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