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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
========
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
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