int LD3dsExporter::getMaterial(int colorNumber) { IntIntMap::iterator it = m_colorNumbers.find(colorNumber); if (it == m_colorNumbers.end()) { int material = (int)m_colorNumbers.size(); Lib3dsMaterial *mat = lib3ds_material_new((std::string("ldraw_") + ltostr(colorNumber)).c_str()); lib3ds_file_insert_material(m_file, mat, -1); int r, g, b, a; LDLPalette *pPalette = m_topModel->getMainModel()->getPalette(); pPalette->getRGBA(colorNumber, r, g, b, a); LDLColorInfo colorInfo = pPalette->getAnyColorInfo(colorNumber); mat->diffuse[0] = r / 255.0f; mat->diffuse[1] = g / 255.0f; mat->diffuse[2] = b / 255.0f; mat->transparency = 1.0f - a / 255.0f; mat->two_sided = 1; if (colorInfo.rubber) { mat->specular[0] = mat->specular[1] = mat->specular[2] = 0.05f; } mat->shading = LIB3DS_SHADING_PHONG; m_colorNumbers[colorNumber] = material; return material; } else { return it->second; } }
Lib3dsMaterial* GLC_WorldTo3ds::create3dsMaterialFromGLC_Material(GLC_Material* pMat, const QString& matName) { Lib3dsMaterial* pSubject= lib3ds_material_new(); strcpy(pSubject->name, matName.toLocal8Bit().data()); // Ambient Color QColor ambient= pMat->ambientColor(); pSubject->ambient[0]= static_cast<float>(ambient.redF()); pSubject->ambient[1]= static_cast<float>(ambient.greenF()); pSubject->ambient[2]= static_cast<float>(ambient.blueF()); pSubject->ambient[3]= static_cast<float>(ambient.alphaF()); // Diffuse Color QColor diffuse= pMat->diffuseColor(); pSubject->diffuse[0]= static_cast<float>(diffuse.redF()); pSubject->diffuse[1]= static_cast<float>(diffuse.greenF()); pSubject->diffuse[2]= static_cast<float>(diffuse.blueF()); pSubject->diffuse[3]= static_cast<float>(diffuse.alphaF()); // Specular Color QColor specular= pMat->specularColor(); pSubject->specular[0]= static_cast<float>(specular.redF()); pSubject->specular[1]= static_cast<float>(specular.greenF()); pSubject->specular[2]= static_cast<float>(specular.blueF()); pSubject->specular[3]= static_cast<float>(specular.alphaF()); // Shininess pSubject->shininess= pMat->shininess(); // Transparency pSubject->transparency= 1.0f - static_cast<float>(pMat->opacity()); // Texture if (pMat->hasTexture()) { if (!m_TextureToFileName.contains(pMat->textureHandle())) { QString filePath= QFileInfo(m_FileName).absolutePath(); QString textureName= matName; QImage textureImage= pMat->textureHandle()->imageOfTexture(); if (!pMat->textureFileName().isEmpty()) { textureName= matName + '-' + QFileInfo(pMat->textureFileName()).fileName(); textureImage.load(pMat->textureFileName()); } else { textureName= textureName + ".jpg"; } textureName= textureName.right(63); if (!textureImage.isNull()) { const QString type(QFileInfo(textureName).suffix()); QString newTextureFile= filePath + QDir::separator() + textureName; textureImage.save(newTextureFile, type.toUpper().toAscii().data()); strcpy(pSubject->texture1_map.name, textureName.toLocal8Bit().data()); m_TextureToFileName.insert(pMat->textureHandle(), textureName); } } else { QString textureName= m_TextureToFileName.value(pMat->textureHandle()); strcpy(pSubject->texture1_map.name, textureName.toLocal8Bit().data()); } } lib3ds_file_insert_material(m_pLib3dsFile, pSubject); m_NameToMaterial.insert(matName, pSubject); return pSubject; }
static Lib3dsBool mdata_read(Lib3dsFile *file, FILE *f) { Lib3dsChunk c; Lib3dsWord chunk; if (!lib3ds_chunk_read_start(&c, LIB3DS_MDATA, f)) { return(LIB3DS_FALSE); } while ((chunk=lib3ds_chunk_read_next(&c, f))!=0) { switch (chunk) { case LIB3DS_MESH_VERSION: { file->mesh_version=lib3ds_intd_read(f); } break; case LIB3DS_MASTER_SCALE: { file->master_scale=lib3ds_float_read(f); } break; case LIB3DS_SHADOW_MAP_SIZE: case LIB3DS_LO_SHADOW_BIAS: case LIB3DS_HI_SHADOW_BIAS: case LIB3DS_SHADOW_SAMPLES: case LIB3DS_SHADOW_RANGE: case LIB3DS_SHADOW_FILTER: case LIB3DS_RAY_BIAS: { lib3ds_chunk_read_reset(&c, f); if (!lib3ds_shadow_read(&file->shadow, f)) { return(LIB3DS_FALSE); } } break; case LIB3DS_VIEWPORT_LAYOUT: case LIB3DS_DEFAULT_VIEW: { lib3ds_chunk_read_reset(&c, f); if (!lib3ds_viewport_read(&file->viewport, f)) { return(LIB3DS_FALSE); } } break; case LIB3DS_O_CONSTS: { int i; for (i=0; i<3; ++i) { file->construction_plane[i]=lib3ds_float_read(f); } } break; case LIB3DS_AMBIENT_LIGHT: { lib3ds_chunk_read_reset(&c, f); if (!ambient_read(file, f)) { return(LIB3DS_FALSE); } } break; case LIB3DS_BIT_MAP: case LIB3DS_SOLID_BGND: case LIB3DS_V_GRADIENT: case LIB3DS_USE_BIT_MAP: case LIB3DS_USE_SOLID_BGND: case LIB3DS_USE_V_GRADIENT: { lib3ds_chunk_read_reset(&c, f); if (!lib3ds_background_read(&file->background, f)) { return(LIB3DS_FALSE); } } break; case LIB3DS_FOG: case LIB3DS_LAYER_FOG: case LIB3DS_DISTANCE_CUE: case LIB3DS_USE_FOG: case LIB3DS_USE_LAYER_FOG: case LIB3DS_USE_DISTANCE_CUE: { lib3ds_chunk_read_reset(&c, f); if (!lib3ds_atmosphere_read(&file->atmosphere, f)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_ENTRY: { Lib3dsMaterial *material; material=lib3ds_material_new(); if (!material) { return(LIB3DS_FALSE); } lib3ds_chunk_read_reset(&c, f); if (!lib3ds_material_read(material, f)) { return(LIB3DS_FALSE); } lib3ds_file_insert_material(file, material); } break; case LIB3DS_NAMED_OBJECT: { lib3ds_chunk_read_reset(&c, f); if (!named_object_read(file, f)) { return(LIB3DS_FALSE); } } break; default: lib3ds_chunk_unknown(chunk); } } lib3ds_chunk_read_end(&c, f); return(LIB3DS_TRUE); }
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); } }
static void mdata_read(Lib3dsFile *file, Lib3dsIo *io) { Lib3dsChunk c; uint16_t chunk; lib3ds_chunk_read_start(&c, CHK_MDATA, io); while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) { switch (chunk) { case CHK_MESH_VERSION: { file->mesh_version = lib3ds_io_read_intd(io); break; } case CHK_MASTER_SCALE: { file->master_scale = lib3ds_io_read_float(io); break; } case CHK_SHADOW_MAP_SIZE: case CHK_LO_SHADOW_BIAS: case CHK_HI_SHADOW_BIAS: case CHK_SHADOW_SAMPLES: case CHK_SHADOW_RANGE: case CHK_SHADOW_FILTER: case CHK_RAY_BIAS: { lib3ds_chunk_read_reset(&c, io); lib3ds_shadow_read(&file->shadow, io); break; } case CHK_VIEWPORT_LAYOUT: case CHK_DEFAULT_VIEW: { lib3ds_chunk_read_reset(&c, io); lib3ds_viewport_read(&file->viewport, io); break; } case CHK_O_CONSTS: { int i; for (i = 0; i < 3; ++i) { file->construction_plane[i] = lib3ds_io_read_float(io); } break; } case CHK_AMBIENT_LIGHT: { lib3ds_chunk_read_reset(&c, io); ambient_read(file, io); break; } case CHK_BIT_MAP: case CHK_SOLID_BGND: case CHK_V_GRADIENT: case CHK_USE_BIT_MAP: case CHK_USE_SOLID_BGND: case CHK_USE_V_GRADIENT: { lib3ds_chunk_read_reset(&c, io); lib3ds_background_read(&file->background, io); break; } case CHK_FOG: case CHK_LAYER_FOG: case CHK_DISTANCE_CUE: case CHK_USE_FOG: case CHK_USE_LAYER_FOG: case CHK_USE_DISTANCE_CUE: { lib3ds_chunk_read_reset(&c, io); lib3ds_atmosphere_read(&file->atmosphere, io); break; } case CHK_MAT_ENTRY: { Lib3dsMaterial *material = lib3ds_material_new(NULL); lib3ds_file_insert_material(file, material, -1); lib3ds_chunk_read_reset(&c, io); lib3ds_material_read(material, io); break; } case CHK_NAMED_OBJECT: { lib3ds_chunk_read_reset(&c, io); named_object_read(file, io); break; } default: lib3ds_chunk_unknown(chunk, io); } } lib3ds_chunk_read_end(&c, io); }
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); }
// 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; }