//////////////////////////////////////////////////////////////////////
// Set Functions
//////////////////////////////////////////////////////////////////////
bool GLC_WorldTo3ds::exportToFile(const QString& fileName, bool useAbsolutePosition)
{
	m_ReferenceToMesh.clear();
	m_NameToMaterial.clear();
	m_pRootLib3dsNode= NULL;
	m_CurrentNodeId= 0;
	m_OccIdToNodeId.clear();
	m_CurrentMeshIndex= 0;
	m_UseAbsolutePosition= useAbsolutePosition;
	m_TextureToFileName.clear();

	m_FileName= fileName;
	bool subject= false;
	{
		QFile exportFile(m_FileName);
		subject= exportFile.open(QIODevice::WriteOnly);
		exportFile.close();
	}
	if (subject)
	{
		m_pLib3dsFile= lib3ds_file_new();
		saveWorld();
		subject= lib3ds_file_save(m_pLib3dsFile, fileName.toLocal8Bit().data());
	}

	return subject;
}
Beispiel #2
0
int
main(int argc, char **argv)
{
  Lib3dsFile *f=0;

  parse_args(argc, argv);

  lib3ds_chunk_enable_dump(flags&LIB3DSDUMP_STRUCTURE, flags&LIB3DSDUMP_UNKNOWN);
  f=lib3ds_file_load(filename);
  if (!f) {
    fprintf(stderr, "***ERROR***\nLoading file %s failed\n", filename);
    exit(1);
  }

  if (flags&LIB3DSDUMP_MATERIALS) {
    printf("Dumping materials:\n");
    lib3ds_file_dump_materials(f);
    printf("\n");
  }
  if (flags&LIB3DSDUMP_TRIMESHES) {
    printf("Dumping meshes:\n");
    lib3ds_file_dump_meshes(f);
    printf("\n");
  }
  if (flags&LIB3DSDUMP_INSTANCES) {
    printf("Dumping instances:\n");
    lib3ds_file_dump_instances(f);
    printf("\n");
  }
  if (flags&LIB3DSDUMP_CAMERAS) {
    printf("Dumping cameras:\n");
    lib3ds_file_dump_cameras(f);
    printf("\n");
  }
  if (flags&LIB3DSDUMP_LIGHTS) {  
    printf("Dumping lights:\n");
    lib3ds_file_dump_lights(f);
    printf("\n");
  }
  if (flags&LIB3DSDUMP_NODES) {
    printf("Dumping node hierarchy:\n");
    lib3ds_file_dump_nodes(f);
    printf("\n");
  }
  if (output && (flags&LIB3DSDUMP_WRITE_3DS)) {
    if (!lib3ds_file_save(f, output)) {
      printf("***ERROR**** Writing %s\n", output);
    }
  }

  lib3ds_file_free(f);
  return(0);
}
Beispiel #3
0
int LD3dsExporter::doExport(LDLModel *pTopModel)
{
	int retVal = 1;
	TCFloat matrix[16];

	TCVector::initIdentityMatrix(matrix);
	matrix[5] = 0.0;
	matrix[6] = -1.0;
	matrix[9] = 1.0;
	matrix[10] = 0.0;
	m_topModel = pTopModel;
    m_file = lib3ds_file_new();
	m_names.clear();
	m_meshes.clear();
	m_meshCount = 0;
	doExport(pTopModel, NULL, matrix, 7, false, true, false);
	//if (m_includeCamera)
	//{
	//	Lib3dsCamera *pCamera = lib3ds_camera_new("Default");
	//	Lib3dsCameraNode *pCameraNode;
	//	TCVector cameraLoc(m_camera.getPosition().transformPoint(matrix));

	//	pCamera->position[0] = cameraLoc[0];
	//	pCamera->position[1] = cameraLoc[1];
	//	pCamera->position[2] = cameraLoc[2];
	//	pCamera->fov = m_fov;
	//	pCameraNode = lib3ds_node_new_camera(pCamera);
	//	lib3ds_file_append_node(m_file, (Lib3dsNode *)pCameraNode, NULL);
	//}
	if (!lib3ds_file_save(m_file, m_filename.c_str()))
	{
		retVal = 0;
	}
	lib3ds_file_free(m_file);
	return retVal;
}
Beispiel #4
0
int
main(int argc, char **argv) {
    FILE *file;
    Lib3dsFile *f = 0;
    Lib3dsIo io;
    int result;
    int i;

    parse_args(argc, argv);

    file = fopen(filename, "rb");
    if (!file) {
        fprintf(stderr, "***ERROR***\nFile not found: %s\n", filename);
        exit(1);
    }

    f = lib3ds_file_new();

    memset(&io, 0, sizeof(io));
    io.self = file;
    io.seek_func = fileio_seek_func;
    io.tell_func = fileio_tell_func;
    io.read_func = fileio_read_func;
    io.write_func = fileio_write_func;
    io.log_func = fileio_log_func;

    result =  lib3ds_file_read(f, &io);

    fclose(file);

    if (!result) {
        fprintf(stderr, "***ERROR***\nLoading file failed: %s\n", filename);
        exit(1);
    }

    if (flags & LIB3DSDUMP_MATERIALS) {
        printf("Dumping materials:\n");
        for (i = 0; i < f->nmaterials; ++i) material_dump(f->materials[i]);
        printf("\n");
    }
    if (flags & LIB3DSDUMP_TRIMESHES) {
        printf("Dumping meshes:\n");
        for (i = 0; i < f->nmeshes; ++i) mesh_dump(f->meshes[i]);
        printf("\n");
    }
    if (flags & LIB3DSDUMP_INSTANCES) {
        Lib3dsNode *p;
        printf("Dumping instances:\n");
        for (p = f->nodes; p != 0; p = p->next) {
            dump_instances(p, "");
        }
        printf("\n");
    }
    if (flags & LIB3DSDUMP_CAMERAS) {
        printf("Dumping cameras:\n");
        for (i = 0; i < f->ncameras; ++i) camera_dump(f->cameras[i]);
        printf("\n");
    }
    if (flags & LIB3DSDUMP_LIGHTS) {
        printf("Dumping lights:\n");
        for (i = 0; i < f->nlights; ++i) light_dump(f->lights[i]);
        printf("\n");
    }
    if (flags & LIB3DSDUMP_NODES) {
        Lib3dsNode *p;
        printf("Dumping node hierarchy:\n");
        for (p = f->nodes; p != 0; p = p->next) {
            node_dump(p, 1);
        }
        printf("\n");
    }
    if (output) {
        if (!lib3ds_file_save(f, output)) {
            printf("***ERROR**** Writing %s\n", output);
        }
    }

    lib3ds_file_free(f);
    return 0;
}
Beispiel #5
0
static void dump_to_3ds(Lib3dsFile *f, FILE *fp)
{
	Lib3dsMesh	*m = lib3ds_mesh_new("Warzone Mesh");
	Lib3dsMaterial	*material = lib3ds_material_new("Warzone texture");
	Lib3dsTextureMap *texture = &material->texture1_map;
	int i, num, x, y, levels;
	char s[200];

	num = fscanf(fp, "PIE %d\n", &i);
	if (num != 1)
	{
		fprintf(stderr, "Bad PIE file %s\n", input);
		exit(1);
	}
	fprintf(stdout, "PIE version %d\n", i);

	num = fscanf(fp, "TYPE %d\n", &i); // ignore
	if (num != 1)
	{
		fprintf(stderr, "Bad TYPE directive in %s\n", input);
		exit(1);
	}

	num = fscanf(fp, "TEXTURE %d %s %d %d\n", &i, s, &x, &y);
	if (num != 4)
	{
		fprintf(stderr, "Bad TEXTURE directive in %s\n", input);
		exit(1);
	}
	strcpy(texture->name, s);

	num = fscanf(fp, "LEVELS %d\n", &levels);
	if (num != 1)
	{
		fprintf(stderr, "Bad LEVELS directive in %s\n", input);
		exit(1);
	}

	f->frames = levels;
	f->meshes = m;
	f->materials = material;
	for (i = 0; i < levels; i++)
	{
		int j, points, faces, faces3DS, faceCount, points3DS, pointCount;
		WZ_FACE *faceList;
		WZ_POSITION *posList;

		num = fscanf(fp, "LEVEL %d\n", &x);
		if (num != 1 || (i + 1) != x)
		{
			fprintf(stderr, "Bad LEVEL directive in %s, was %d should be %d\n", input, x, i + 1);
			exit(1);
		}

		num = fscanf(fp, "POINTS %d\n", &points);
		if (num != 1)
		{
			fprintf(stderr, "Bad POINTS directive in %s frame %d\n", input, i);
			exit(1);
		}
		posList = malloc(sizeof(WZ_POSITION) * points);
		for (j = 0; j < points; j++)
		{
			if (swapYZ)
			{
				num = fscanf(fp, "%d %d %d\n", &posList[j].x, &posList[j].z, &posList[j].y);
			}
			else
			{
				num = fscanf(fp, "%d %d %d\n", &posList[j].x, &posList[j].y, &posList[j].z);
			}
			if (num != 3)
			{
				fprintf(stderr, "Bad POINTS entry frame %d, number %d\n", i, j);
				exit(1);
			}
		}

		num = fscanf(fp, "POLYGONS %d", &faces);
		if (num != 1)
		{
			fprintf(stderr, "Bad POLYGONS directive in %s frame %d\n", input, i);
			exit(1);			
		}
		faces3DS = faces;	// for starters
		faceList = malloc(sizeof(WZ_FACE) * faces);
		points3DS = 0;
		for (j = 0; j < faces; ++j)
		{
			int k;
			unsigned int flags;

			num = fscanf(fp, "\n%x", &flags);
			if (num != 1)
			{
				fprintf(stderr, "Bad POLYGONS texture flag entry frame %d, number %d\n", i, j);
				exit(1);
			}
			if (!(flags & iV_IMD_TEX))
			{
				fprintf(stderr, "Bad texture flag entry frame %d, number %d - no texture flag!\n", i, j);
				exit(1);
			}

			num = fscanf(fp, "%d", &faceList[j].vertices);
			if (num != 1)
			{
				fprintf(stderr, "Bad POLYGONS vertices entry frame %d, number %d\n", i, j);
				exit(1);
			}
			assert(faceList[j].vertices <= MAX_POLYGON_SIZE); // larger polygons not supported
			assert(faceList[j].vertices >= 3); // points and lines not supported
			if (faceList[j].vertices > 3)
			{
				// since they are triangle fans already, we get to do easy tessellation
				faces3DS += (faceList[j].vertices - 3);
			}
			points3DS += faceList[j].vertices;

			// Read in vertex indices and texture coordinates
			for (k = 0; k < faceList[j].vertices; k++)
			{
				num = fscanf(fp, "%d", &faceList[j].index[k]);
				if (num != 1)
				{
					fprintf(stderr, "Bad vertex position entry frame %d, number %d\n", i, j);
					exit(1);
				}
			}
			if (flags & iV_IMD_TEXANIM)
			{
				// read in and discard animation values for now
				int frames, rate, width, height;

				num = fscanf(fp, "%d %d %d %d", &frames, &rate, &width, &height);
				if (num != 4)
				{
					fprintf(stderr, "Bad texture animation entry frame %d, number %d\n", i, j);
					exit(1);
				}
			}
			for (k = 0; k < faceList[j].vertices; k++)
			{
				num = fscanf(fp, "%d %d", &faceList[j].texCoord[k][0], &faceList[j].texCoord[k][1]);
				if (num != 2)
				{
					fprintf(stderr, "Bad texture coordinate entry frame %d, number %d\n", i, j);
					exit(1);
				}
			}
		}

		// Calculate position list. Since positions hold texture coordinates in 3DS, unlike in Warzone,
		// we need to use some black magic to transfer them over here.
		lib3ds_mesh_new_point_list(m, points3DS);
		lib3ds_mesh_new_texel_list(m, points3DS);
		pointCount = 0;
		for (j = 0; j < faces; j++)
		{
			int k;

			for (k = 0; k < faceList[j].vertices; k++)
			{
				Lib3dsVector pos;

				pos[0] = posList[faceList[j].index[k]].x;
				pos[1] = posList[faceList[j].index[k]].y;
				pos[2] = posList[faceList[j].index[k]].z;

				lib3ds_vector_copy(m->pointL[pointCount].pos, pos);
				faceList[j].index[k] = pointCount; // use new position list

				if (invertUV)
				{
					m->texelL[pointCount][0] = ((float)faceList[j].texCoord[k][0] / 256.0f);
					m->texelL[pointCount][1] = 1.0f - ((float)faceList[j].texCoord[k][1] / 256.0f);
				}
				else
				{
					m->texelL[pointCount][0] = ((float)faceList[j].texCoord[k][0] / 256.0f);
					m->texelL[pointCount][1] = ((float)faceList[j].texCoord[k][1] / 256.0f);
				}
				pointCount++;
			}
		}

		lib3ds_mesh_new_face_list(m, faces3DS);
		faceCount = 0;

		// TODO reverse winding afterwards
		for (j = 0; j < faces; j++)
		{
			int k, key, previous;

			key = m->faceL[faceCount].points[0] = faceList[j].index[0];
			m->faceL[faceCount].points[1] = faceList[j].index[1];
			previous = m->faceL[faceCount].points[2] = faceList[j].index[2];
			faceCount++;

			// Generate triangles from the Warzone triangle fans (PIEs, get it?)
			for (k = 3; k < faceList[j].vertices; k++)
			{
				m->faceL[faceCount].points[0] = key;
				m->faceL[faceCount].points[1] = previous;
				previous = m->faceL[faceCount].points[0] = faceList[j].index[k];
			}

			// Since texture coordinates are properties of positions, not indices,
			// we do not need a similar expansion of these
		}
		free(faceList);
		free(posList);
	}
	if (!lib3ds_file_save(f, output))
	{
		fprintf(stderr, "Cannot open \"%s\" for writing: %s", output, strerror(errno));
		exit(1);
	}
}
Beispiel #6
0
int main(int argc, char **argv) {
    Lib3dsFile *file = lib3ds_file_new();
    file->frames = 360;
    
    {
        Lib3dsMaterial *mat = lib3ds_material_new("c_tex");
        lib3ds_file_insert_material(file, mat, -1);
        strcpy(mat->texture1_map.name, "cube.tga");
        mat->texture1_map.percent = 1.0;

        mat = lib3ds_material_new("c_red");
        lib3ds_file_insert_material(file, mat, -1);
        mat->diffuse[0] = 1.0;
        mat->diffuse[1] = 0.0;
        mat->diffuse[2] = 0.0;

        mat = lib3ds_material_new("c_blue");
        lib3ds_file_insert_material(file, mat, -1);
        mat->diffuse[0] = 0.0;
        mat->diffuse[1] = 0.0;
        mat->diffuse[2] = 1.0;
    }

    {
        int i, j;
        Lib3dsMesh *mesh = lib3ds_mesh_new("cube");
        Lib3dsMeshInstanceNode *inst;        
        lib3ds_file_insert_mesh(file, mesh, -1);

        lib3ds_mesh_resize_vertices(mesh, 8, 1, 0);
        for (i = 0; i < 8; ++i) {
            lib3ds_vector_copy(mesh->vertices[i], g_vertices[i]);
            mesh->texcos[i][0] = g_texcoords[i][0];
            mesh->texcos[i][1] = g_texcoords[i][1];
        }

        lib3ds_mesh_resize_faces(mesh, 12);
        for (i = 0; i < 12; ++i) {
            for (j = 0; j < 3; ++j) {
                mesh->faces[i].index[j] = g_indices[i][j];
            }
        }

        for (i = 0; i < 8; ++i) {
            mesh->faces[i].material = 0;
        }
        for (i = 0; i < 2; ++i) {
            mesh->faces[8+i].material = 1;
        }
        for (i = 0; i < 2; ++i) {
            mesh->faces[10+i].material = 2;
        }

        inst = lib3ds_node_new_mesh_instance(mesh, "01", NULL, NULL, NULL);
        lib3ds_file_append_node(file, (Lib3dsNode*)inst, NULL);
    }

    {
        Lib3dsCamera *camera;
        Lib3dsCameraNode *n;
        Lib3dsTargetNode *t;
        int i;

        camera = lib3ds_camera_new("camera01");
        lib3ds_file_insert_camera(file, camera, -1);
        lib3ds_vector_make(camera->position, 0.0, -100, 0.0);
        lib3ds_vector_make(camera->target, 0.0, 0.0, 0.0);

        n = lib3ds_node_new_camera(camera);
        t = lib3ds_node_new_camera_target(camera);
        lib3ds_file_append_node(file, (Lib3dsNode*)n, NULL);
        lib3ds_file_append_node(file, (Lib3dsNode*)t, NULL);

        lib3ds_track_resize(&n->pos_track, 37);
        for (i = 0; i <= 36; i++) {
            n->pos_track.keys[i].frame = 10 * i;
            lib3ds_vector_make(n->pos_track.keys[i].value, 
                (float)(100.0 * cos(2 * M_PI * i / 36.0)), 
                (float)(100.0 * sin(2 * M_PI * i / 36.0)), 
                50.0
            );
        }
    }

    if (!lib3ds_file_save(file, "cube.3ds")) {
        fprintf(stderr, "ERROR: Saving 3ds file failed!\n");
    }
    lib3ds_file_free(file);
}
Beispiel #7
0
// TODO: Build own exporter class
void objectExporter::on_buttonBox_accepted()
{
    QString fileName = QFileDialog::getSaveFileName(gloParent, "Save 3ds Object", ".", "3D Object (*.3ds)", 0, 0);

    QList<trackHandler*> trackList = gloParent->getTrackList();
    trackHandler* curTrack = trackList[ui->trackBox->currentIndex()];

    trackMesh* mesh = curTrack->mMesh;

    QVector<float> *vertices = new QVector<float>();
    QVector<unsigned int> *indices = new QVector<unsigned int>();
    QVector<unsigned int> *borders = new QVector<unsigned int>();

    Lib3dsFile *file = lib3ds_file_new();
    file->frames = 360;

    {
        Lib3dsMaterial* mat = lib3ds_material_new("coaster");
        lib3ds_file_insert_material(file, mat, -1);
        mat->diffuse[0] = curTrack->trackColors[0].red()/255.f;
        mat->diffuse[1] = curTrack->trackColors[0].green()/255.f;
        mat->diffuse[2] = curTrack->trackColors[0].blue()/255.f;
    }

    {
        for(int section = 0; section < curTrack->trackData->lSections.size(); ++section) {
            vertices->clear();
            indices->clear();
            borders->clear();
            mesh->build3ds(section, vertices, indices, borders);

            float* fvertices = new float[vertices->size()];
            for(int i = 0; i < vertices->size()/3; ++i) {
                fvertices[3*i+0] = vertices->at(3*i+0);
                fvertices[3*i+1] = -vertices->at(3*i+2);
                fvertices[3*i+2] = vertices->at(3*i+1);

                //exportScreen->doFastExport();
            }
            for(int subIndex = 0; subIndex < borders->size()-2; subIndex+= 2) {
                int fromVIndex = borders->at(subIndex)/3;
                int toVIndex = borders->at(subIndex+2)/3;
                int fromIIndex = borders->at(subIndex+1)/3;
                int toIIndex = borders->at(subIndex+3)/3;

                int i, j;
                QString name = QString::number(section).append(QString("_").append(QString::number(subIndex/2)));
                Lib3dsMesh *mesh = lib3ds_mesh_new(name.toLocal8Bit().data());
                Lib3dsMeshInstanceNode *inst;
                lib3ds_file_insert_mesh(file, mesh, -1);

                lib3ds_mesh_resize_vertices(mesh, toVIndex-fromVIndex, 1, 0);
                for (i = 0; i < toVIndex-fromVIndex; ++i) {
                    lib3ds_vector_copy(mesh->vertices[i], &fvertices[(i+fromVIndex)*3]);
                    mesh->texcos[i][0] = 0.f;
                    mesh->texcos[i][1] = 0.f;
                }

                lib3ds_mesh_resize_faces(mesh, toIIndex-fromIIndex);
                for (i = 0; i < toIIndex-fromIIndex; ++i) {
                    for (j = 0; j < 3; ++j) {
                        mesh->faces[i].index[j] = indices->at(3*(i+fromIIndex)+j)-fromVIndex;
                        mesh->faces[i].material = 0;
                    }
                }
                inst = lib3ds_node_new_mesh_instance(mesh, name.toLocal8Bit().data(), NULL, NULL, NULL);
                lib3ds_file_append_node(file, (Lib3dsNode*)inst, NULL);
            }
            delete[] fvertices;
        }
    }

    {
        Lib3dsCamera *camera;
        Lib3dsCameraNode *n;
        Lib3dsTargetNode *t;
        int i;

        camera = lib3ds_camera_new("camera01");
        lib3ds_file_insert_camera(file, camera, -1);
        lib3ds_vector_make(camera->position, 0.0, -100, 0.0);
        lib3ds_vector_make(camera->target, 0.0, 0.0, 0.0);

        n = lib3ds_node_new_camera(camera);
        t = lib3ds_node_new_camera_target(camera);
        lib3ds_file_append_node(file, (Lib3dsNode*)n, NULL);
        lib3ds_file_append_node(file, (Lib3dsNode*)t, NULL);

        lib3ds_track_resize(&n->pos_track, 37);
        for (i = 0; i <= 36; i++) {
            n->pos_track.keys[i].frame = 10 * i;
            lib3ds_vector_make(n->pos_track.keys[i].value,
                (float)(100.0 * cos(2 * F_PI * i / 36.0)),
                (float)(100.0 * sin(2 * F_PI * i / 36.0)),
                50.0
            );
        }
    }

    if (!lib3ds_file_save(file, fileName.toLocal8Bit().data())) {
         qDebug("ERROR: Saving 3ds file failed!\n");
    }
    lib3ds_file_free(file);

    delete indices;
    delete vertices;
}