loader.GetMaterialCount();
-
- for (int i = 0; i < nmatls; i++) {
- LMaterial& matl = loader.GetMaterial(i);
- LMap& tex_diff = matl.GetTextureMap1();
- LMap& tex_spec = matl.GetSpecularMap();
- LMap& tex_bump = matl.GetBumpMap();
- LMap& tex_glow = matl.GetTextureMap2();
-
- Material* material = new Material;
-
- strncpy(material->name, matl.GetName().c_str(), Material::NAMELEN);
-
- material->Ka.Set( matl.GetAmbientColor().r,
- matl.GetAmbientColor().g,
- matl.GetAmbientColor().b );
-
- material->ambient_value = 1.0f;
- material->ambient_color = material->Ka.ToColor();
-
- material->Kd.Set( matl.GetDiffuseColor().r,
- matl.GetDiffuseColor().g,
- matl.GetDiffuseColor().b );
-
- material->diffuse_value = 1.0f;
- material->diffuse_color = material->Kd.ToColor();
-
- material->Ks.Set( matl.GetSpecularColor().r,
- matl.GetSpecularColor().g,
- matl.GetSpecularColor().b );
-
- material->specular_value = 1.0f;
- material->specular_color = material->Ks.ToColor();
-
- material->power = matl.GetShininess() * 100;
-
- if (tex_diff.mapName[0])
- LoadTexture(tex_diff.mapName, material->tex_diffuse);
-
- if (tex_spec.mapName[0])
- LoadTexture(tex_spec.mapName, material->tex_specular);
-
- if (tex_bump.mapName[0])
- LoadTexture(tex_bump.mapName, material->tex_bumpmap);
-
- if (tex_glow.mapName[0])
- LoadTexture(tex_glow.mapName, material->tex_emissive);
-
- model->GetMaterials().append(material);
- }
-
- Surface* surface = new Surface;
- model->GetSurfaces().append(surface);
-
- surface->CreateVerts(nverts);
- surface->CreatePolys(npolys);
-
- VertexSet* vset = surface->GetVertexSet();
- Poly* polys = surface->GetPolys();
- float radius = 0;
- int v = 0;
-
- for (int m = 0; m < nmeshs && v < nverts; m++) {
- LMesh& mesh = loader.GetMesh(m);
-
- // read vertex set:
- for (int i = 0; i < mesh.GetVertexCount() && v < nverts; i++) {
- vset->loc[v].x = mesh.GetVertex(i).x;
- vset->loc[v].y = mesh.GetVertex(i).z;
- vset->loc[v].z = mesh.GetVertex(i).y;
-
- vset->nrm[v].x = mesh.GetNormal(i).x;
- vset->nrm[v].y = mesh.GetNormal(i).z;
- vset->nrm[v].z = mesh.GetNormal(i).y;
-
- vset->tu[v] = mesh.GetUV(i).x;
- vset->tv[v] = mesh.GetUV(i).y;
-
- float d = vset->loc[v].length();
- if (d > radius)
- radius = d;
-
- v++;
- }
- }
-
- if (radius < 16) {
- model->ScaleBy(256.0f / radius);
- radius = 256.0f;
- }
-
- int n = 0;
-
- for (int m = 0; m < nmeshs && n < npolys; m++) {
- LMesh& mesh = loader.GetMesh(m);
-
- // read polys:
- int mesh_tris = mesh.GetTriangleCount();
- for (int i = 0; i < mesh_tris && n < npolys; i++) {
- Poly* p = surface->GetPolys() + n++;
- const LTriangle& tri = mesh.GetTriangle(i);
- LTriangle2 tri2 = mesh.GetTriangle2(i);
-
- p->nverts = 3;
-
- p->verts[0] = tri.a + mesh_verts[m];
- p->verts[1] = tri.b + mesh_verts[m];
- p->verts[2] = tri.c + mesh_verts[m];
-
- if (p->verts[0] > nverts || p->verts[1] > nverts || p->verts[2] > nverts) {
- p->verts[0] = 0;
- p->verts[1] = 1;
- p->verts[2] = 2;
- }
-
- if (tri2.vertexNormals[0] == tri2.vertexNormals[1] &&
- tri2.vertexNormals[0] == tri2.vertexNormals[2])
- p->flatness = 1.0f;
- else
- p->flatness = 0.0f;
-
- p->vertex_set = vset;
- p->material = model->GetMaterials()[ tri2.materialId ];
- p->sortval = tri2.materialId;
-
- p->plane = Plane(vset->loc[ p->verts[0] ],
- vset->loc[ p->verts[2] ],
- vset->loc[ p->verts[1] ]);
-
- surface->AddIndices(p->nverts);
- }
- }
-
- // sort the polys by material index:
- qsort((void*) polys, npolys, sizeof(Poly), mcomp);
-
- // then assign them to cohesive segments:
- Segment* segment = 0;
-
- for (int n = 0; n < npolys; n++) {
- if (segment && segment->material == polys[n].material) {
- segment->npolys++;
- }
- else {
- segment = 0;
- }
-
- if (!segment) {
- segment = new Segment;
-
- segment->npolys = 1;
- segment->polys = &polys[n];
- segment->material = segment->polys->material;
-
- surface->GetSegments().append(segment);
- }
- }
-
- *pnverts = nverts;
- *pnpolys = npolys;
- *pradius = radius;
-
- model->Normalize();
- return true;
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-ModelFile3DS::Save(Model* m)
-{
- if (m) {
- ModelFile::Save(m);
-
- FILE* f = fopen(filename, "w");
- if (!f) {
- ::MessageBox(0, "3DS Export Failed: Magic could not open the file for writing", "ERROR", MB_OK);
- return false;
- }
-
- fclose(f);
-
- return true;
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+