Esempio n. 1
0
static Lib3dsBool
named_object_read(Lib3dsFile *file, FILE *f)
{
    Lib3dsChunk c;
    char name[64];
    Lib3dsWord chunk;

    if (!lib3ds_chunk_read_start(&c, LIB3DS_NAMED_OBJECT, f)) {
        return(LIB3DS_FALSE);
    }
    if (!lib3ds_string_read(name, 64, f)) {
        return(LIB3DS_FALSE);
    }
    lib3ds_chunk_dump_info("  NAME=%s", name);
    lib3ds_chunk_read_tell(&c, f);

    while ((chunk=lib3ds_chunk_read_next(&c, f))!=0) {
        switch (chunk) {
        case LIB3DS_N_TRI_OBJECT:
        {
            Lib3dsMesh *mesh;

            mesh=lib3ds_mesh_new(name);
            if (!mesh) {
                return(LIB3DS_FALSE);
            }
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_mesh_read(mesh, f)) {
                return(LIB3DS_FALSE);
            }
            lib3ds_file_insert_mesh(file, mesh);
        }
        break;
        case LIB3DS_N_CAMERA:
        {
            Lib3dsCamera *camera;

            camera=lib3ds_camera_new(name);
            if (!camera) {
                return(LIB3DS_FALSE);
            }
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_camera_read(camera, f)) {
                return(LIB3DS_FALSE);
            }
            lib3ds_file_insert_camera(file, camera);
        }
        break;
        case LIB3DS_N_DIRECT_LIGHT:
        {
            Lib3dsLight *light;

            light=lib3ds_light_new(name);
            if (!light) {
                return(LIB3DS_FALSE);
            }
            lib3ds_chunk_read_reset(&c, f);
            if (!lib3ds_light_read(light, f)) {
                return(LIB3DS_FALSE);
            }
            lib3ds_file_insert_light(file, light);
        }
        break;
        default:
            lib3ds_chunk_unknown(chunk);
        }
    }

    lib3ds_chunk_read_end(&c, f);
    return(LIB3DS_TRUE);
}
Esempio n. 2
0
Lib3dsMesh* GLC_WorldTo3ds::create3dsMeshFromGLC_Mesh(GLC_Mesh* pMesh, const QString& meshName)
{
	// Create empty 3ds mesh with the given name
	Lib3dsMesh* p3dsMesh= lib3ds_mesh_new(meshName.toLocal8Bit().data());

	const int stride= 3;

	GLfloatVector vertice= pMesh->positionVector();
	const uint pointsCount= vertice.count() / stride;

	// Add points to the 3DS mesh
	lib3ds_mesh_new_point_list(p3dsMesh, pointsCount);

	for (uint i= 0; i < pointsCount; ++i)
	{
		Lib3dsPoint point;
		point.pos[0]= vertice[i * 3];
		point.pos[1]= vertice[i * 3 + 1];
		point.pos[2]= vertice[i * 3 + 2];

		p3dsMesh->pointL[i]= point;
	}

	// Add texel to the 3DS mesh
	GLfloatVector texelVector= pMesh->texelVector();
	if(!texelVector.isEmpty())
	{
		lib3ds_mesh_new_texel_list(p3dsMesh, pointsCount);
		for (uint i= 0; i < pointsCount; ++i)
		{
			p3dsMesh->texelL[i][0]= texelVector[i * 2];
			p3dsMesh->texelL[i][1]= texelVector[i * 2 + 1];
		}
	}

	// Add faces to the 3ds mesh
	const uint totalFaceCount= pMesh->faceCount(0);
	lib3ds_mesh_new_face_list(p3dsMesh, totalFaceCount);

	QSet<GLC_Material*> materialSet= pMesh->materialSet();
	QSet<GLC_Material*>::iterator iMat= materialSet.begin();
	uint currentFaceIndex= 0;
	while(iMat != materialSet.end())
	{
		GLC_Material* pCurrentGLCMat= *iMat;
		Lib3dsMaterial* pMaterial= get3dsMaterialFromGLC_Material(pCurrentGLCMat);
		IndexList currentTriangleIndex= pMesh->getEquivalentTrianglesStripsFansIndex(0, pCurrentGLCMat->id());
		const int faceCount= currentTriangleIndex.count() / 3;
		for (int i= 0; i < faceCount; ++i)
		{
			Lib3dsFace face;
			strcpy(face.material, pMaterial->name);

			face.points[0]= currentTriangleIndex.at(i * 3);
			face.points[1]= currentTriangleIndex.at(i * 3 + 1);
			face.points[2]= currentTriangleIndex.at(i * 3 + 2);

			p3dsMesh->faceL[currentFaceIndex++]= face;
			Q_ASSERT(currentFaceIndex <= totalFaceCount);
		}
		++iMat;
	}

	return p3dsMesh;
}
Esempio n. 3
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);
	}
}
Esempio n. 4
0
static Lib3dsBool
named_object_read(Lib3dsFile *file, Lib3dsIo *io)
{
  Lib3dsChunk c;
  char name[64];
  Lib3dsWord chunk;
  Lib3dsMesh *mesh = NULL;
  Lib3dsCamera *camera = NULL;
  Lib3dsLight *light = NULL;
  Lib3dsDword object_flags;

  if (!lib3ds_chunk_read_start(&c, LIB3DS_NAMED_OBJECT, io)) {
    return(LIB3DS_FALSE);
  }
  if (!lib3ds_io_read_string(io, name, 64)) {
    return(LIB3DS_FALSE);
  }
  lib3ds_chunk_dump_info("  NAME=%s", name);
  lib3ds_chunk_read_tell(&c, io);

  object_flags = 0;
  while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
    switch (chunk) {
      case LIB3DS_N_TRI_OBJECT:
        {
          mesh=lib3ds_mesh_new(name);
          if (!mesh) {
            return(LIB3DS_FALSE);
          }
          lib3ds_chunk_read_reset(&c, io);
          if (!lib3ds_mesh_read(mesh, io)) {
            return(LIB3DS_FALSE);
          }
          lib3ds_file_insert_mesh(file, mesh);
        }
        break;
      
      case LIB3DS_N_CAMERA:
        {
          camera=lib3ds_camera_new(name);
          if (!camera) {
            return(LIB3DS_FALSE);
          }
          lib3ds_chunk_read_reset(&c, io);
          if (!lib3ds_camera_read(camera, io)) {
            return(LIB3DS_FALSE);
          }
          lib3ds_file_insert_camera(file, camera);
        }
        break;
      
      case LIB3DS_N_DIRECT_LIGHT:
        {
          light=lib3ds_light_new(name);
          if (!light) {
            return(LIB3DS_FALSE);
          }
          lib3ds_chunk_read_reset(&c, io);
          if (!lib3ds_light_read(light, io)) {
            return(LIB3DS_FALSE);
          }
          lib3ds_file_insert_light(file, light);
        }
        break;
      
      case LIB3DS_OBJ_HIDDEN:
        object_flags |= LIB3DS_OBJECT_HIDDEN;
        break;

      case LIB3DS_OBJ_DOESNT_CAST:
        object_flags |= LIB3DS_OBJECT_DOESNT_CAST;
        break;

      case LIB3DS_OBJ_VIS_LOFTER:
        object_flags |= LIB3DS_OBJECT_VIS_LOFTER;
        break;

      case LIB3DS_OBJ_MATTE:
        object_flags |= LIB3DS_OBJECT_MATTE;
        break;

      case LIB3DS_OBJ_DONT_RCVSHADOW:
        object_flags |= LIB3DS_OBJECT_DONT_RCVSHADOW;
        break;

      case LIB3DS_OBJ_FAST:
        object_flags |= LIB3DS_OBJECT_FAST;
        break;

      case LIB3DS_OBJ_FROZEN:
        object_flags |= LIB3DS_OBJECT_FROZEN;
        break;

      default:
        lib3ds_chunk_unknown(chunk);
    }
  }

  if (mesh)
    mesh->object_flags = object_flags;
  if (camera)
    camera->object_flags = object_flags;
  if (light)
    light->object_flags = object_flags;
  
  lib3ds_chunk_read_end(&c, io);
  return(LIB3DS_TRUE);
}
Esempio n. 5
0
static void
named_object_read(Lib3dsFile *file, Lib3dsIo *io) {
    Lib3dsChunk c;
    char name[64];
    uint16_t chunk;
    Lib3dsMesh *mesh = NULL;
    Lib3dsCamera *camera = NULL;
    Lib3dsLight *light = NULL;
    uint32_t object_flags;

    lib3ds_chunk_read_start(&c, CHK_NAMED_OBJECT, io);
    
    lib3ds_io_read_string(io, name, 64);
    lib3ds_io_log(io, LIB3DS_LOG_INFO, "  NAME=%s", name);
    lib3ds_chunk_read_tell(&c, io);

    object_flags = 0;
    while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) {
        switch (chunk) {
            case CHK_N_TRI_OBJECT: {
                mesh = lib3ds_mesh_new(name);
                lib3ds_file_insert_mesh(file, mesh, -1);
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_mesh_read(file, mesh, io);
                break;
            }

            case CHK_N_CAMERA: {
                camera = lib3ds_camera_new(name);
                lib3ds_file_insert_camera(file, camera, -1);
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_camera_read(camera, io);
                break;
            }

            case CHK_N_DIRECT_LIGHT: {
                light = lib3ds_light_new(name);
                lib3ds_file_insert_light(file, light, -1);
                lib3ds_chunk_read_reset(&c, io);
                lib3ds_light_read(light, io);
                break;
            }

            case CHK_OBJ_HIDDEN:
                object_flags |= LIB3DS_OBJECT_HIDDEN;
                break;

            case CHK_OBJ_DOESNT_CAST:
                object_flags |= LIB3DS_OBJECT_DOESNT_CAST;
                break;

            case CHK_OBJ_VIS_LOFTER:
                object_flags |= LIB3DS_OBJECT_VIS_LOFTER;
                break;

            case CHK_OBJ_MATTE:
                object_flags |= LIB3DS_OBJECT_MATTE;
                break;

            case CHK_OBJ_DONT_RCVSHADOW:
                object_flags |= LIB3DS_OBJECT_DONT_RCVSHADOW;
                break;

            case CHK_OBJ_FAST:
                object_flags |= LIB3DS_OBJECT_FAST;
                break;

            case CHK_OBJ_FROZEN:
                object_flags |= LIB3DS_OBJECT_FROZEN;
                break;

            default:
                lib3ds_chunk_unknown(chunk, io);
        }
    }

    if (mesh)
        mesh->object_flags = object_flags;
    if (camera)
        camera->object_flags = object_flags;
    if (light)
        light->object_flags = object_flags;

    lib3ds_chunk_read_end(&c, io);
}
Esempio n. 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);
}
Esempio n. 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;
}
Esempio n. 8
0
void
WriterNodeVisitor::buildFaces(osg::Geode        & geo,
                              const osg::Matrix & mat,
                              ListTriangle      & listTriangles,
                              bool                texcoords)
{
    unsigned int nbTrianglesRemaining = listTriangles.size();
    unsigned int nbVerticesRemaining  = calcVertices(geo);        // May set _succeded to false
    if (!succeeded()) return;

    std::string name( getUniqueName(geo.getName().empty() ? geo.className() : geo.getName(), true, "geo") );
    if (!succeeded()) return;
    Lib3dsMesh *mesh = lib3ds_mesh_new( name.c_str() );
    if (!mesh)
    {
        OSG_NOTIFY(osg::FATAL) << "Allocation error" << std::endl;
        _succeeded = false;
        return;
    }

    //copyOsgMatrixToLib3dsMatrix(mesh->matrix, mat);
    lib3ds_mesh_resize_faces   (mesh, osg::minimum(nbTrianglesRemaining, MAX_FACES));
    lib3ds_mesh_resize_vertices(mesh, osg::minimum(nbVerticesRemaining,  MAX_VERTICES), texcoords ? 0 : 1, 0);        // Not mandatory but will allocate once a big block

    // Test if the mesh will be split and needs sorting
    if (nbVerticesRemaining >= MAX_VERTICES || nbTrianglesRemaining >= MAX_FACES)
    {
        OSG_INFO << "Sorting elements..." << std::endl;
        WriterCompareTriangle cmp(geo, nbVerticesRemaining);
        std::sort(listTriangles.begin(), listTriangles.end(), cmp);
    }

    MapIndices index_vert;
    unsigned int numFace = 0;        // Current face index
    for (ListTriangle::iterator it = listTriangles.begin(); it != listTriangles.end(); ++it) //Go through the triangle list to define meshs
    {
        // Test if the mesh will be full after adding a face
        if (index_vert.size()+3 >= MAX_VERTICES || numFace+1 >= MAX_FACES)
        {
            // Finnish mesh
            lib3ds_mesh_resize_faces   (mesh, numFace);
            //lib3ds_mesh_resize_vertices() will be called in buildMesh()
            buildMesh(geo, mat, index_vert, texcoords, mesh);        // May set _succeded to false
            if (!succeeded())
            {
                lib3ds_mesh_free(mesh);
                return;
            }

            // "Reset" values and start over a new mesh
            index_vert.clear();
            nbTrianglesRemaining -= numFace;
            numFace = 0;
            // We can't call a thing like "nbVerticesRemaining -= ...;" because points may be used multiple times.
            // [Sukender: An optimisation here would take too much time I think.]

            mesh = lib3ds_mesh_new( getUniqueName(geo.getName().empty() ? geo.className() : geo.getName(), true, "geo").c_str());
            if (!mesh)
            {
                OSG_NOTIFY(osg::FATAL) << "Allocation error" << std::endl;
                _succeeded = false;
                return;
            }
            lib3ds_mesh_resize_faces   (mesh, osg::minimum(nbTrianglesRemaining, MAX_FACES));
            lib3ds_mesh_resize_vertices(mesh, osg::minimum(nbVerticesRemaining,  MAX_VERTICES), texcoords ? 0 : 1, 0);        // Not mandatory but will allocate once a big block
        }
        Lib3dsFace & face = mesh->faces[numFace++];
        face.index[0] = getMeshIndexForGeometryIndex(index_vert, it->first.t1, it->second);
        face.index[1] = getMeshIndexForGeometryIndex(index_vert, it->first.t2, it->second);
        face.index[2] = getMeshIndexForGeometryIndex(index_vert, it->first.t3, it->second);
        face.material = it->first.material;
    }

    buildMesh(geo, mat, index_vert, texcoords, mesh);        // May set _succeded to false
    if (!succeeded())
    {
        lib3ds_mesh_free(mesh);
        return;
    }
}
Esempio n. 9
0
void LD3dsExporter::doExport(
	LDLModel *pModel,
	Lib3dsNode *pParentNode,
	const TCFloat *matrix,
	int colorNumber,
	bool inPart,
	bool bfc,
	bool invert)
{
	LDLFileLineArray *pFileLines = pModel->getFileLines();

	if (pFileLines != NULL)
	{
		BFCState newBfcState = pModel->getBFCState();
		int count = pModel->getActiveLineCount();
		std::string meshName;
		Lib3dsMesh *pMesh = NULL;
		Lib3dsNode *pChildNode = NULL;
//		Lib3dsMeshInstanceNode *pInst;
		bool linesInvert = invert;
		bool isNew = false;

		if (TCVector::determinant(matrix) < 0.0f)
		{
			linesInvert = !linesInvert;
		}
		bfc = (bfc && newBfcState == BFCOnState) ||
			newBfcState == BFCForcedOnState;
		meshName.resize(128);
		sprintf(&meshName[0], "m_%06d", ++m_meshCount);
//		meshName = getMeshName(pModel, pMesh);
		if (pMesh == NULL)
		{
			pMesh = lib3ds_mesh_new(meshName.c_str());
//			memcpy(pMesh->matrix, matrix, sizeof(pMesh->matrix));
			m_meshes[meshName] = pMesh;
			lib3ds_file_insert_mesh(m_file, pMesh, -1);
			isNew = true;
		}
//		pInst = lib3ds_node_new_mesh_instance(pMesh,
//			NULL/*(meshName + "n").c_str()*/, NULL, NULL, NULL);
//		pChildNode = (Lib3dsNode *)pInst;
//		memcpy(pChildNode->matrix, matrix, sizeof(float) * 16);
//		lib3ds_file_append_node(m_file, pChildNode, pParentNode);
		VertexVector vecVertices;
		FaceVector vecFaces;
		for (int i = 0; i < count; i++)
		{
			LDLFileLine *pFileLine = (*pFileLines)[i];
			if (!pFileLine->isValid())
			{
				continue;
			}
			switch (pFileLine->getLineType())
			{
			case LDLLineTypeTriangle:
			case LDLLineTypeQuad:
				writeShapeLine(vecVertices, vecFaces, (LDLShapeLine *)pFileLine,
					matrix, colorNumber, bfc, linesInvert);
				break;
			case LDLLineTypeModel:
				{
					LDLModelLine *pModelLine = (LDLModelLine *)pFileLine;
					LDLModel *pOtherModel = pModelLine->getModel(true);
					if (pOtherModel != NULL)
					{
						TCFloat newMatrix[16];
						int otherColorNumber = pModelLine->getColorNumber();
						bool otherInPart = inPart;
						bool otherInvert = invert;
						
						if (pModelLine->getBFCInvert())
						{
							otherInvert = !otherInvert;
						}
						if (otherColorNumber == 16)
						{
							otherColorNumber = colorNumber;
						}
						TCVector::multMatrix(matrix, pModelLine->getMatrix(),
							newMatrix);
						if (!inPart && pOtherModel->isPart() && m_seams)
						{
							TCVector min, max;
							TCFloat seamMatrix[16];
							TCFloat tempMatrix[16];

							pOtherModel->getBoundingBox(min, max);
							TCVector::calcScaleMatrix(m_seamWidth, seamMatrix,
								min, max);
							TCVector::multMatrix(newMatrix, seamMatrix,
								tempMatrix);
							memcpy(newMatrix, tempMatrix, sizeof(newMatrix));
							otherInPart = true;
						}
						doExport(pOtherModel, pChildNode, newMatrix,
							otherColorNumber, otherInPart, bfc, otherInvert);
					}
				}
				break;
			default:
				// Get rid of warning
				break;
			}
		}
		if (isNew && vecVertices.size() > 0)
		{
			lib3ds_mesh_resize_vertices(pMesh, (int)vecVertices.size(), 0, 0);
			memcpy(pMesh->vertices, &vecVertices[0],
				sizeof(vecVertices[0]) * vecVertices.size());
			lib3ds_mesh_resize_faces(pMesh, (int)vecFaces.size());
			memcpy(pMesh->faces, &vecFaces[0],
				sizeof(vecFaces[0]) * vecFaces.size());
		}
		else
		{
			--m_meshCount;
		}

	}
}