Example #1
0
LColor3 L3DS::ReadColor(const LChunk &chunk)
{
    LColor3 col = black;
    GotoChunk(chunk);
    switch (chunk.id)
    {
    case COLOR_F:
        col.r = ReadFloat();
        col.g = ReadFloat();
        col.b = ReadFloat();
        break;
    case COLOR_24:
        col.r = ReadByte()/255.0f;
        col.g = ReadByte()/255.0f;
        col.b = ReadByte()/255.0f;
        break;
    case LIN_COLOR_F:
        col.r = ReadFloat();
        col.g = ReadFloat();
        col.b = ReadFloat();
        break;
    case LIN_COLOR_24:
        col.r = ReadByte()/255.0f;
        col.g = ReadByte()/255.0f;
        col.b = ReadByte()/255.0f;
        break;
    default:
        fprintf(stderr, "L3DS::ReadColor - error this is not a color chunk");
    }
    return col;
}
Example #2
0
void L3DS::ReadFaceList(const LChunk &chunk, LMesh &mesh)
{
    // variables 
    unsigned short count, t;    
    uint i;
    LTri tri;
    LChunk ch;
    char str[20];
    //uint mat;

    // consistency checks
    if (chunk.id != TRI_FACELIST)
    {
        ErrorMsg("L3DS::ReadFaceList - internal error: wrong chunk passed as parameter");
        return;
    }
    GotoChunk(chunk);
    tri.smoothingGroups = 1;
    // read the number of faces
    count = ReadShort();
    mesh.SetTriangleArraySize(count);
    for (i=0; i<count; i++)
    {
        tri.a = ReadShort();
        tri.b = ReadShort();
        tri.c = ReadShort();
        ReadShort();
        mesh.SetTri(tri, i);
    }
    // now read the optional chunks
    ch = ReadChunk();
    int mat_id;
    while (ch.end <= chunk.end)
    {
        switch (ch.id)
        {
        case TRI_MAT_GROUP:
            ReadASCIIZ(str, 20);
			mat_id=0;
			if (FindMaterial(str)!=NULL)
				mat_id = FindMaterial(str)->GetID();
            mesh.AddMaterial(mat_id);
            count = ReadShort();
            for (i=0; i<count; i++) 
            {
                t = ReadShort();
                mesh.GetTri(t).materialId = mat_id;
            }                
            break;
        case TRI_SMOOTH_GROUP:
            for (i=0; i<mesh.GetTriangleCount(); i++)
                mesh.GetTri(i).smoothingGroups = (ulong) ReadInt();
            break;
        }
        SkipChunk(ch);
        ch = ReadChunk();
    }
}
Example #3
0
float L3DS::ReadPercentage(const LChunk &chunk)
{
    GotoChunk(chunk);
    switch (chunk.id)
    {
    case INT_PERCENTAGE:
        return (ReadShort()/100.0f);
    case FLOAT_PERCENTAGE:
        return ReadFloat();
    }
    fprintf(stderr, "L3DS::ReadPercentage - error, the chunk is not a percentage chunk");
    return 0;
}
Example #4
0
void L3DS::ReadMap(const LChunk &chunk, LMap& map)
{
    LChunk child;
    char str[20];
    GotoChunk(chunk);
    child = ReadChunk();
    while (child.end <= chunk.end)
    {
        switch (child.id)
        {
        case INT_PERCENTAGE:
            map.strength = ReadPercentage(child);
            break;
        case MAT_MAPNAME:
            ReadASCIIZ(str, 20);
            strcpy(map.mapName, str);
            break;
        case MAT_MAP_TILING:
            map.tiling = ReadShort();
            break;
        case MAT_MAP_USCALE:
            map.uScale = ReadFloat();
            break;
        case MAT_MAP_VSCALE:
            map.vScale = ReadFloat();
            break;
        case MAT_MAP_UOFFSET:
            map.uOffset = ReadFloat();
            break;
        case MAT_MAP_VOFFSET:
            map.vOffset = ReadFloat();
            break;
        case MAT_MAP_ANG:
            map.angle = ReadFloat();
            break;
        }
        SkipChunk(child);
        child = ReadChunk();
    }
}
Example #5
0
void L3DS::ReadKeyframeData(const LChunk &parent)
{
    uint frames = 0;

    LChunk node_hdr;
    node_hdr.id = NODE_HDR;

    char str[20];
    LMesh *mesh;

    GotoChunk(parent);
    if (!FindChunk(node_hdr, parent))
        return;
    GotoChunk(node_hdr);
    ReadASCIIZ(str, 19);
    mesh = FindMesh(str);
    if (mesh == 0)
        return;
    GotoChunk(parent);

    // read the pivot
    //LVector3 pivot = zero3;

    LChunk pivotchunk;
    pivotchunk.id = PIVOT;
    if (FindChunk(pivotchunk, parent))
    {
        GotoChunk(pivotchunk);
        /*pivot.x =*/ ReadFloat();
        /*pivot.y =*/ ReadFloat();
        /*pivot.z =*/ ReadFloat();
    }
    GotoChunk(parent);

    // read frame 0 from the position track
    //LVector3 pos = zero3;

    frames = 0;

    LChunk poschunk;
    poschunk.id = POS_TRACK_TAG;
    if (FindChunk(poschunk, parent))
    {
        GotoChunk(poschunk);
        // read the trackheader structure
        ReadShort();
        ReadInt();
        ReadInt();
        frames = ReadInt();
        if (frames > 0)
        {
            ReadKeyheader();
            /*pos.x =*/ ReadFloat();
            /*pos.y =*/ ReadFloat();
            /*pos.z =*/ ReadFloat();
        }
    }
    GotoChunk(parent);

    // now read the rotation track
    //LVector4 rot = zero4;

    LChunk rotchunk;
    rotchunk.id = ROT_TRACK_TAG;

    frames = 0;
    if (FindChunk(rotchunk, parent))
    {
        GotoChunk(rotchunk);
        // read the trackheader structure
        ReadShort();
        ReadInt();
        ReadInt();
        frames = ReadInt();
        if (frames > 0)
        {
            ReadKeyheader();
            /*rot.x =*/ ReadFloat();
            /*rot.y =*/ ReadFloat();
            /*rot.z =*/ ReadFloat();
            /*rot.w =*/ ReadFloat();
        }
    }
    GotoChunk(parent);

    // now read the scaling chunk
    //LVector3 scale;
    //scale.x = 1;
    //scale.y = 1;
    //scale.z = 1;

    LChunk scalechunk;
    scalechunk.id = SCL_TRACK_TAG;

    frames = 0;

    if (FindChunk(scalechunk, parent))
    {
        GotoChunk(scalechunk);
        // read the trackheader structure
        ReadShort();
        ReadInt();
        ReadInt();
        frames = ReadInt();
        if (frames > 0)
        {
            ReadKeyheader();
            /*scale.x =*/ ReadFloat();
            /*scale.y =*/ ReadFloat();
            /*scale.z =*/ ReadFloat();
        }
    }
    GotoChunk(parent);
}
Example #6
0
void L3DS::ReadMaterial(const LChunk &parent)
{
    // variables
    LChunk chunk;
    LChunk child;
    char str[30];
    LMaterial mat;
    short sh;

    GotoChunk(parent);

    chunk = ReadChunk();
    while (chunk.end <= parent.end)
    {
        switch (chunk.id)
        {
        case MAT_NAME:
            ReadASCIIZ(str, 30);
            mat.SetName(str);
            break;
        case MAT_AMBIENT:
            child = ReadChunk();
            mat.SetAmbientColor(ReadColor(child));
            break;
        case MAT_DIFFUSE:
            child = ReadChunk();
            mat.SetDiffuseColor(ReadColor(child));
            break;
        case MAT_SPECULAR:
            child = ReadChunk();
            mat.SetSpecularColor(ReadColor(child));
            break;
        case MAT_SHININESS:
            child = ReadChunk();
            mat.SetShininess(ReadPercentage(child));
            break;
        case MAT_TRANSPARENCY:
            child = ReadChunk();
            mat.SetTransparency(ReadPercentage(child));
            break;
        case MAT_SHADING:
            sh = ReadShort();
            switch (sh)
            {
            case 0:
                mat.SetShadingType(sWireframe);
                break;
            case 1:
                mat.SetShadingType(sFlat);
                break;
            case 2:
                mat.SetShadingType(sGouraud);
                break;
            case 3:
                mat.SetShadingType(sPhong);
                break;
            case 4:
                mat.SetShadingType(sMetal);
                break;
            }
            break;
        case MAT_WIRE:
            mat.SetShadingType(sWireframe);
            break;
        case MAT_TEXMAP:
            ReadMap(chunk, mat.GetTextureMap1());
            break;
        case MAT_TEX2MAP:
            ReadMap(chunk, mat.GetTextureMap2());
            break;
        case MAT_OPACMAP:
            ReadMap(chunk, mat.GetOpacityMap());
            break;
        case MAT_BUMPMAP:
            ReadMap(chunk, mat.GetBumpMap());
            break;
        case MAT_SPECMAP:
            ReadMap(chunk, mat.GetSpecularMap());
            break;
        case MAT_REFLMAP:
            // AMZ not really a bugfix but it seems to work!
#if 1
            ReadMap(chunk, mat.GetReflectionMap());
#else
            child = ReadChunk();
            mat.GetReflectionMap().strength = ReadPercentage(child);
            SkipChunk(child);
            child = ReadChunk();
            if (child.id != MAT_MAPNAME)
            {
                fprintf(stderr, "L3DS::ReadMaterial - error, expected chunk not found");
                return;
            }
            ReadASCIIZ(str, 30);
            if (strcmp(str, "") == 0)
                strcpy(mat.GetReflectionMap().mapName, "auto");
#endif
            break;
        }

        SkipChunk(chunk);
        chunk = ReadChunk();
    }
    m_materials.push_back(mat);
    m_materials[m_materials.size()-1].SetID(uint(m_materials.size())-1);
}
Example #7
0
void L3DS::ReadMesh(const LChunk &parent)
{
    unsigned short count, i;
    LVector4 p;
    LMatrix4 m;
    LVector2 t;
    p.w = 1.0f;
    LMesh mesh;
    mesh.SetName(m_objName);
    GotoChunk(parent);
    LChunk chunk = ReadChunk();
    while (chunk.end <= parent.end)
    {
        switch (chunk.id)
        {
        case TRI_VERTEXLIST:
            count = ReadShort();
            mesh.SetVertexArraySize(count);
            for (i=0; i < count; i++)
            {
                p.x = ReadFloat();
                p.y = ReadFloat();
                p.z = ReadFloat();
                mesh.SetVertex(p, i);
            }
            break;
        case TRI_FACEMAPPING:
            count = ReadShort();
            if (mesh.GetVertexCount() == 0)
                mesh.SetVertexArraySize(count);
            for (i=0; i < count; i++)
            {
                t.x = ReadFloat();
                t.y = ReadFloat();
                mesh.SetUV(t, i);
            }
            break;
        case TRI_FACELIST:
            ReadFaceList(chunk, mesh);
            break;
        case TRI_MATRIX:
            m._11 = ReadFloat();
            m._12 = ReadFloat();
            m._13 = ReadFloat();

            m._21 = ReadFloat();
            m._22 = ReadFloat();
            m._23 = ReadFloat();

            m._31 = ReadFloat();
            m._32 = ReadFloat();
            m._33 = ReadFloat();

            m._41 = ReadFloat();
            m._42 = ReadFloat();
            m._43 = ReadFloat();

            m._14 = 0.0f;
            m._24 = 0.0f;
            m._34 = 0.0f;
            m._44 = 1.0f;

            mesh.SetMatrix(m);
            break;
        default:
            break;
        }
        SkipChunk(chunk);
        if (chunk.end >= parent.end)
            break;
        chunk = ReadChunk();
    }
    m_meshes.push_back(mesh);
}
Example #8
0
bool L3DS::Read3DS()
{
    LChunk mainchunk;
    LChunk edit;
    edit.id = EDIT3DS;
    mainchunk = ReadChunk();
    if (mainchunk.id != MAIN3DS)
    {
        fprintf(stderr, "L3DS::Read3DS - wrong file format");
        return false;
    }
    if (!FindChunk(edit, mainchunk))
        return false;
    LChunk obj;
    LChunk ml;

    GotoChunk(edit);
    obj.id = MAT_ENTRY;
    while (FindChunk(obj, edit))
    {
        ReadMaterial(obj);
        SkipChunk(obj);
    }
    GotoChunk(edit);

    obj.id = EDIT_OBJECT;
    {
        while (FindChunk(obj, edit))
        {
            ReadASCIIZ(m_objName, 99);
            ml = ReadChunk();
            if (ml.id == OBJ_TRIMESH)
                ReadMesh(ml);
            else
            if (ml.id == OBJ_LIGHT)
                ReadLight(ml);
            else
            if (ml.id == OBJ_CAMERA)
                ReadCamera(ml);
            SkipChunk(obj);
        }
    }

    // read the keyframer data here to find out correct object orientation

    LChunk keyframer;
    keyframer.id = KFDATA;

    LChunk objtrack;
    objtrack.id = OBJECT_NODE_TAG;

    GotoChunk(mainchunk);
    if (FindChunk(keyframer, mainchunk))
    {   // keyframer chunk is present
        GotoChunk(keyframer);
        while (FindChunk(objtrack, keyframer))
        {
            ReadKeyframeData(objtrack);
            SkipChunk(objtrack);
        }
    }

    for (uint i=0; i<m_meshes.size(); i++)
        m_meshes[i].Optimize(m_optLevel);
    m_pos = 0;
    strcpy(m_objName, "");
    return true;
}
Example #9
0
void L3DS::ReadMesh(const LChunk &parent)
{

//ErrorMsg("RND:: Ok, try load mesh...\n");

    unsigned short count, i;
    LVector4 p;
    LMatrix4 m;
    LVector2 t;
    p.w = 1.0f;
    LMesh mesh;
    mesh.SetName(m_objName);
    GotoChunk(parent);
    LChunk chunk = ReadChunk();
    while (chunk.end <= parent.end)
    {
//ErrorMsg("RND:: Ochunk.end <= parent.end\n");

        switch (chunk.id)
        {
        case TRI_VERTEXLIST:
//ErrorMsg("RND:: case TRI_VERTEXLIST\n");
            count = ReadShort();
            mesh.SetVertexArraySize(count);
            for (i=0; i < count; i++)
            {
                p.x = ReadFloat();
                p.y = ReadFloat();
                p.z = ReadFloat();
                mesh.SetVertex(p, i);
            }
            break;
        case TRI_FACEMAPPING:
//ErrorMsg("RND:: case TRI_FACEMAPPING\n");
            count = ReadShort();
//          printf("RND:: ReadShort");
            if (count == 0 ) break;
            if (mesh.GetVertexCount() == 0)
                mesh.SetVertexArraySize(count);
                printf("count: %d",count);
            for (i=0; i < count; i++)
            {
                t.x = ReadFloat();
                t.y = ReadFloat();
                mesh.SetUV(t, i);
//                printf("RND:: set: %f %f",t.x,t.y);
            }
            break;
        case TRI_FACELIST:
//ErrorMsg("RND:: case TRI_FACELIST\n");
            ReadFaceList(chunk, mesh);
            break;
        case TRI_MATRIX:
//ErrorMsg("RND:: case TRI_MATRIX\n");
            m._11 = ReadFloat();
            m._12 = ReadFloat();
            m._13 = ReadFloat();

            m._21 = ReadFloat();
            m._22 = ReadFloat();
            m._23 = ReadFloat();

            m._31 = ReadFloat();
            m._32 = ReadFloat();
            m._33 = ReadFloat();

            m._41 = ReadFloat();
            m._42 = ReadFloat();
            m._43 = ReadFloat();

            m._14 = 0.0f;
            m._24 = 0.0f;
            m._34 = 0.0f;
            m._44 = 1.0f;

            mesh.SetMatrix(m);
            break;
        default:
            break;
        }
        SkipChunk(chunk);
        if (chunk.end >= parent.end)
            break;
        chunk = ReadChunk();
    }
    m_meshes.push_back(mesh);
}