示例#1
0
// 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();
}
示例#2
0
// 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();
}