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l3ds.h
Go to the documentation of this file.
1
// copyright (c) 2001-2002 Lev Povalahev
2
// this is a 3ds importer version 2
3
4
#ifndef L3DS_H
5
#define L3DS_H
6
7
// includes
8
#include <vector>
9
#include <string>
10
11
//---------------------------------------------------------
12
13
typedef
unsigned
int
uint
;
14
typedef
unsigned
char
byte
;
15
16
enum
LShading
{
sWireframe
,
sFlat
,
sGouraud
,
sPhong
,
sMetal
};
17
18
enum
LOptimizationLevel
{
oNone
,
oSimple
,
oFull
};
19
20
// for internal use
21
struct
LChunk
;
22
struct
LTri
;
23
24
//------------------------------------------------
25
26
struct
LVector4
27
{
28
float
x
;
29
float
y
;
30
float
z
;
31
float
w
;
32
33
int
operator==
(
const
LVector4
& v)
const
{
return
x
==v.
x
&&
y
==v.
y
&&
z
==v.
z
&&
w
==v.
w
; }
34
};
35
36
struct
LVector3
37
{
38
float
x
;
39
float
y
;
40
float
z
;
41
42
int
operator==
(
const
LVector3
& v)
const
{
return
x
==v.
x
&&
y
==v.
y
&&
z
==v.
z
; }
43
};
44
45
struct
LVector2
46
{
47
float
x
;
48
float
y
;
49
50
int
operator==
(
const
LVector2
& v)
const
{
return
x
==v.
x
&&
y
==v.
y
; }
51
};
52
53
struct
LColor3
54
{
55
float
r
;
56
float
g
;
57
float
b
;
58
59
int
operator==
(
const
LColor3
& v)
const
{
return
r
==v.
r
&&
g
==v.
g
&&
b
==v.
b
; }
60
};
61
62
//------------------------------------------------
63
64
struct
LTriangle
65
{
66
unsigned
short
a
;
67
unsigned
short
b
;
68
unsigned
short
c
;
69
};
70
71
struct
LMatrix4
72
{
73
float
m
[4][4];
74
};
75
76
struct
LTriangle2
77
{
78
LVector4
vertices
[3];
79
LVector3
vertexNormals
[3];
80
LVector2
textureCoords
[3];
81
LVector3
faceNormal
;
82
uint
materialId
;
83
};
84
85
// a structure for a texture map
86
struct
LMap
87
{
88
// the strength of the texture map
89
float
strength
;
90
// the file name of the map. only 8.3 format in 3ds files :(
91
char
mapName
[255];
92
float
uScale
;
93
float
vScale
;
94
float
uOffset
;
95
float
vOffset
;
96
float
angle
;
97
};
98
99
//------------------------------------------------
100
101
class
LObject
102
{
103
public
:
104
// the default constructor, initilializes the m_name here
105
LObject
();
106
// the destructor frees memory (m_name)
107
virtual
~LObject
();
108
// call this to get the name of the object
109
virtual
const
std::string&
GetName
();
110
111
// this methods should not be used by the "user", they're used internally to fill the class
112
// with valid data when reading from file. If you're about to add an importer for another format you'LL
113
// have to use these methods
114
// call this to set the name of the object
115
virtual
void
SetName
(
const
std::string& value);
116
// returns true if the object's name is the name passed as parameter
117
bool
IsObject
(
const
std::string &
name
);
118
protected
:
119
// the name of the object
120
std::string
m_name
;
121
};
122
123
//------------------------------------------------
124
125
class
LMaterial
:
public
LObject
126
{
127
public
:
128
// the default constructor, does the initialization
129
LMaterial
();
130
// the destructor
131
virtual
~LMaterial
();
132
// returns the material ID
133
uint
GetID
();
134
// returns the pointer to teh texture map 1
135
LMap
&
GetTextureMap1
();
136
// returns the pointer to the texture map 2
137
LMap
&
GetTextureMap2
();
138
// returns the pointer to teh opacity map
139
LMap
&
GetOpacityMap
();
140
// returns the pointer to the specular (gloss) map
141
LMap
&
GetSpecularMap
();
142
// returns the pointer to the bump map
143
LMap
&
GetBumpMap
();
144
// returns the pointer to the reflection map
145
LMap
&
GetReflectionMap
();
146
// returns the ambient color of the material
147
LColor3
GetAmbientColor
();
148
// returns the diffuse color of the material
149
LColor3
GetDiffuseColor
();
150
// returns the specular color of the material
151
LColor3
GetSpecularColor
();
152
// returns the shininess of the material, ranging from 0(matte) to 1(shiny)
153
float
GetShininess
();
154
// returns the transparency of the material, ranging from 1(fully transparent) to 0(opaque)
155
float
GetTransparency
();
156
// returns the type of shading, see LShading type
157
LShading
GetShadingType
();
158
159
// this methods should not be used by the "user", they're used internally to fill the class
160
// with valid data when reading from file. If you're about to add an importer for another format you'LL
161
// have to use these methods
162
// sets the material ID to "value"
163
void
SetID
(
uint
value);
164
// call this to set the ambient color of the material
165
void
SetAmbientColor
(
const
LColor3
&color);
166
// sets the diffuse color of the material
167
void
SetDiffuseColor
(
const
LColor3
&color);
168
// sets the specular color of the material
169
void
SetSpecularColor
(
const
LColor3
&color);
170
// sets the shininess of the material
171
void
SetShininess
(
float
value);
172
// sets the transparency of the material
173
void
SetTransparency
(
float
value);
174
// sets the shading type
175
void
SetShadingType
(
LShading
shading
);
176
protected
:
177
// the unique material ID
178
int
m_id
;
179
// the first texture map
180
LMap
m_texMap1
;
181
// the second texture map
182
LMap
m_texMap2
;
183
// the opacity map
184
LMap
m_opacMap
;
185
// the reflection map
186
LMap
m_reflMap
;
187
// the bump map
188
LMap
m_bumpMap
;
189
// specular map
190
LMap
m_specMap
;
191
// material ambient color
192
LColor3
m_ambient
;
193
// material diffuse color
194
LColor3
m_diffuse
;
195
// material specular color
196
LColor3
m_specular
;
197
// shininess
198
float
m_shininess
;
199
// transparency
200
float
m_transparency
;
201
// the shading type for the material
202
LShading
m_shading
;
203
};
204
205
//------------------------------------------------
206
207
class
LMesh
:
public
LObject
208
{
209
public
:
210
// the default constructor
211
LMesh
();
212
// the destructor
213
virtual
~LMesh
();
214
// clears the mesh, deleteing all data
215
void
Clear
();
216
// returns the number of vertices in the mesh
217
uint
GetVertexCount
();
218
// sets the the size fo the vertex array - for internal use
219
void
SetVertexArraySize
(
uint
value);
220
// returns the number of triangles in the mesh
221
uint
GetTriangleCount
();
222
// sets the size of the triangle array - for internal use
223
void
SetTriangleArraySize
(
uint
value);
224
// returns given vertex
225
const
LVector4
&
GetVertex
(
uint
index);
226
// returns the given normal
227
const
LVector3
&
GetNormal
(
uint
index);
228
// returns the given texture coordinates vector
229
const
LVector2
&
GetUV
(
uint
index);
230
// returns the pointer to the array of tangents
231
const
LVector3
&
GetTangent
(
uint
index);
232
// returns the pointer to the array of binormals
233
const
LVector3
&
GetBinormal
(
uint
index);
234
// sets the vertex at a given index to "vec" - for internal use
235
void
SetVertex
(
const
LVector4
&vec,
uint
index);
236
// sets the normal at a given index to "vec" - for internal use
237
void
SetNormal
(
const
LVector3
&vec,
uint
index);
238
// sets the texture coordinates vector at a given index to "vec" - for internal use
239
void
SetUV
(
const
LVector2
&vec,
uint
index);
240
// sets the tangent at a given index to "vec" - for internal use
241
void
SetTangent
(
const
LVector3
&vec,
uint
index);
242
// sets the binormal at a given index to "vec" - for internal use
243
void
SetBinormal
(
const
LVector3
&vec,
uint
index);
244
// returns the triangle with a given index
245
const
LTriangle
&
GetTriangle
(
uint
index);
246
// returns the triangle with a given index, see LTriangle2 structure description
247
LTriangle2
GetTriangle2
(
uint
index);
248
// returns the mesh matrix, should be identity matrix after loading
249
LMatrix4
GetMatrix
();
250
// sets the mesh matrix to a given matrix - for internal use
251
void
SetMatrix
(
LMatrix4
m);
252
// optimizises the mesh using a given optimization level
253
void
Optimize
(
LOptimizationLevel
value);
254
// sets an internal triangle structure with index "index" - for internal use only
255
void
SetTri
(
const
LTri
&tri,
uint
index);
256
// returns the pointer to the internal triangle structure - for internal use only
257
LTri
&
GetTri
(
uint
index);
258
// returns the material id with a given index for the mesh
259
uint
GetMaterial
(
uint
index);
260
// adds a material to the mesh and returns its index - for internal use
261
uint
AddMaterial
(
uint
id
);
262
// returns the number of materials used in the mesh
263
uint
GetMaterialCount
();
264
protected
:
265
// the vertices, normals, etc.
266
std::vector<LVector4>
m_vertices
;
267
std::vector<LVector3>
m_normals
;
268
std::vector<LVector3>
m_binormals
;
269
std::vector<LVector3>
m_tangents
;
270
std::vector<LVector2>
m_uv
;
271
272
// triangles
273
std::vector<LTriangle>
m_triangles
;
274
275
//used internally
276
std::vector<LTri>
m_tris
;
277
278
// the transformation matrix.
279
LMatrix4
m_matrix
;
280
281
// the material ID array
282
std::vector<uint>
m_materials
;
283
284
// calculates the normals, either using the smoothing groups information or not
285
void
CalcNormals
(
bool
useSmoothingGroups);
286
// calculates the texture(tangent) space for each vertex
287
void
CalcTextureSpace
();
288
// transforms the vertices by the mesh matrix
289
void
TransformVertices
();
290
};
291
292
//------------------------------------------------
293
294
class
LLight
:
public
LObject
295
{
296
public
:
297
// the default constructor
298
LLight
();
299
// the destructor
300
virtual
~LLight
();
301
// clears the data the class holds
302
void
Clear
();
303
// sets the position of the light source - for internal use
304
void
SetPosition
(
LVector3
vec);
305
// returns the position of the light source
306
LVector3
GetPosition
();
307
// sets the color of the light - for internal use
308
void
SetColor
(
LColor3
color);
309
// returns the color of the light
310
LColor3
GetColor
();
311
// sets whether the light is a spotlight or not - internal use
312
void
SetSpotlight
(
bool
value);
313
// returns true if the light is a spotlight
314
bool
GetSpotlight
();
315
// sets the target of the light - internal use
316
void
SetTarget
(
LVector3
target);
317
// returns the target of the spotlight
318
LVector3
GetTarget
();
319
// sets the hotspot - internal use
320
void
SetHotspot
(
float
value);
321
// returns the hotspot
322
float
GetHotspot
();
323
// sets falloff - internal use
324
void
SetFalloff
(
float
value);
325
// returns falloff
326
float
GetFalloff
();
327
protected
:
328
LVector3
m_pos
;
329
LColor3
m_color
;
330
bool
m_spotlight
;
331
LVector3
m_target
;
332
float
m_hotspot
;
333
float
m_falloff
;
334
};
335
336
//------------------------------------------------
337
338
class
LImporter
339
{
340
public
:
341
// the default constructor
342
LImporter
();
343
// the destructor
344
virtual
~LImporter
();
345
// reads the model from a file, must be overriden by the child classes
346
virtual
bool
LoadFile
(
const
char
*filename) = 0;
347
// returns the number of meshes in the scene
348
uint
GetMeshCount
();
349
// returns the number of lights in the scene
350
uint
GetLightCount
();
351
// returns the number of materials in the scene
352
uint
GetMaterialCount
();
353
// returns a pointer to a mesh
354
LMesh
&
GetMesh
(
uint
index);
355
// returns a pointer to a light at a given index
356
LLight
&
GetLight
(
uint
index);
357
// returns the pointer to the material
358
LMaterial
&
GetMaterial
(
uint
index);
359
// returns the pointer to the material with a given name, or NULL if the material was not found
360
LMaterial
*
FindMaterial
(
const
std::string &name);
361
// returns the pointer to the mesh with a given name, or NULL if the mesh with such name
362
// is not present in the scene
363
LMesh
*
FindMesh
(
const
std::string &name);
364
// returns the pointer to the light with a given name, or NULL if not found
365
LLight
*
FindLight
(
const
std::string &name);
366
// sets the optimization level to a given value
367
void
SetOptimizationLevel
(
LOptimizationLevel
value);
368
// returns the current optimization level
369
LOptimizationLevel
GetOptimizationLevel
();
370
protected
:
371
// the lights found in the scene
372
std::vector<LLight>
m_lights
;
373
// triangular meshes
374
std::vector<LMesh>
m_meshes
;
375
// the materials in the scene
376
std::vector<LMaterial>
m_materials
;
377
// level of optimization to perform on the meshes
378
LOptimizationLevel
m_optLevel
;
379
// clears all data.
380
virtual
void
Clear
();
381
};
382
//------------------------------------------------
383
384
class
L3DS
:
public
LImporter
385
{
386
public
:
387
// the default contructor
388
L3DS
();
389
// constructs the object and loads the file
390
L3DS
(
const
char
*filename);
391
// destructor
392
virtual
~L3DS
();
393
// load 3ds file
394
virtual
bool
LoadFile
(
const
char
*filename);
395
protected
:
396
// used internally for reading
397
char
m_objName
[100];
398
// true if end of file is reached
399
bool
m_eof
;
400
// buffer for loading, used for speedup
401
unsigned
char
*
m_buffer
;
402
// the size of the buffer
403
uint
m_bufferSize
;
404
// the current cursor position in the buffer
405
uint
m_pos
;
406
407
// reads a short value from the buffer
408
short
ReadShort
();
409
// reads an int value from the buffer
410
int
ReadInt
();
411
// reads a char from the buffer
412
char
ReadChar
();
413
//reada a floatvalue from the buffer
414
float
ReadFloat
();
415
//reads an unsigned byte from the buffer
416
byte
ReadByte
();
417
//reads an asciiz string
418
int
ReadASCIIZ
(
char
*buf,
int
max_count);
419
// seek wihtin the buffer
420
void
Seek
(
int
offset,
int
origin);
421
// returns the position of the cursor
422
uint
Pos
();
423
424
// read the chunk and return it.
425
LChunk
ReadChunk
();
426
// read until given chunk is found
427
bool
FindChunk
(
LChunk
&target,
const
LChunk
&parent);
428
// skip to the end of chunk "chunk"
429
void
SkipChunk
(
const
LChunk
&chunk);
430
// goes to the beginning of the data in teh given chunk
431
void
GotoChunk
(
const
LChunk
&chunk);
432
433
// the function read the color chunk (any of the color chunks)
434
LColor3
ReadColor
(
const
LChunk
&chunk);
435
// the function that read the percentage chunk and returns a float from 0 to 1
436
float
ReadPercentage
(
const
LChunk
&chunk);
437
// this is where 3ds file is being read
438
bool
Read3DS
();
439
// read a light chunk
440
void
ReadLight
(
const
LChunk
&parent);
441
// read a trimesh chunk
442
void
ReadMesh
(
const
LChunk
&parent);
443
// reads the face list, face materials, smoothing groups... and fill rthe information into the mesh
444
void
ReadFaceList
(
const
LChunk
&chunk,
LMesh
&mesh);
445
// reads the material
446
void
ReadMaterial
(
const
LChunk
&parent);
447
// reads the map info and fills the given map with this information
448
void
ReadMap
(
const
LChunk
&chunk,
LMap
& map);
449
// reads keyframer data of the OBJECT_NODE_TAG chunk
450
void
ReadKeyframeData
(
const
LChunk
&parent);
451
// reads the keyheader structure from the current offset and returns the frame number
452
long
ReadKeyheader
();
453
};
454
455
//---------------------------------------------------------
456
457
#endif
Magic2
l3ds.h
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1.8.1