// load the model, and if the texture has textures, then apply them on the geometric primitives void Model::loadFile(const char *name) { filename = name; // load file file = lib3ds_file_load(filename); if(!file) // if we were not able to load the file { // give some errors std::string event = "Error loading: "; std::string online = "On line 61 in file "; online.append(__FILE__); event.append(filename); std::cout << event << std::endl; std::cout << online << std::endl; std::cerr << "3DS Error" << std::endl; exit(1); } lib3ds_file_eval(file, 0); // set current frame to 0 // apply texture to all meshes that have texels Lib3dsMesh *mesh; for(mesh = file->meshes;mesh != 0;mesh = mesh->next) { if(mesh->texels) //if there's texels for the mesh ApplyTexture(mesh); //then apply texture to it } if(file->lights) //if we have lights in our model CreateLightList(); }
// load the model, and if the texture has textures, then apply them on the geometric primitives void Model::LoadFile(const char *name) { if(glIsEnabled(GL_LIGHTING)) lightEnabled = true; else lightEnabled = false; filename = name; // load file file = lib3ds_file_load(filename); if(!file) // if we were not able to load the file { // give some errors string event = "Error loading: "; event.append(filename); cout << event << endl; exit(1); } //Node: /* No nodes? Fabricate nodes to display all the meshes. */ if( !file->nodes ) { cout << "No node found"<< endl; Lib3dsMesh *mesh; Lib3dsNode *node; for(mesh = file->meshes; mesh != NULL; mesh = mesh->next) { node = lib3ds_node_new_object(); strcpy(node->name, mesh->name); node->parent_id = LIB3DS_NO_PARENT; lib3ds_file_insert_node(file, node); } //goto Node; } static Lib3dsVector bmin, bmax; static float sx, sy, sz, size; /* bounding box dimensions */ static float cx, cy, cz; /* bounding box center */ lib3ds_file_bounding_box_of_nodes(file, LIB3DS_TRUE, LIB3DS_FALSE, LIB3DS_FALSE, bmin, bmax); sx = bmax[0] - bmin[0]; sy = bmax[1] - bmin[1]; sz = bmax[2] - bmin[2]; size = MAX(sx, sy); size = MAX(size, sz); cx = (bmin[0] + bmax[0])/2; cy = (bmin[1] + bmax[1])/2; cz = (bmin[2] + bmax[2])/2; lib3ds_file_eval(file, 0); // set current frame to 0 // apply texture to all meshes that have texels if (file->lights == NULL) { Lib3dsLight *light; light = lib3ds_light_new("light0"); light->spot_light = 0; light->see_cone = 0; light->color[0] = light->color[1] = light->color[2] = .6; light->position[0] = cx + size * .75; light->position[1] = cy - size * 1.; light->position[2] = cz + size * 1.5; light->position[3] = 0.; light->outer_range = 100; light->inner_range = 10; light->multiplier = 1; lib3ds_file_insert_light(file, light); light = lib3ds_light_new("light1"); light->spot_light = 0; light->see_cone = 0; light->color[0] = light->color[1] = light->color[2] = .3; light->position[0] = cx - size; light->position[1] = cy - size; light->position[2] = cz + size * .75; light->position[3] = 0.; light->outer_range = 100; light->inner_range = 10; light->multiplier = 1; lib3ds_file_insert_light(file, light); light = lib3ds_light_new("light2"); light->spot_light = 0; light->see_cone = 0; light->color[0] = light->color[1] = light->color[2] = .3; light->position[0] = cx; light->position[1] = cy + size; light->position[2] = cz + size; light->position[3] = 0.; light->outer_range = 100; light->inner_range = 10; light->multiplier = 1; lib3ds_file_insert_light(file, light); } Lib3dsMesh *mesh; for(mesh = file->meshes;mesh != 0;mesh = mesh->next) { if(mesh->texels) //if there's texels for the mesh ApplyTexture(mesh); //then apply texture to it } if(file->lights) //if we have lights in our model CreateLightList(); }