Exemplo n.º 1
0
static Lib3dsBool
distance_cue_read(Lib3dsDistanceCue *cue, Lib3dsIo *io)
{
  Lib3dsChunk c;
  Lib3dsWord chunk;

  if (!lib3ds_chunk_read_start(&c, LIB3DS_DISTANCE_CUE, io)) {
    return(LIB3DS_FALSE);
  }
  cue->near_plane=lib3ds_io_read_float(io);
  cue->near_dimming=lib3ds_io_read_float(io);
  cue->far_plane=lib3ds_io_read_float(io);
  cue->far_dimming=lib3ds_io_read_float(io);
  lib3ds_chunk_read_tell(&c, io);
  
  while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
    switch (chunk) {
      case LIB3DS_DCUE_BGND:
        {
          cue->cue_background=LIB3DS_TRUE;
        }
        break;
      default:
        lib3ds_chunk_unknown(chunk);
    }
  }
  
  lib3ds_chunk_read_end(&c, io);
  return(LIB3DS_TRUE);
}
Exemplo n.º 2
0
static Lib3dsBool
layer_fog_read(Lib3dsLayerFog *fog, Lib3dsIo *io)
{
  Lib3dsChunk c;
  Lib3dsWord chunk;
  Lib3dsBool have_lin=LIB3DS_FALSE;

  if (!lib3ds_chunk_read_start(&c, LIB3DS_LAYER_FOG, io)) {
    return(LIB3DS_FALSE);
  }
  fog->near_y=lib3ds_io_read_float(io);
  fog->far_y=lib3ds_io_read_float(io);
  fog->density=lib3ds_io_read_float(io);
  fog->flags=lib3ds_io_read_dword(io);
  lib3ds_chunk_read_tell(&c, io);
  
  while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
    switch (chunk) {
      case LIB3DS_LIN_COLOR_F:
        lib3ds_io_read_rgb(io, fog->col);
        have_lin=LIB3DS_TRUE;
        break;
      case LIB3DS_COLOR_F:
        lib3ds_io_read_rgb(io, fog->col);
        break;
      default:
        lib3ds_chunk_unknown(chunk);
    }
  }
  
  lib3ds_chunk_read_end(&c, io);
  return(LIB3DS_TRUE);
}
static void
layer_fog_read(Lib3dsAtmosphere *at, Lib3dsIo *io)
{
    Lib3dsChunk c;
    uint16_t    chunk;
    int         have_lin = FALSE;

    lib3ds_chunk_read_start(&c, CHK_LAYER_FOG, io);

    at->layer_fog_near_y  = lib3ds_io_read_float(io);
    at->layer_fog_far_y   = lib3ds_io_read_float(io);
    at->layer_fog_density = lib3ds_io_read_float(io);
    at->layer_fog_flags   = lib3ds_io_read_dword(io);
    lib3ds_chunk_read_tell(&c, io);

    while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0)
    {
        switch (chunk)
        {
        case CHK_LIN_COLOR_F:
            lib3ds_io_read_rgb(io, at->layer_fog_color);
            have_lin = TRUE;
            break;

        case CHK_COLOR_F:
            lib3ds_io_read_rgb(io, at->layer_fog_color);
            break;

        default:
            lib3ds_chunk_unknown(chunk, io);
        }
    }

    lib3ds_chunk_read_end(&c, io);
}
static void
distance_cue_read(Lib3dsAtmosphere *at, Lib3dsIo *io)
{
    Lib3dsChunk c;
    uint16_t    chunk;

    lib3ds_chunk_read_start(&c, CHK_DISTANCE_CUE, io);

    at->dist_cue_near_plane   = lib3ds_io_read_float(io);
    at->dist_cue_near_dimming = lib3ds_io_read_float(io);
    at->dist_cue_far_plane    = lib3ds_io_read_float(io);
    at->dist_cue_far_dimming  = lib3ds_io_read_float(io);
    lib3ds_chunk_read_tell(&c, io);

    while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0)
    {
        switch (chunk)
        {
        case CHK_DCUE_BGND: {
            at->dist_cue_background = TRUE;
        }
        break;

        default:
            lib3ds_chunk_unknown(chunk, io);
        }
    }

    lib3ds_chunk_read_end(&c, io);
}
Exemplo n.º 5
0
/*!
 * Read a camera definition from a file.
 *
 * This function is called by lib3ds_file_read(), and you probably
 * don't want to call it directly.
 *
 * \param camera A Lib3dsCamera to be filled in.
 * \param io A Lib3dsIo object previously set up by the caller.
 *
 * \return LIB3DS_TRUE on success, LIB3DS_FALSE on failure.
 *
 * \see lib3ds_file_read
 *
 * \ingroup camera
 */
Lib3dsBool
lib3ds_camera_read(Lib3dsCamera *camera, Lib3dsIo *io)
{
  Lib3dsChunk c;
  Lib3dsWord chunk;

  if (!lib3ds_chunk_read_start(&c, LIB3DS_N_CAMERA, io)) {
    return(LIB3DS_FALSE);
  }
  {
    int i;
    for (i=0; i<3; ++i) {
      camera->position[i]=lib3ds_io_read_float(io);
    }
    for (i=0; i<3; ++i) {
      camera->target[i]=lib3ds_io_read_float(io);
    }
  }
  camera->roll=lib3ds_io_read_float(io);
  {
    float s;
    s=lib3ds_io_read_float(io);
    if (fabs(s)<LIB3DS_EPSILON) {
      camera->fov=45.0;
    }
    else {
      camera->fov=2400.0f/s;
    }
  }
  lib3ds_chunk_read_tell(&c, io);
  
  while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
    switch (chunk) {
      case LIB3DS_CAM_SEE_CONE:
        {
          camera->see_cone=LIB3DS_TRUE;
        }
        break;
      case LIB3DS_CAM_RANGES:
        {
          camera->near_range=lib3ds_io_read_float(io);
          camera->far_range=lib3ds_io_read_float(io);
        }
        break;
      default:
        lib3ds_chunk_unknown(chunk);
    }
  }
  
  lib3ds_chunk_read_end(&c, io);
  return(LIB3DS_TRUE);
}
Exemplo n.º 6
0
static Lib3dsBool
v_gradient_read(Lib3dsBackground *background, Lib3dsIo *io)
{
  Lib3dsChunk c;
  Lib3dsWord chunk;
  int index[2];
  Lib3dsRgb col[2][3];
  int have_lin=0;
  

  if (!lib3ds_chunk_read_start(&c, LIB3DS_V_GRADIENT, io)) {
    return(LIB3DS_FALSE);
  }
  background->gradient.percent=lib3ds_io_read_float(io);
  lib3ds_chunk_read_tell(&c, io);

  index[0]=index[1]=0;
  while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
    switch (chunk) {
      case LIB3DS_COLOR_F:
        lib3ds_io_read_rgb(io, col[0][index[0]]);
        index[0]++;
        break;
      case LIB3DS_LIN_COLOR_F:
        lib3ds_io_read_rgb(io, col[1][index[1]]);
        index[1]++;
        have_lin=1;
        break;
      default:
        lib3ds_chunk_unknown(chunk);
    }
  }
  {
    int i;
    for (i=0; i<3; ++i) {
      background->gradient.top[i]=col[have_lin][0][i];
      background->gradient.middle[i]=col[have_lin][1][i];
      background->gradient.bottom[i]=col[have_lin][2][i];
    }
  }
  lib3ds_chunk_read_end(&c, io);
  return(LIB3DS_TRUE);
}
static void
fog_read(Lib3dsAtmosphere *at, Lib3dsIo *io)
{
    Lib3dsChunk c;
    uint16_t    chunk;

    lib3ds_chunk_read_start(&c, CHK_FOG, io);

    at->fog_near_plane   = lib3ds_io_read_float(io);
    at->fog_near_density = lib3ds_io_read_float(io);
    at->fog_far_plane    = lib3ds_io_read_float(io);
    at->fog_far_density  = lib3ds_io_read_float(io);
    lib3ds_chunk_read_tell(&c, io);

    while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0)
    {
        switch (chunk)
        {
        case CHK_LIN_COLOR_F: {
            int i;

            for (i = 0; i < 3; ++i)
            {
                at->fog_color[i] = lib3ds_io_read_float(io);
            }
        }
        break;

        case CHK_COLOR_F:
            break;

        case CHK_FOG_BGND: {
            at->fog_background = TRUE;
        }
        break;

        default:
            lib3ds_chunk_unknown(chunk, io);
        }
    }

    lib3ds_chunk_read_end(&c, io);
}
Exemplo n.º 8
0
static void
v_gradient_read(Lib3dsBackground *background, Lib3dsIo *io) {
    Lib3dsChunk c;
    uint16_t chunk;
    int index[2];
    float col[2][3][3];
    int have_lin = 0;

    lib3ds_chunk_read_start(&c, CHK_V_GRADIENT, io);

    background->gradient_percent = lib3ds_io_read_float(io);
    lib3ds_chunk_read_tell(&c, io);

    index[0] = index[1] = 0;
    while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) {
        switch (chunk) {
            case CHK_COLOR_F:
                lib3ds_io_read_rgb(io, col[0][index[0]]);
                index[0]++;
                break;

            case CHK_LIN_COLOR_F:
                lib3ds_io_read_rgb(io, col[1][index[1]]);
                index[1]++;
                have_lin = 1;
                break;

            default:
                lib3ds_chunk_unknown(chunk, io);
        }
    }
    {
        int i;
        for (i = 0; i < 3; ++i) {
            background->gradient_top[i] = col[have_lin][0][i];
            background->gradient_middle[i] = col[have_lin][1][i];
            background->gradient_bottom[i] = col[have_lin][2][i];
        }
    }
    lib3ds_chunk_read_end(&c, io);
}
Exemplo n.º 9
0
static Lib3dsBool
fog_read(Lib3dsFog *fog, Lib3dsIo *io)
{
  Lib3dsChunk c;
  Lib3dsWord chunk;

  if (!lib3ds_chunk_read_start(&c, LIB3DS_FOG, io)) {
    return(LIB3DS_FALSE);
  }
  fog->near_plane = lib3ds_io_read_float(io);
  fog->near_density=lib3ds_io_read_float(io);
  fog->far_plane=lib3ds_io_read_float(io);
  fog->far_density=lib3ds_io_read_float(io);
  lib3ds_chunk_read_tell(&c, io);
  
  while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
    switch (chunk) {
      case LIB3DS_LIN_COLOR_F:
        {
          int i;
          for (i=0; i<3; ++i) {
            fog->col[i]=lib3ds_io_read_float(io);
          }
        }
        break;
      case LIB3DS_COLOR_F:
        break;
      case LIB3DS_FOG_BGND:
        {
          fog->fog_background=LIB3DS_TRUE;
        }
        break;
      default:
        lib3ds_chunk_unknown(chunk);
    }
  }
  
  lib3ds_chunk_read_end(&c, io);
  return(LIB3DS_TRUE);
}
Exemplo n.º 10
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);
}
Exemplo n.º 11
0
/*!
 * \ingroup viewport 
 */
Lib3dsBool
lib3ds_viewport_read(Lib3dsViewport *viewport, Lib3dsIo *io)
{
  Lib3dsChunk c;
  Lib3dsWord chunk;

  if (!lib3ds_chunk_read_start(&c, 0, io)) {
    return(LIB3DS_FALSE);
  }
  
  switch (c.chunk) {
    case LIB3DS_VIEWPORT_LAYOUT:
      {
        int cur=0;
        viewport->layout.style=lib3ds_io_read_word(io);
        viewport->layout.active=lib3ds_io_read_intw(io);
        lib3ds_io_read_intw(io);
        viewport->layout.swap=lib3ds_io_read_intw(io);
        lib3ds_io_read_intw(io);
        viewport->layout.swap_prior=lib3ds_io_read_intw(io);
        viewport->layout.swap_view=lib3ds_io_read_intw(io);
        lib3ds_chunk_read_tell(&c, io);
        while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
          switch (chunk) {
            case LIB3DS_VIEWPORT_SIZE:
              {
                viewport->layout.position[0]=lib3ds_io_read_word(io);
                viewport->layout.position[1]=lib3ds_io_read_word(io);
                viewport->layout.size[0]=lib3ds_io_read_word(io);
                viewport->layout.size[1]=lib3ds_io_read_word(io);
              }
              break;
            case LIB3DS_VIEWPORT_DATA_3:
              {
                lib3ds_viewport_set_views(viewport,cur+1);
                lib3ds_io_read_intw(io);
                viewport->layout.viewL[cur].axis_lock=lib3ds_io_read_word(io);
                viewport->layout.viewL[cur].position[0]=lib3ds_io_read_intw(io);
                viewport->layout.viewL[cur].position[1]=lib3ds_io_read_intw(io);
                viewport->layout.viewL[cur].size[0]=lib3ds_io_read_intw(io);
                viewport->layout.viewL[cur].size[1]=lib3ds_io_read_intw(io);
                viewport->layout.viewL[cur].type=lib3ds_io_read_word(io);
                viewport->layout.viewL[cur].zoom=lib3ds_io_read_float(io);
                lib3ds_io_read_vector(io, viewport->layout.viewL[cur].center);
                viewport->layout.viewL[cur].horiz_angle=lib3ds_io_read_float(io);
                viewport->layout.viewL[cur].vert_angle=lib3ds_io_read_float(io);
                lib3ds_io_read(io, viewport->layout.viewL[cur].camera, 11);
                ++cur;
              }
              break;
            case LIB3DS_VIEWPORT_DATA:
              /* 3DS R2 & R3 chunk
                 unsupported */
              break;
            default:
              lib3ds_chunk_unknown(chunk);
          }
        }
      }
      break;
    case LIB3DS_DEFAULT_VIEW:
      {
        memset(&viewport->default_view,0,sizeof(Lib3dsDefaultView));
        while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
          switch (chunk) {
            case LIB3DS_VIEW_TOP:
              {
                viewport->default_view.type=LIB3DS_VIEW_TYPE_TOP;
                lib3ds_io_read_vector(io, viewport->default_view.position);
                viewport->default_view.width=lib3ds_io_read_float(io);
              }
              break;
            case LIB3DS_VIEW_BOTTOM:
              {
                viewport->default_view.type=LIB3DS_VIEW_TYPE_BOTTOM;
                lib3ds_io_read_vector(io, viewport->default_view.position);
                viewport->default_view.width=lib3ds_io_read_float(io);
              }
              break;
            case LIB3DS_VIEW_LEFT:
              {
                viewport->default_view.type=LIB3DS_VIEW_TYPE_LEFT;
                lib3ds_io_read_vector(io, viewport->default_view.position);
                viewport->default_view.width=lib3ds_io_read_float(io);
              }
              break;
            case LIB3DS_VIEW_RIGHT:
              {
                viewport->default_view.type=LIB3DS_VIEW_TYPE_RIGHT;
                lib3ds_io_read_vector(io, viewport->default_view.position);
                viewport->default_view.width=lib3ds_io_read_float(io);
              }
              break;
            case LIB3DS_VIEW_FRONT:
              {
                viewport->default_view.type=LIB3DS_VIEW_TYPE_FRONT;
                lib3ds_io_read_vector(io, viewport->default_view.position);
                viewport->default_view.width=lib3ds_io_read_float(io);
              }
              break;
            case LIB3DS_VIEW_BACK:
              {
                viewport->default_view.type=LIB3DS_VIEW_TYPE_BACK;
                lib3ds_io_read_vector(io, viewport->default_view.position);
                viewport->default_view.width=lib3ds_io_read_float(io);
              }
              break;
            case LIB3DS_VIEW_USER:
              {
                viewport->default_view.type=LIB3DS_VIEW_TYPE_USER;
                lib3ds_io_read_vector(io, viewport->default_view.position);
                viewport->default_view.width=lib3ds_io_read_float(io);
                viewport->default_view.horiz_angle=lib3ds_io_read_float(io);
                viewport->default_view.vert_angle=lib3ds_io_read_float(io);
                viewport->default_view.roll_angle=lib3ds_io_read_float(io);
              }
              break;
            case LIB3DS_VIEW_CAMERA:
              {
                viewport->default_view.type=LIB3DS_VIEW_TYPE_CAMERA;
                lib3ds_io_read(io, viewport->default_view.camera, 11);
              }
              break;
            default:
              lib3ds_chunk_unknown(chunk);
          }
        }
      }
      break;
  }

  lib3ds_chunk_read_end(&c, io);
  return(LIB3DS_TRUE);
}
Exemplo n.º 12
0
void
lib3ds_light_read(Lib3dsLight *light, Lib3dsIo *io) {
    Lib3dsChunk c;
    uint16_t chunk;

    lib3ds_chunk_read_start(&c, CHK_N_DIRECT_LIGHT, io);

    {
        int i;
        for (i = 0; i < 3; ++i) {
            light->position[i] = lib3ds_io_read_float(io);
        }
    }
    lib3ds_chunk_read_tell(&c, io);

    while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) {
        switch (chunk) {
            case CHK_COLOR_F: {
                int i;
                for (i = 0; i < 3; ++i) {
                    light->color[i] = lib3ds_io_read_float(io);
                }
                break;
            }

            case CHK_DL_OFF: 
                light->off = TRUE;
                break;

            case CHK_DL_OUTER_RANGE: 
                light->outer_range = lib3ds_io_read_float(io);
                break;

            case CHK_DL_INNER_RANGE: 
                light->inner_range = lib3ds_io_read_float(io);
                break;

            case CHK_DL_MULTIPLIER: 
                light->multiplier = lib3ds_io_read_float(io);
                break;

            case CHK_DL_EXCLUDE: {
                /* FIXME: */
                lib3ds_chunk_unknown(chunk, io);
                break;
            }

            case CHK_DL_ATTENUATE: 
                light->attenuation = lib3ds_io_read_float(io);
                break;

            case CHK_DL_SPOTLIGHT: {
                lib3ds_chunk_read_reset(&c, io);
                spotlight_read(light, io);
                break;
            }

            default:
                lib3ds_chunk_unknown(chunk, io);
        }
    }

    lib3ds_chunk_read_end(&c, io);
}
Exemplo n.º 13
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);
}
Exemplo n.º 14
0
static Lib3dsBool
face_array_read(Lib3dsMesh *mesh, Lib3dsIo *io)
{
  Lib3dsChunk c;
  Lib3dsWord chunk;
  int i;
  int faces;

  if (!lib3ds_chunk_read_start(&c, LIB3DS_FACE_ARRAY, io)) {
    return(LIB3DS_FALSE);
  }
  lib3ds_mesh_free_face_list(mesh);
  
  faces=lib3ds_io_read_word(io);
  if (faces) {
    if (!lib3ds_mesh_new_face_list(mesh, faces)) {
      LIB3DS_ERROR_LOG;
      return(LIB3DS_FALSE);
    }
    for (i=0; i<faces; ++i) {
      strcpy(mesh->faceL[i].material, "");
      mesh->faceL[i].points[0]=lib3ds_io_read_word(io);
      mesh->faceL[i].points[1]=lib3ds_io_read_word(io);
      mesh->faceL[i].points[2]=lib3ds_io_read_word(io);
      mesh->faceL[i].flags=lib3ds_io_read_word(io);
    }
    lib3ds_chunk_read_tell(&c, io);

    while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
      switch (chunk) {
        case LIB3DS_SMOOTH_GROUP:
          {
            unsigned i;

            for (i=0; i<mesh->faces; ++i) {
              mesh->faceL[i].smoothing=lib3ds_io_read_dword(io);
            }
          }
          break;
        case LIB3DS_MSH_MAT_GROUP:
          {
            char name[64];
            unsigned faces;
            unsigned i;
            unsigned index;

            if (!lib3ds_io_read_string(io, name, 64)) {
              return(LIB3DS_FALSE);
            }
            faces=lib3ds_io_read_word(io);
            for (i=0; i<faces; ++i) {
              index=lib3ds_io_read_word(io);
              ASSERT(index<mesh->faces);
              strcpy(mesh->faceL[index].material, name);
            }
          }
          break;
        case LIB3DS_MSH_BOXMAP:
          {
            char name[64];

            if (!lib3ds_io_read_string(io, name, 64)) {
              return(LIB3DS_FALSE);
            }
            strcpy(mesh->box_map.front, name);
            if (!lib3ds_io_read_string(io, name, 64)) {
              return(LIB3DS_FALSE);
            }
            strcpy(mesh->box_map.back, name);
            if (!lib3ds_io_read_string(io, name, 64)) {
              return(LIB3DS_FALSE);
            }
            strcpy(mesh->box_map.left, name);
            if (!lib3ds_io_read_string(io, name, 64)) {
              return(LIB3DS_FALSE);
            }
            strcpy(mesh->box_map.right, name);
            if (!lib3ds_io_read_string(io, name, 64)) {
              return(LIB3DS_FALSE);
            }
            strcpy(mesh->box_map.top, name);
            if (!lib3ds_io_read_string(io, name, 64)) {
              return(LIB3DS_FALSE);
            }
            strcpy(mesh->box_map.bottom, name);
          }
          break;
        default:
          lib3ds_chunk_unknown(chunk);
      }
    }
    
  }
  lib3ds_chunk_read_end(&c, io);
  return(LIB3DS_TRUE);
}
Exemplo n.º 15
0
Arquivo: light.c Projeto: DYFeng/mrpt
/*!
 * \ingroup light
 */
Lib3dsBool
lib3ds_light_read(Lib3dsLight *light, Lib3dsIo *io)
{
  Lib3dsChunk c;
  Lib3dsWord chunk;

  if (!lib3ds_chunk_read_start(&c, LIB3DS_N_DIRECT_LIGHT, io)) {
    return(LIB3DS_FALSE);
  }
  {
    int i;
    for (i=0; i<3; ++i) {
      light->position[i]=lib3ds_io_read_float(io);
    }
  }
  lib3ds_chunk_read_tell(&c, io);
  
  while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
    switch (chunk) {
      case LIB3DS_COLOR_F:
        {
          int i;
          for (i=0; i<3; ++i) {
            light->color[i]=lib3ds_io_read_float(io);
          }
        }
        break;
      case LIB3DS_DL_OFF:
        {
          light->off=LIB3DS_TRUE;
        }
        break;
      case LIB3DS_DL_OUTER_RANGE:
        {
          light->outer_range=lib3ds_io_read_float(io);
        }
        break;
      case LIB3DS_DL_INNER_RANGE:
        {
          light->inner_range=lib3ds_io_read_float(io);
        }
        break;
      case LIB3DS_DL_MULTIPLIER:
        {
          light->multiplier=lib3ds_io_read_float(io);
        }
        break;
      case LIB3DS_DL_EXCLUDE:
        {
          /* FIXME: */
          lib3ds_chunk_unknown(chunk);
        }
      case LIB3DS_DL_ATTENUATE:
        {
          light->attenuation=lib3ds_io_read_float(io);
        }
        break;
      case LIB3DS_DL_SPOTLIGHT:
        {
          lib3ds_chunk_read_reset(&c, io);
          if (!spotlight_read(light, io)) {
            return(LIB3DS_FALSE);
          }
        }
        break;
      default:
        lib3ds_chunk_unknown(chunk);
    }
  }
  
  lib3ds_chunk_read_end(&c, io);
  return(LIB3DS_TRUE);
}
Exemplo n.º 16
0
Arquivo: light.c Projeto: DYFeng/mrpt
/*!
 * \ingroup light
 */
static Lib3dsBool
spotlight_read(Lib3dsLight *light, Lib3dsIo *io)
{
  Lib3dsChunk c;
  Lib3dsWord chunk;
  int i;

  if (!lib3ds_chunk_read_start(&c, LIB3DS_DL_SPOTLIGHT, io)) {
    return(LIB3DS_FALSE);
  }
  light->spot_light=LIB3DS_TRUE;
  for (i=0; i<3; ++i) {
    light->spot[i]=lib3ds_io_read_float(io);
  }
  light->hot_spot = lib3ds_io_read_float(io);
  light->fall_off = lib3ds_io_read_float(io);
  lib3ds_chunk_read_tell(&c, io);
  
  while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
    switch (chunk) {
      case LIB3DS_DL_SPOT_ROLL:
        {
          light->roll=lib3ds_io_read_float(io);
        }
        break;
      case LIB3DS_DL_SHADOWED:
        {
          light->shadowed=LIB3DS_TRUE;
        }
        break;
      case LIB3DS_DL_LOCAL_SHADOW2:
        {
          light->shadow_bias=lib3ds_io_read_float(io);
          light->shadow_filter=lib3ds_io_read_float(io);
          light->shadow_size=lib3ds_io_read_intw(io);
        }
        break;
      case LIB3DS_DL_SEE_CONE:
        {
          light->see_cone=LIB3DS_TRUE;
        }
        break;
      case LIB3DS_DL_SPOT_RECTANGULAR:
        {
          light->rectangular_spot=LIB3DS_TRUE;
        }
        break;
      case LIB3DS_DL_SPOT_ASPECT:
        {
          light->spot_aspect=lib3ds_io_read_float(io);
        }
        break;
      case LIB3DS_DL_SPOT_PROJECTOR:
        {
          light->use_projector=LIB3DS_TRUE;
          if (!lib3ds_io_read_string(io, light->projector, 64)) {
            return(LIB3DS_FALSE);
          }
        }
      case LIB3DS_DL_SPOT_OVERSHOOT:
        {
          light->spot_overshoot=LIB3DS_TRUE;
        }
        break;
      case LIB3DS_DL_RAY_BIAS:
        {
          light->ray_bias=lib3ds_io_read_float(io);
        }
        break;
      case LIB3DS_DL_RAYSHAD:
        {
          light->ray_shadows=LIB3DS_TRUE;
        }
        break;
      default:
        lib3ds_chunk_unknown(chunk);
    }
  }
  
  lib3ds_chunk_read_end(&c, io);
  return(LIB3DS_TRUE);
}
Exemplo n.º 17
0
static void
spotlight_read(Lib3dsLight *light, Lib3dsIo *io) {
    Lib3dsChunk c;
    uint16_t chunk;
    int i;

    lib3ds_chunk_read_start(&c, CHK_DL_SPOTLIGHT, io);

    light->spot_light = TRUE;
    for (i = 0; i < 3; ++i) {
        light->target[i] = lib3ds_io_read_float(io);
    }
    light->hotspot = lib3ds_io_read_float(io);
    light->falloff = lib3ds_io_read_float(io);
    lib3ds_chunk_read_tell(&c, io);

    while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) {
        switch (chunk) {
            case CHK_DL_SPOT_ROLL: 
                light->roll = lib3ds_io_read_float(io);
                break;

            case CHK_DL_SHADOWED: {
                light->shadowed = TRUE;
                break;
            }

            case CHK_DL_LOCAL_SHADOW2: {
                light->shadow_bias = lib3ds_io_read_float(io);
                light->shadow_filter = lib3ds_io_read_float(io);
                light->shadow_size = lib3ds_io_read_intw(io);
                break;
            }

            case CHK_DL_SEE_CONE: {
                light->see_cone = TRUE;
                break;
            }

            case CHK_DL_SPOT_RECTANGULAR: {
                light->rectangular_spot = TRUE;
                break;
            }

            case CHK_DL_SPOT_ASPECT: {
                light->spot_aspect = lib3ds_io_read_float(io);
                break;
            }

            case CHK_DL_SPOT_PROJECTOR: {
                light->use_projector = TRUE;
                lib3ds_io_read_string(io, light->projector, 64);
                break;
            }

            case CHK_DL_SPOT_OVERSHOOT: {
                light->spot_overshoot = TRUE;
                break;
            }

            case CHK_DL_RAY_BIAS: {
                light->ray_bias = lib3ds_io_read_float(io);
                break;
            }

            case CHK_DL_RAYSHAD: {
                light->ray_shadows = TRUE;
                break;
            }

            default:
                lib3ds_chunk_unknown(chunk, io);
        }
    }

    lib3ds_chunk_read_end(&c, io);
}
Exemplo n.º 18
0
static void
face_array_read(Lib3dsFile *file, Lib3dsMesh *mesh, Lib3dsIo *io) {
    Lib3dsChunk c;
    uint16_t chunk;
    int i;
    uint16_t nfaces;

    lib3ds_chunk_read_start(&c, CHK_FACE_ARRAY, io);

    lib3ds_mesh_resize_faces(mesh, 0);
    nfaces = lib3ds_io_read_word(io);
    if (nfaces) {
        lib3ds_mesh_resize_faces(mesh, nfaces);
        for (i = 0; i < nfaces; ++i) {
            mesh->faces[i].index[0] = lib3ds_io_read_word(io);
            mesh->faces[i].index[1] = lib3ds_io_read_word(io);
            mesh->faces[i].index[2] = lib3ds_io_read_word(io);
            mesh->faces[i].flags = lib3ds_io_read_word(io);
        }
        lib3ds_chunk_read_tell(&c, io);

        while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) {
            switch (chunk) {
                case CHK_MSH_MAT_GROUP: {
                    char name[64];
                    unsigned n;
                    unsigned i;
                    int index;
                    int material;

                    lib3ds_io_read_string(io, name, 64);
                    material = lib3ds_file_material_by_name(file, name);

                    n = lib3ds_io_read_word(io);
                    for (i = 0; i < n; ++i) {
                        index = lib3ds_io_read_word(io);
                        if (index < mesh->nfaces) {
                            mesh->faces[index].material = material;
                        } else {
                            // TODO warning
                        }
                    }
                    break;
                }

                case CHK_SMOOTH_GROUP: {
                    int i;
                    for (i = 0; i < mesh->nfaces; ++i) {
                        mesh->faces[i].smoothing_group = lib3ds_io_read_dword(io);
                    }
                    break;
                }

                case CHK_MSH_BOXMAP: {
                    lib3ds_io_read_string(io, mesh->box_front, 64);
                    lib3ds_io_read_string(io, mesh->box_back, 64);
                    lib3ds_io_read_string(io, mesh->box_left, 64);
                    lib3ds_io_read_string(io, mesh->box_right, 64);
                    lib3ds_io_read_string(io, mesh->box_top, 64);
                    lib3ds_io_read_string(io, mesh->box_bottom, 64);
                    break;
                }

                default:
                    lib3ds_chunk_unknown(chunk,io);
            }
        }

    }
    lib3ds_chunk_read_end(&c, io);
}
Exemplo n.º 19
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);
}