bool DsView::loadFile(QString name){ if(_scene.LoadFile(name.latin1())){ mx=my=mz=0.0; int nVerticeTotal = 0; _max=0; for(int i=0;i<_scene.GetMeshCount();i++){ LMesh * mesh = _scene.GetMesh(i); nVerticeTotal =+ mesh->GetVertexCount(); for(int j=0;j<mesh->GetVertexCount();j++){ LVector3 v = mesh->GetVertex(j); mx =+ v.x; my =+ v.y; mz =+ v.z; } } mx = mx/nVerticeTotal; #ifdef MYDEBUG qDebug(QString::number(mx).latin1()); qDebug(QString::number(nVerticeTotal).latin1()); #endif my = my/nVerticeTotal; #ifdef MYDEBUG qDebug(QString::number(my).latin1()); #endif mz = mz/nVerticeTotal; #ifdef MYDEBUG qDebug(QString::number(mz).latin1()); #endif for(int i=0;i<_scene.GetMeshCount();i++){ LMesh * mesh = _scene.GetMesh(i); for(int j=0;j<mesh->GetVertexCount();j++){ LVector3 v = mesh->GetVertex(j); _max = max(max(max(abs(v.x-mx),abs(v.y-my)),abs(v.z-mz)),_max); } } _ortho = _max; updateGL(); return true; }else{ return false; } }
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); }
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); }