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Diffstat (limited to 'Magic2/l3ds.h')
-rw-r--r-- | Magic2/l3ds.h | 457 |
1 files changed, 457 insertions, 0 deletions
diff --git a/Magic2/l3ds.h b/Magic2/l3ds.h new file mode 100644 index 0000000..16204b5 --- /dev/null +++ b/Magic2/l3ds.h @@ -0,0 +1,457 @@ +// copyright (c) 2001-2002 Lev Povalahev +// this is a 3ds importer version 2 + +#ifndef L3DS_H +#define L3DS_H + +// includes +#include <vector> +#include <string> + +//--------------------------------------------------------- + +typedef unsigned int uint; +typedef unsigned char byte; + +enum LShading {sWireframe, sFlat, sGouraud, sPhong, sMetal}; + +enum LOptimizationLevel {oNone, oSimple, oFull}; + +// for internal use +struct LChunk; +struct LTri; + +//------------------------------------------------ + +struct LVector4 +{ + float x; + float y; + float z; + float w; + + int operator==(const LVector4& v) const { return x==v.x && y==v.y && z==v.z && w==v.w; } +}; + +struct LVector3 +{ + float x; + float y; + float z; + + int operator==(const LVector3& v) const { return x==v.x && y==v.y && z==v.z; } +}; + +struct LVector2 +{ + float x; + float y; + + int operator==(const LVector2& v) const { return x==v.x && y==v.y; } +}; + +struct LColor3 +{ + float r; + float g; + float b; + + int operator==(const LColor3& v) const { return r==v.r && g==v.g && b==v.b; } +}; + +//------------------------------------------------ + +struct LTriangle +{ + unsigned short a; + unsigned short b; + unsigned short c; +}; + +struct LMatrix4 +{ + float m[4][4]; +}; + +struct LTriangle2 +{ + LVector4 vertices[3]; + LVector3 vertexNormals[3]; + LVector2 textureCoords[3]; + LVector3 faceNormal; + uint materialId; +}; + +// a structure for a texture map +struct LMap +{ + // the strength of the texture map + float strength; + // the file name of the map. only 8.3 format in 3ds files :( + char mapName[255]; + float uScale; + float vScale; + float uOffset; + float vOffset; + float angle; +}; + +//------------------------------------------------ + +class LObject +{ +public: + // the default constructor, initilializes the m_name here + LObject(); + // the destructor frees memory (m_name) + virtual ~LObject(); + // call this to get the name of the object + virtual const std::string& GetName(); + + // 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 + // call this to set the name of the object + virtual void SetName(const std::string& value); + // returns true if the object's name is the name passed as parameter + bool IsObject(const std::string &name); +protected: + // the name of the object + std::string m_name; +}; + +//------------------------------------------------ + +class LMaterial : public LObject +{ +public: + // the default constructor, does the initialization + LMaterial(); + // the destructor + virtual ~LMaterial(); + // returns the material ID + uint GetID(); + // returns the pointer to teh texture map 1 + LMap& GetTextureMap1(); + // returns the pointer to the texture map 2 + LMap& GetTextureMap2(); + // returns the pointer to teh opacity map + LMap& GetOpacityMap(); + // returns the pointer to the specular (gloss) map + LMap& GetSpecularMap(); + // returns the pointer to the bump map + LMap& GetBumpMap(); + // returns the pointer to the reflection map + LMap& GetReflectionMap(); + // returns the ambient color of the material + LColor3 GetAmbientColor(); + // returns the diffuse color of the material + LColor3 GetDiffuseColor(); + // returns the specular color of the material + LColor3 GetSpecularColor(); + // returns the shininess of the material, ranging from 0(matte) to 1(shiny) + float GetShininess(); + // returns the transparency of the material, ranging from 1(fully transparent) to 0(opaque) + float GetTransparency(); + // returns the type of shading, see LShading type + LShading 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 + // sets the material ID to "value" + void SetID(uint value); + // call this to set the ambient color of the material + void SetAmbientColor(const LColor3 &color); + // sets the diffuse color of the material + void SetDiffuseColor(const LColor3 &color); + // sets the specular color of the material + void SetSpecularColor(const LColor3 &color); + // sets the shininess of the material + void SetShininess(float value); + // sets the transparency of the material + void SetTransparency(float value); + // sets the shading type + void SetShadingType(LShading shading); +protected: + // the unique material ID + int m_id; + // the first texture map + LMap m_texMap1; + // the second texture map + LMap m_texMap2; + // the opacity map + LMap m_opacMap; + // the reflection map + LMap m_reflMap; + // the bump map + LMap m_bumpMap; + // specular map + LMap m_specMap; + // material ambient color + LColor3 m_ambient; + // material diffuse color + LColor3 m_diffuse; + // material specular color + LColor3 m_specular; + // shininess + float m_shininess; + // transparency + float m_transparency; + // the shading type for the material + LShading m_shading; +}; + +//------------------------------------------------ + +class LMesh : public LObject +{ +public: + // the default constructor + LMesh(); + // the destructor + virtual ~LMesh(); + // clears the mesh, deleteing all data + void Clear(); + // returns the number of vertices in the mesh + uint GetVertexCount(); + // sets the the size fo the vertex array - for internal use + void SetVertexArraySize(uint value); + // returns the number of triangles in the mesh + uint GetTriangleCount(); + // sets the size of the triangle array - for internal use + void SetTriangleArraySize(uint value); + // returns given vertex + const LVector4& GetVertex(uint index); + // returns the given normal + const LVector3& GetNormal(uint index); + // returns the given texture coordinates vector + const LVector2& GetUV(uint index); + // returns the pointer to the array of tangents + const LVector3& GetTangent(uint index); + // returns the pointer to the array of binormals + const LVector3& GetBinormal(uint index); + // sets the vertex at a given index to "vec" - for internal use + void SetVertex(const LVector4 &vec, uint index); + // sets the normal at a given index to "vec" - for internal use + void SetNormal(const LVector3 &vec, uint index); + // sets the texture coordinates vector at a given index to "vec" - for internal use + void SetUV(const LVector2 &vec, uint index); + // sets the tangent at a given index to "vec" - for internal use + void SetTangent(const LVector3 &vec, uint index); + // sets the binormal at a given index to "vec" - for internal use + void SetBinormal(const LVector3 &vec, uint index); + // returns the triangle with a given index + const LTriangle& GetTriangle(uint index); + // returns the triangle with a given index, see LTriangle2 structure description + LTriangle2 GetTriangle2(uint 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, uint index); + // returns the pointer to the internal triangle structure - for internal use only + LTri& GetTri(uint index); + // returns the material id with a given index for the mesh + uint GetMaterial(uint index); + // adds a material to the mesh and returns its index - for internal use + uint AddMaterial(uint id); + // returns the number of materials used in the mesh + uint GetMaterialCount(); +protected: + // the vertices, normals, etc. + std::vector<LVector4> m_vertices; + std::vector<LVector3> m_normals; + std::vector<LVector3> m_binormals; + std::vector<LVector3> m_tangents; + std::vector<LVector2> m_uv; + + // triangles + std::vector<LTriangle> m_triangles; + + //used internally + std::vector<LTri> m_tris; + + // the transformation matrix. + LMatrix4 m_matrix; + + // the material ID array + std::vector<uint> m_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 LLight : public LObject +{ +public: + // the default constructor + LLight(); + // the destructor + virtual ~LLight(); + // clears the data the class holds + void Clear(); + // sets the position of the light source - for internal use + void SetPosition(LVector3 vec); + // returns the position of the light source + LVector3 GetPosition(); + // sets the color of the light - for internal use + void SetColor(LColor3 color); + // returns the color of the light + LColor3 GetColor(); + // sets whether the light is a spotlight or not - internal use + void SetSpotlight(bool value); + // returns true if the light is a spotlight + bool GetSpotlight(); + // sets the target of the light - internal use + void SetTarget(LVector3 target); + // returns the target of the spotlight + LVector3 GetTarget(); + // sets the hotspot - internal use + void SetHotspot(float value); + // returns the hotspot + float GetHotspot(); + // sets falloff - internal use + void SetFalloff(float value); + // returns falloff + float GetFalloff(); +protected: + LVector3 m_pos; + LColor3 m_color; + bool m_spotlight; + LVector3 m_target; + float m_hotspot; + float m_falloff; +}; + +//------------------------------------------------ + +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 + uint GetMeshCount(); + // returns the number of lights in the scene + uint GetLightCount(); + // returns the number of materials in the scene + uint GetMaterialCount(); + // returns a pointer to a mesh + LMesh& GetMesh(uint index); + // returns a pointer to a light at a given index + LLight& GetLight(uint index); + // returns the pointer to the material + LMaterial& GetMaterial(uint index); + // returns the pointer to the material with a given name, or NULL if the material was not found + LMaterial* FindMaterial(const std::string &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 std::string &name); + // returns the pointer to the light with a given name, or NULL if not found + LLight* FindLight(const std::string &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 + std::vector<LLight> m_lights; + // triangular meshes + std::vector<LMesh> m_meshes; + // the materials in the scene + std::vector<LMaterial> m_materials; + // level of optimization to perform on the meshes + LOptimizationLevel m_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 m_objName[100]; + // true if end of file is reached + bool m_eof; + // buffer for loading, used for speedup + unsigned char *m_buffer; + // the size of the buffer + uint m_bufferSize; + // the current cursor position in the buffer + uint m_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 + uint 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) + LColor3 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, LMap& 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
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