[1869] | 1 | //***********************************************************************// |
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| 2 | // // |
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| 3 | // - "Talk to me like I'm a 3 year old!" Programming Lessons - // |
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| 4 | // // |
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| 5 | // $Author: DigiBen digiben@gametutorials.com // |
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| 6 | // // |
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| 7 | // $Program: 3DS Loader // |
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| 8 | // // |
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| 9 | // $Description: Demonstrates how to load a .3ds file format // |
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| 10 | // // |
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| 11 | // $Date: 10/6/01 // |
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| 12 | // // |
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| 13 | //***********************************************************************// |
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| 14 | |
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| 15 | #include "3ds.h" |
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| 16 | #include <assert.h> |
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| 17 | #include <math.h> |
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| 18 | |
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| 19 | // Global |
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| 20 | int gBuffer[50000] = {0}; // This is used to read past unwanted data |
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| 21 | |
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| 22 | // This file handles all of the code needed to load a .3DS file. |
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| 23 | // Basically, how it works is, you load a chunk, then you check |
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| 24 | // the chunk ID. Depending on the chunk ID, you load the information |
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| 25 | // that is stored in that chunk. If you do not want to read that information, |
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| 26 | // you read past it. You know how many bytes to read past the chunk because |
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| 27 | // every chunk stores the length in bytes of that chunk. |
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| 28 | |
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| 29 | ///////////////////////////////// CLOAD3DS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 30 | ///// |
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| 31 | ///// This constructor initializes the tChunk data |
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| 32 | ///// |
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| 33 | ///////////////////////////////// CLOAD3DS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 34 | |
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| 35 | CLoad3ds::CLoad3ds() |
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| 36 | { |
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| 37 | m_FilePointer = NULL; |
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| 38 | } |
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| 39 | |
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| 40 | ///////////////////////////////// IMPORT 3DS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 41 | ///// |
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| 42 | ///// This is called by the client to open the .3ds file, read it, then clean up |
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| 43 | ///// |
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| 44 | ///////////////////////////////// IMPORT 3DS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 45 | |
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| 46 | bool CLoad3ds::Import3DS(C3dModel *pModel, char *strFileName) |
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| 47 | { |
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| 48 | char strMessage[255] = {0}; |
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| 49 | tChunk currentChunk = {0}; |
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| 50 | |
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| 51 | // Open the 3DS file |
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| 52 | m_FilePointer = fopen(strFileName, "rb"); |
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| 53 | |
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| 54 | // Make sure we have a valid file pointer (we found the file) |
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| 55 | if(!m_FilePointer) |
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| 56 | { |
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| 57 | sprintf(strMessage, "Unable to find the file: %s!", strFileName); |
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[1901] | 58 | /* linuxFix by pb: no MessageBox known by linux */ |
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| 59 | //MessageBox(NULL, strMessage, "Error", MB_OK); |
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[1869] | 60 | return false; |
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| 61 | } |
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| 62 | |
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| 63 | // Once we have the file open, we need to read the very first data chunk |
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| 64 | // to see if it's a 3DS file. That way we don't read an invalid file. |
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| 65 | // If it is a 3DS file, then the first chunk ID will be equal to PRIMARY (some hex num) |
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| 66 | |
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| 67 | // Read the first chuck of the file to see if it's a 3DS file |
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| 68 | ReadChunk(¤tChunk); |
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| 69 | |
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| 70 | // Make sure this is a 3DS file |
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| 71 | if (currentChunk.ID != PRIMARY) |
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| 72 | { |
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| 73 | sprintf(strMessage, "Unable to load PRIMARY chuck from file: %s!", strFileName); |
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[1901] | 74 | /* linuxFix by pb: MessageBox not known... */ |
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| 75 | //MessageBox(NULL, strMessage, "Error", MB_OK); |
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[1869] | 76 | return false; |
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| 77 | } |
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| 78 | |
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| 79 | // Now we actually start reading in the data. ProcessNextChunk() is recursive |
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| 80 | |
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| 81 | // Begin loading objects, by calling this recursive function |
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| 82 | ProcessNextChunk(pModel, ¤tChunk); |
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| 83 | |
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| 84 | // After we have read the whole 3DS file, we want to calculate our own vertex normals. |
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| 85 | ComputeNormals(pModel); |
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| 86 | |
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| 87 | // Clean up after everything |
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| 88 | CleanUp(); |
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| 89 | |
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| 90 | return true; |
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| 91 | } |
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| 92 | |
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| 93 | ///////////////////////////////// CLEAN UP \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 94 | ///// |
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| 95 | ///// This function cleans up our allocated memory and closes the file |
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| 96 | ///// |
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| 97 | ///////////////////////////////// CLEAN UP \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 98 | |
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| 99 | void CLoad3ds::CleanUp() |
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| 100 | { |
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| 101 | if (m_FilePointer) { |
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| 102 | fclose(m_FilePointer); // Close the current file pointer |
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| 103 | m_FilePointer = NULL; |
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| 104 | } |
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| 105 | } |
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| 106 | |
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| 107 | |
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| 108 | ///////////////////////////////// PROCESS NEXT CHUNK\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 109 | ///// |
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| 110 | ///// This function reads the main sections of the .3DS file, then dives deeper with recursion |
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| 111 | ///// |
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| 112 | ///////////////////////////////// PROCESS NEXT CHUNK\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 113 | |
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| 114 | void CLoad3ds::ProcessNextChunk(C3dModel *pModel, tChunk *pPreviousChunk) |
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| 115 | { |
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| 116 | t3dObject newObject = {0}; // This is used to add to our object list |
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| 117 | tMaterialInfo newTexture = {0}; // This is used to add to our material list |
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| 118 | |
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| 119 | tChunk currentChunk = {0}; // The current chunk to load |
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| 120 | tChunk tempChunk = {0}; // A temp chunk for holding data |
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| 121 | |
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| 122 | // Below we check our chunk ID each time we read a new chunk. Then, if |
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| 123 | // we want to extract the information from that chunk, we do so. |
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| 124 | // If we don't want a chunk, we just read past it. |
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| 125 | |
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| 126 | // Continue to read the sub chunks until we have reached the length. |
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| 127 | // After we read ANYTHING we add the bytes read to the chunk and then check |
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| 128 | // check against the length. |
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| 129 | while (pPreviousChunk->bytesRead < pPreviousChunk->length) |
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| 130 | { |
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| 131 | // Read next Chunk |
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| 132 | ReadChunk(¤tChunk); |
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| 133 | |
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| 134 | // Check the chunk ID |
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| 135 | switch (currentChunk.ID) |
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| 136 | { |
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| 137 | case VERSION: // This holds the version of the file |
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| 138 | |
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| 139 | // If the file was made in 3D Studio Max, this chunk has an int that |
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| 140 | // holds the file version. Since there might be new additions to the 3DS file |
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| 141 | // format in 4.0, we give a warning to that problem. |
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| 142 | // However, if the file wasn't made by 3D Studio Max, we don't 100% what the |
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| 143 | // version length will be so we'll simply ignore the value |
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| 144 | |
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| 145 | // Read the file version and add the bytes read to our bytesRead variable |
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| 146 | currentChunk.bytesRead += fread(gBuffer, 1, currentChunk.length - currentChunk.bytesRead, m_FilePointer); |
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| 147 | |
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| 148 | // If the file version is over 3, give a warning that there could be a problem |
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| 149 | if ((currentChunk.length - currentChunk.bytesRead == 4) && (gBuffer[0] > 0x03)) { |
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[1901] | 150 | /* linuxFix by pb: MessageBox not know, using cout */ |
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| 151 | //MessageBox(NULL, "This 3DS file is over version 3 so it may load incorrectly", "Warning", MB_OK); |
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| 152 | //sprintf("This 3DS file is over version 3 so it may load incorrectly"); |
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[1869] | 153 | } |
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| 154 | break; |
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| 155 | |
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| 156 | case OBJECTINFO: // This holds the version of the mesh |
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| 157 | { |
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| 158 | // This chunk holds the version of the mesh. It is also the head of the MATERIAL |
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| 159 | // and OBJECT chunks. From here on we start reading in the material and object info. |
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| 160 | |
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| 161 | // Read the next chunk |
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| 162 | ReadChunk(&tempChunk); |
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| 163 | |
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| 164 | // Get the version of the mesh |
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| 165 | tempChunk.bytesRead += fread(gBuffer, 1, tempChunk.length - tempChunk.bytesRead, m_FilePointer); |
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| 166 | |
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| 167 | // Increase the bytesRead by the bytes read from the last chunk |
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| 168 | currentChunk.bytesRead += tempChunk.bytesRead; |
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| 169 | |
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| 170 | // Go to the next chunk, which is the object has a texture, it should be MATERIAL, then OBJECT. |
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| 171 | ProcessNextChunk(pModel, ¤tChunk); |
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| 172 | break; |
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| 173 | } |
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| 174 | case MATERIAL: // This holds the material information |
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| 175 | |
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| 176 | // This chunk is the header for the material info chunks |
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| 177 | |
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| 178 | // Increase the number of materials |
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| 179 | pModel->numOfMaterials++; |
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| 180 | |
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| 181 | // Add a empty texture structure to our texture list. |
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| 182 | // If you are unfamiliar with STL's "vector" class, all push_back() |
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| 183 | // does is add a new node onto the list. I used the vector class |
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| 184 | // so I didn't need to write my own link list functions. |
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| 185 | pModel->pMaterials.push_back(newTexture); |
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| 186 | |
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| 187 | // Proceed to the material loading function |
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| 188 | ProcessNextMaterialChunk(pModel, ¤tChunk); |
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| 189 | break; |
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| 190 | |
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| 191 | case OBJECT: // This holds the name of the object being read |
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| 192 | |
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| 193 | // This chunk is the header for the object info chunks. It also |
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| 194 | // holds the name of the object. |
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| 195 | |
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| 196 | // Increase the object count |
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| 197 | pModel->numOfObjects++; |
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| 198 | |
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| 199 | // Add a new tObject node to our list of objects (like a link list) |
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| 200 | pModel->pObject.push_back(newObject); |
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| 201 | |
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| 202 | // Initialize the object and all it's data members |
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| 203 | memset(&(pModel->pObject[pModel->numOfObjects - 1]), 0, sizeof(t3dObject)); |
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| 204 | |
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| 205 | // Get the name of the object and store it, then add the read bytes to our byte counter. |
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| 206 | currentChunk.bytesRead += GetString(pModel->pObject[pModel->numOfObjects - 1].strName); |
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| 207 | |
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| 208 | // Now proceed to read in the rest of the object information |
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| 209 | ProcessNextObjectChunk(pModel, &(pModel->pObject[pModel->numOfObjects - 1]), ¤tChunk); |
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| 210 | break; |
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| 211 | |
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| 212 | case EDITKEYFRAME: |
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| 213 | |
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| 214 | // Because I wanted to make this a SIMPLE tutorial as possible, I did not include |
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| 215 | // the key frame information. This chunk is the header for all the animation info. |
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| 216 | // In a later tutorial this will be the subject and explained thoroughly. |
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| 217 | |
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| 218 | //ProcessNextKeyFrameChunk(pModel, currentChunk); |
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| 219 | |
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| 220 | // Read past this chunk and add the bytes read to the byte counter |
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| 221 | currentChunk.bytesRead += fread(gBuffer, 1, currentChunk.length - currentChunk.bytesRead, m_FilePointer); |
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| 222 | break; |
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| 223 | |
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| 224 | default: |
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| 225 | |
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| 226 | // If we didn't care about a chunk, then we get here. We still need |
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| 227 | // to read past the unknown or ignored chunk and add the bytes read to the byte counter. |
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| 228 | currentChunk.bytesRead += fread(gBuffer, 1, currentChunk.length - currentChunk.bytesRead, m_FilePointer); |
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| 229 | break; |
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| 230 | } |
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| 231 | |
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| 232 | // Add the bytes read from the last chunk to the previous chunk passed in. |
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| 233 | pPreviousChunk->bytesRead += currentChunk.bytesRead; |
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| 234 | } |
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| 235 | } |
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| 236 | |
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| 237 | |
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| 238 | ///////////////////////////////// PROCESS NEXT OBJECT CHUNK \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 239 | ///// |
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| 240 | ///// This function handles all the information about the objects in the file |
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| 241 | ///// |
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| 242 | ///////////////////////////////// PROCESS NEXT OBJECT CHUNK \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 243 | |
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| 244 | void CLoad3ds::ProcessNextObjectChunk(C3dModel *pModel, t3dObject *pObject, tChunk *pPreviousChunk) |
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| 245 | { |
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| 246 | // The current chunk to work with |
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| 247 | tChunk currentChunk = {0}; |
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| 248 | |
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| 249 | // Continue to read these chunks until we read the end of this sub chunk |
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| 250 | while (pPreviousChunk->bytesRead < pPreviousChunk->length) |
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| 251 | { |
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| 252 | // Read the next chunk |
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| 253 | ReadChunk(¤tChunk); |
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| 254 | |
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| 255 | // Check which chunk we just read |
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| 256 | switch (currentChunk.ID) |
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| 257 | { |
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| 258 | case OBJECT_MESH: // This lets us know that we are reading a new object |
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| 259 | |
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| 260 | // We found a new object, so let's read in it's info using recursion |
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| 261 | ProcessNextObjectChunk(pModel, pObject, ¤tChunk); |
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| 262 | break; |
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| 263 | |
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| 264 | case OBJECT_VERTICES: // This is the objects vertices |
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| 265 | ReadVertices(pObject, ¤tChunk); |
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| 266 | break; |
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| 267 | |
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| 268 | case OBJECT_FACES: // This is the objects face information |
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| 269 | ReadVertexIndices(pObject, ¤tChunk); |
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| 270 | break; |
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| 271 | |
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| 272 | case OBJECT_MATERIAL: // This holds the material name that the object has |
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| 273 | |
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| 274 | // This chunk holds the name of the material that the object has assigned to it. |
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| 275 | // This could either be just a color or a texture map. This chunk also holds |
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| 276 | // the faces that the texture is assigned to (In the case that there is multiple |
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| 277 | // textures assigned to one object, or it just has a texture on a part of the object. |
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| 278 | // Since most of my game objects just have the texture around the whole object, and |
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| 279 | // they aren't multitextured, I just want the material name. |
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| 280 | |
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| 281 | // We now will read the name of the material assigned to this object |
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| 282 | ReadObjectMaterial(pModel, pObject, ¤tChunk); |
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| 283 | break; |
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| 284 | |
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| 285 | case OBJECT_UV: // This holds the UV texture coordinates for the object |
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| 286 | |
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| 287 | // This chunk holds all of the UV coordinates for our object. Let's read them in. |
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| 288 | ReadUVCoordinates(pObject, ¤tChunk); |
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| 289 | break; |
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| 290 | |
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| 291 | default: |
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| 292 | |
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| 293 | // Read past the ignored or unknown chunks |
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| 294 | currentChunk.bytesRead += fread(gBuffer, 1, currentChunk.length - currentChunk.bytesRead, m_FilePointer); |
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| 295 | break; |
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| 296 | } |
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| 297 | |
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| 298 | // Add the bytes read from the last chunk to the previous chunk passed in. |
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| 299 | pPreviousChunk->bytesRead += currentChunk.bytesRead; |
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| 300 | } |
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| 301 | } |
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| 302 | |
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| 303 | |
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| 304 | ///////////////////////////////// PROCESS NEXT MATERIAL CHUNK \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 305 | ///// |
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| 306 | ///// This function handles all the information about the material (Texture) |
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| 307 | ///// |
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| 308 | ///////////////////////////////// PROCESS NEXT MATERIAL CHUNK \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 309 | |
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| 310 | void CLoad3ds::ProcessNextMaterialChunk(C3dModel *pModel, tChunk *pPreviousChunk) |
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| 311 | { |
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| 312 | // The current chunk to work with |
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| 313 | tChunk currentChunk = {0}; |
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| 314 | |
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| 315 | // Continue to read these chunks until we read the end of this sub chunk |
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| 316 | while (pPreviousChunk->bytesRead < pPreviousChunk->length) |
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| 317 | { |
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| 318 | // Read the next chunk |
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| 319 | ReadChunk(¤tChunk); |
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| 320 | |
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| 321 | // Check which chunk we just read in |
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| 322 | switch (currentChunk.ID) |
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| 323 | { |
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| 324 | case MATNAME: // This chunk holds the name of the material |
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| 325 | |
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| 326 | // Here we read in the material name |
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| 327 | currentChunk.bytesRead += fread(pModel->pMaterials[pModel->numOfMaterials - 1].strName, 1, currentChunk.length - currentChunk.bytesRead, m_FilePointer); |
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| 328 | break; |
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| 329 | |
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| 330 | case MATDIFFUSE: // This holds the R G B color of our object |
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| 331 | ReadColorChunk(&(pModel->pMaterials[pModel->numOfMaterials - 1]), ¤tChunk); |
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| 332 | break; |
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| 333 | |
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| 334 | case MATMAP: // This is the header for the texture info |
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| 335 | |
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| 336 | // Proceed to read in the material information |
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| 337 | ProcessNextMaterialChunk(pModel, ¤tChunk); |
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| 338 | break; |
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| 339 | |
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| 340 | case MATMAPFILE: // This stores the file name of the material |
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| 341 | |
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| 342 | // Here we read in the material's file name |
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| 343 | currentChunk.bytesRead += fread(pModel->pMaterials[pModel->numOfMaterials - 1].strFile, 1, currentChunk.length - currentChunk.bytesRead, m_FilePointer); |
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| 344 | break; |
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| 345 | |
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| 346 | default: |
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| 347 | |
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| 348 | // Read past the ignored or unknown chunks |
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| 349 | currentChunk.bytesRead += fread(gBuffer, 1, currentChunk.length - currentChunk.bytesRead, m_FilePointer); |
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| 350 | break; |
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| 351 | } |
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| 352 | |
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| 353 | // Add the bytes read from the last chunk to the previous chunk passed in. |
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| 354 | pPreviousChunk->bytesRead += currentChunk.bytesRead; |
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| 355 | } |
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| 356 | } |
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| 357 | |
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| 358 | ///////////////////////////////// READ CHUNK \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 359 | ///// |
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| 360 | ///// This function reads in a chunk ID and it's length in bytes |
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| 361 | ///// |
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| 362 | ///////////////////////////////// READ CHUNK \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 363 | |
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| 364 | void CLoad3ds::ReadChunk(tChunk *pChunk) |
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| 365 | { |
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| 366 | // This reads the chunk ID which is 2 bytes. |
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| 367 | // The chunk ID is like OBJECT or MATERIAL. It tells what data is |
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| 368 | // able to be read in within the chunks section. |
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| 369 | pChunk->bytesRead = fread(&pChunk->ID, 1, 2, m_FilePointer); |
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| 370 | |
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| 371 | // Then, we read the length of the chunk which is 4 bytes. |
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| 372 | // This is how we know how much to read in, or read past. |
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| 373 | pChunk->bytesRead += fread(&pChunk->length, 1, 4, m_FilePointer); |
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| 374 | } |
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| 375 | |
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| 376 | ///////////////////////////////// GET STRING \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 377 | ///// |
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| 378 | ///// This function reads in a string of characters |
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| 379 | ///// |
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| 380 | ///////////////////////////////// GET STRING \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 381 | |
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| 382 | int CLoad3ds::GetString(char *pBuffer) |
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| 383 | { |
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| 384 | int index = 0; |
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| 385 | |
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| 386 | // Read 1 byte of data which is the first letter of the string |
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| 387 | fread(pBuffer, 1, 1, m_FilePointer); |
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| 388 | |
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| 389 | // Loop until we get NULL |
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| 390 | while (*(pBuffer + index++) != 0) { |
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| 391 | |
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| 392 | // Read in a character at a time until we hit NULL. |
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| 393 | fread(pBuffer + index, 1, 1, m_FilePointer); |
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| 394 | } |
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| 395 | |
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| 396 | // Return the string length, which is how many bytes we read in (including the NULL) |
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| 397 | return strlen(pBuffer) + 1; |
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| 398 | } |
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| 399 | |
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| 400 | |
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| 401 | ///////////////////////////////// READ COLOR \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 402 | ///// |
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| 403 | ///// This function reads in the RGB color data |
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| 404 | ///// |
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| 405 | ///////////////////////////////// READ COLOR \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 406 | |
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| 407 | void CLoad3ds::ReadColorChunk(tMaterialInfo *pMaterial, tChunk *pChunk) |
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| 408 | { |
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| 409 | tChunk tempChunk = {0}; |
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| 410 | |
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| 411 | // Read the color chunk info |
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| 412 | ReadChunk(&tempChunk); |
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| 413 | |
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| 414 | // Read in the R G B color (3 bytes - 0 through 255) |
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| 415 | tempChunk.bytesRead += fread(pMaterial->color, 1, tempChunk.length - tempChunk.bytesRead, m_FilePointer); |
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| 416 | |
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| 417 | // Add the bytes read to our chunk |
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| 418 | pChunk->bytesRead += tempChunk.bytesRead; |
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| 419 | } |
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| 420 | |
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| 421 | |
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| 422 | ///////////////////////////////// READ VERTEX INDECES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 423 | ///// |
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| 424 | ///// This function reads in the indices for the vertex array |
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| 425 | ///// |
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| 426 | ///////////////////////////////// READ VERTEX INDECES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
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| 427 | |
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| 428 | void CLoad3ds::ReadVertexIndices(t3dObject *pObject, tChunk *pPreviousChunk) |
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| 429 | { |
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| 430 | unsigned short index = 0; // This is used to read in the current face index |
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| 431 | |
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| 432 | // In order to read in the vertex indices for the object, we need to first |
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| 433 | // read in the number of them, then read them in. Remember, |
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| 434 | // we only want 3 of the 4 values read in for each face. The fourth is |
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| 435 | // a visibility flag for 3D Studio Max that doesn't mean anything to us. |
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| 436 | |
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| 437 | // Read in the number of faces that are in this object (int) |
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| 438 | pPreviousChunk->bytesRead += fread(&pObject->iNumOfFaces, 1, 2, m_FilePointer); |
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| 439 | |
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| 440 | // Alloc enough memory for the faces and initialize the structure |
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| 441 | pObject->pFaces = new tFace [pObject->iNumOfFaces]; |
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| 442 | memset(pObject->pFaces, 0, sizeof(tFace) * pObject->iNumOfFaces); |
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| 443 | |
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| 444 | // Go through all of the faces in this object |
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| 445 | for(int i = 0; i < pObject->iNumOfFaces; i++) |
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| 446 | { |
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| 447 | // Next, we read in the A then B then C index for the face, but ignore the 4th value. |
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| 448 | // The fourth value is a visibility flag for 3D Studio Max, we don't care about this. |
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| 449 | for(int j = 0; j < 4; j++) |
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| 450 | { |
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| 451 | // Read the first vertice index for the current face |
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| 452 | pPreviousChunk->bytesRead += fread(&index, 1, sizeof(index), m_FilePointer); |
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| 453 | |
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| 454 | if(j < 3) |
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| 455 | { |
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| 456 | // Store the index in our face structure. |
---|
| 457 | pObject->pFaces[i].vertIndex[j] = index; |
---|
| 458 | } |
---|
| 459 | } |
---|
| 460 | } |
---|
| 461 | } |
---|
| 462 | |
---|
| 463 | |
---|
| 464 | ///////////////////////////////// READ UV COORDINATES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
---|
| 465 | ///// |
---|
| 466 | ///// This function reads in the UV coordinates for the object |
---|
| 467 | ///// |
---|
| 468 | ///////////////////////////////// READ UV COORDINATES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
---|
| 469 | |
---|
| 470 | void CLoad3ds::ReadUVCoordinates(t3dObject *pObject, tChunk *pPreviousChunk) |
---|
| 471 | { |
---|
| 472 | // In order to read in the UV indices for the object, we need to first |
---|
| 473 | // read in the amount there are, then read them in. |
---|
| 474 | |
---|
| 475 | // Read in the number of UV coordinates there are (int) |
---|
| 476 | pPreviousChunk->bytesRead += fread(&pObject->iNumTexVertex, 1, 2, m_FilePointer); |
---|
| 477 | |
---|
| 478 | // Allocate memory to hold the UV coordinates |
---|
| 479 | pObject->pTexVerts = new CVector2 [pObject->iNumTexVertex]; |
---|
| 480 | |
---|
| 481 | // Read in the texture coodinates (an array 2 float) |
---|
| 482 | pPreviousChunk->bytesRead += fread(pObject->pTexVerts, 1, pPreviousChunk->length - pPreviousChunk->bytesRead, m_FilePointer); |
---|
| 483 | } |
---|
| 484 | |
---|
| 485 | |
---|
| 486 | ///////////////////////////////// READ VERTICES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
---|
| 487 | ///// |
---|
| 488 | ///// This function reads in the vertices for the object |
---|
| 489 | ///// |
---|
| 490 | ///////////////////////////////// READ VERTICES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
---|
| 491 | |
---|
| 492 | void CLoad3ds::ReadVertices(t3dObject *pObject, tChunk *pPreviousChunk) |
---|
| 493 | { |
---|
| 494 | // Like most chunks, before we read in the actual vertices, we need |
---|
| 495 | // to find out how many there are to read in. Once we have that number |
---|
| 496 | // we then fread() them into our vertice array. |
---|
| 497 | |
---|
| 498 | // Read in the number of vertices (int) |
---|
| 499 | pPreviousChunk->bytesRead += fread(&(pObject->iNumOfVerts), 1, 2, m_FilePointer); |
---|
| 500 | |
---|
| 501 | // Allocate the memory for the verts and initialize the structure |
---|
| 502 | pObject->pVerts = new CVector3 [pObject->iNumOfVerts]; |
---|
| 503 | memset(pObject->pVerts, 0, sizeof(CVector3) * pObject->iNumOfVerts); |
---|
| 504 | |
---|
| 505 | // Read in the array of vertices (an array of 3 floats) |
---|
| 506 | pPreviousChunk->bytesRead += fread(pObject->pVerts, 1, pPreviousChunk->length - pPreviousChunk->bytesRead, m_FilePointer); |
---|
| 507 | |
---|
| 508 | // Now we should have all of the vertices read in. Because 3D Studio Max |
---|
| 509 | // Models with the Z-Axis pointing up (strange and ugly I know!), we need |
---|
| 510 | // to flip the y values with the z values in our vertices. That way it |
---|
| 511 | // will be normal, with Y pointing up. If you prefer to work with Z pointing |
---|
| 512 | // up, then just delete this next loop. Also, because we swap the Y and Z |
---|
| 513 | // we need to negate the Z to make it come out correctly. |
---|
| 514 | |
---|
| 515 | // Go through all of the vertices that we just read and swap the Y and Z values |
---|
| 516 | for(int i = 0; i < pObject->iNumOfVerts; i++) |
---|
| 517 | { |
---|
| 518 | // Store off the Y value |
---|
| 519 | float fTempY = pObject->pVerts[i].y; |
---|
| 520 | |
---|
| 521 | // Set the Y value to the Z value |
---|
| 522 | pObject->pVerts[i].y = pObject->pVerts[i].z; |
---|
| 523 | |
---|
| 524 | // Set the Z value to the Y value, |
---|
| 525 | // but negative Z because 3D Studio max does the opposite. |
---|
| 526 | pObject->pVerts[i].z = -fTempY; |
---|
| 527 | } |
---|
| 528 | } |
---|
| 529 | |
---|
| 530 | |
---|
| 531 | ///////////////////////////////// READ OBJECT MATERIAL \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
---|
| 532 | ///// |
---|
| 533 | ///// This function reads in the material name assigned to the object and sets the materialID |
---|
| 534 | ///// |
---|
| 535 | ///////////////////////////////// READ OBJECT MATERIAL \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
---|
| 536 | |
---|
| 537 | void CLoad3ds::ReadObjectMaterial(C3dModel *pModel, t3dObject *pObject, tChunk *pPreviousChunk) |
---|
| 538 | { |
---|
| 539 | char strMaterial[255] = {0}; // This is used to hold the objects material name |
---|
| 540 | |
---|
| 541 | // *What is a material?* - A material is either the color or the texture map of the object. |
---|
| 542 | // It can also hold other information like the brightness, shine, etc... Stuff we don't |
---|
| 543 | // really care about. We just want the color, or the texture map file name really. |
---|
| 544 | |
---|
| 545 | // Here we read the material name that is assigned to the current object. |
---|
| 546 | // strMaterial should now have a string of the material name, like "Material #2" etc.. |
---|
| 547 | pPreviousChunk->bytesRead += GetString(strMaterial); |
---|
| 548 | |
---|
| 549 | // Now that we have a material name, we need to go through all of the materials |
---|
| 550 | // and check the name against each material. When we find a material in our material |
---|
| 551 | // list that matches this name we just read in, then we assign the materialID |
---|
| 552 | // of the object to that material index. You will notice that we passed in the |
---|
| 553 | // model to this function. This is because we need the number of textures. |
---|
| 554 | // Yes though, we could have just passed in the model and not the object too. |
---|
| 555 | |
---|
| 556 | // Go through all of the textures |
---|
| 557 | for(int i = 0; i < pModel->numOfMaterials; i++) |
---|
| 558 | { |
---|
| 559 | // If the material we just read in matches the current texture name |
---|
| 560 | if(strcmp(strMaterial, pModel->pMaterials[i].strName) == 0) |
---|
| 561 | { |
---|
| 562 | // Set the material ID to the current index 'i' and stop checking |
---|
| 563 | pObject->materialID = i; |
---|
| 564 | |
---|
| 565 | // Now that we found the material, check if it's a texture map. |
---|
| 566 | // If the strFile has a string length of 1 and over it's a texture |
---|
| 567 | if(strlen(pModel->pMaterials[i].strFile) > 0) { |
---|
| 568 | |
---|
| 569 | // Set the object's flag to say it has a texture map to bind. |
---|
| 570 | pObject->bHasTexture = true; |
---|
| 571 | } |
---|
| 572 | break; |
---|
| 573 | } |
---|
| 574 | else |
---|
| 575 | { |
---|
| 576 | // Set the ID to -1 to show there is no material for this object |
---|
| 577 | pObject->materialID = -1; |
---|
| 578 | } |
---|
| 579 | } |
---|
| 580 | |
---|
| 581 | // Read past the rest of the chunk since we don't care about shared vertices |
---|
| 582 | // You will notice we subtract the bytes already read in this chunk from the total length. |
---|
| 583 | pPreviousChunk->bytesRead += fread(gBuffer, 1, pPreviousChunk->length - pPreviousChunk->bytesRead, m_FilePointer); |
---|
| 584 | } |
---|
| 585 | |
---|
| 586 | // *Note* |
---|
| 587 | // |
---|
| 588 | // Below are some math functions for calculating vertex normals. We want vertex normals |
---|
| 589 | // because it makes the lighting look really smooth and life like. You probably already |
---|
| 590 | // have these functions in the rest of your engine, so you can delete these and call |
---|
| 591 | // your own. I wanted to add them so I could show how to calculate vertex normals. |
---|
| 592 | |
---|
| 593 | ////////////////////////////// Math Functions ////////////////////////////////* |
---|
| 594 | |
---|
| 595 | // This computes the magnitude of a normal. (magnitude = sqrt(x^2 + y^2 + z^2) |
---|
| 596 | #define Mag(Normal) (sqrt(Normal.x*Normal.x + Normal.y*Normal.y + Normal.z*Normal.z)) |
---|
| 597 | |
---|
| 598 | // This calculates a vector between 2 points and returns the result |
---|
| 599 | CVector3 Vector(CVector3 vPoint1, CVector3 vPoint2) |
---|
| 600 | { |
---|
| 601 | CVector3 vVector; // The variable to hold the resultant vector |
---|
| 602 | |
---|
| 603 | vVector.x = vPoint1.x - vPoint2.x; // Subtract point1 and point2 x's |
---|
| 604 | vVector.y = vPoint1.y - vPoint2.y; // Subtract point1 and point2 y's |
---|
| 605 | vVector.z = vPoint1.z - vPoint2.z; // Subtract point1 and point2 z's |
---|
| 606 | |
---|
| 607 | return vVector; // Return the resultant vector |
---|
| 608 | } |
---|
| 609 | |
---|
| 610 | // This adds 2 vectors together and returns the result |
---|
| 611 | CVector3 AddVector(CVector3 vVector1, CVector3 vVector2) |
---|
| 612 | { |
---|
| 613 | CVector3 vResult; // The variable to hold the resultant vector |
---|
| 614 | |
---|
| 615 | vResult.x = vVector2.x + vVector1.x; // Add Vector1 and Vector2 x's |
---|
| 616 | vResult.y = vVector2.y + vVector1.y; // Add Vector1 and Vector2 y's |
---|
| 617 | vResult.z = vVector2.z + vVector1.z; // Add Vector1 and Vector2 z's |
---|
| 618 | |
---|
| 619 | return vResult; // Return the resultant vector |
---|
| 620 | } |
---|
| 621 | |
---|
| 622 | // This divides a vector by a single number (scalar) and returns the result |
---|
| 623 | CVector3 DivideVectorByScaler(CVector3 vVector1, float Scaler) |
---|
| 624 | { |
---|
| 625 | CVector3 vResult; // The variable to hold the resultant vector |
---|
| 626 | |
---|
| 627 | vResult.x = vVector1.x / Scaler; // Divide Vector1's x value by the scaler |
---|
| 628 | vResult.y = vVector1.y / Scaler; // Divide Vector1's y value by the scaler |
---|
| 629 | vResult.z = vVector1.z / Scaler; // Divide Vector1's z value by the scaler |
---|
| 630 | |
---|
| 631 | return vResult; // Return the resultant vector |
---|
| 632 | } |
---|
| 633 | |
---|
| 634 | // This returns the cross product between 2 vectors |
---|
| 635 | CVector3 Cross(CVector3 vVector1, CVector3 vVector2) |
---|
| 636 | { |
---|
| 637 | CVector3 vCross; // The vector to hold the cross product |
---|
| 638 | // Get the X value |
---|
| 639 | vCross.x = ((vVector1.y * vVector2.z) - (vVector1.z * vVector2.y)); |
---|
| 640 | // Get the Y value |
---|
| 641 | vCross.y = ((vVector1.z * vVector2.x) - (vVector1.x * vVector2.z)); |
---|
| 642 | // Get the Z value |
---|
| 643 | vCross.z = ((vVector1.x * vVector2.y) - (vVector1.y * vVector2.x)); |
---|
| 644 | |
---|
| 645 | return vCross; // Return the cross product |
---|
| 646 | } |
---|
| 647 | |
---|
| 648 | // This returns the normal of a vector |
---|
| 649 | CVector3 Normalize(CVector3 vNormal) |
---|
| 650 | { |
---|
| 651 | double Magnitude; // This holds the magitude |
---|
| 652 | |
---|
| 653 | Magnitude = Mag(vNormal); // Get the magnitude |
---|
| 654 | |
---|
| 655 | vNormal.x /= (float)Magnitude; // Divide the vector's X by the magnitude |
---|
| 656 | vNormal.y /= (float)Magnitude; // Divide the vector's Y by the magnitude |
---|
| 657 | vNormal.z /= (float)Magnitude; // Divide the vector's Z by the magnitude |
---|
| 658 | |
---|
| 659 | return vNormal; // Return the normal |
---|
| 660 | } |
---|
| 661 | |
---|
| 662 | ///////////////////////////////// COMPUTER NORMALS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
---|
| 663 | ///// |
---|
| 664 | ///// This function computes the normals and vertex normals of the objects |
---|
| 665 | ///// |
---|
| 666 | ///////////////////////////////// COMPUTER NORMALS \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* |
---|
| 667 | |
---|
| 668 | void CLoad3ds::ComputeNormals(C3dModel *pModel) |
---|
| 669 | { |
---|
| 670 | CVector3 vVector1, vVector2, vNormal, vPoly[3]; |
---|
| 671 | |
---|
| 672 | // If there are no objects, we can skip this part |
---|
| 673 | if(pModel->numOfObjects <= 0) |
---|
| 674 | return; |
---|
| 675 | |
---|
| 676 | // What are vertex normals? And how are they different from other normals? |
---|
| 677 | // Well, if you find the normal to a triangle, you are finding a "Face Normal". |
---|
| 678 | // If you give OpenGL a face normal for lighting, it will make your object look |
---|
| 679 | // really flat and not very round. If we find the normal for each vertex, it makes |
---|
| 680 | // the smooth lighting look. This also covers up blocky looking objects and they appear |
---|
| 681 | // to have more polygons than they do. Basically, what you do is first |
---|
| 682 | // calculate the face normals, then you take the average of all the normals around each |
---|
| 683 | // vertex. It's just averaging. That way you get a better approximation for that vertex. |
---|
| 684 | |
---|
| 685 | // Go through each of the objects to calculate their normals |
---|
| 686 | for(int index = 0; index < pModel->numOfObjects; index++) |
---|
| 687 | { |
---|
| 688 | // Get the current object |
---|
| 689 | t3dObject *pObject = &(pModel->pObject[index]); |
---|
| 690 | |
---|
| 691 | // Here we allocate all the memory we need to calculate the normals |
---|
| 692 | CVector3 *pNormals = new CVector3 [pObject->iNumOfFaces]; |
---|
| 693 | CVector3 *pTempNormals = new CVector3 [pObject->iNumOfFaces]; |
---|
| 694 | pObject->pNormals = new CVector3 [pObject->iNumOfVerts]; |
---|
| 695 | |
---|
| 696 | // Go though all of the faces of this object |
---|
| 697 | for(int i=0; i < pObject->iNumOfFaces; i++) |
---|
| 698 | { |
---|
| 699 | // To cut down LARGE code, we extract the 3 points of this face |
---|
| 700 | vPoly[0] = pObject->pVerts[pObject->pFaces[i].vertIndex[0]]; |
---|
| 701 | vPoly[1] = pObject->pVerts[pObject->pFaces[i].vertIndex[1]]; |
---|
| 702 | vPoly[2] = pObject->pVerts[pObject->pFaces[i].vertIndex[2]]; |
---|
| 703 | |
---|
| 704 | // Now let's calculate the face normals (Get 2 vectors and find the cross product of those 2) |
---|
| 705 | |
---|
| 706 | vVector1 = Vector(vPoly[0], vPoly[2]); // Get the vector of the polygon (we just need 2 sides for the normal) |
---|
| 707 | vVector2 = Vector(vPoly[2], vPoly[1]); // Get a second vector of the polygon |
---|
| 708 | |
---|
| 709 | vNormal = Cross(vVector1, vVector2); // Return the cross product of the 2 vectors (normalize vector, but not a unit vector) |
---|
| 710 | pTempNormals[i] = vNormal; // Save the un-normalized normal for the vertex normals |
---|
| 711 | vNormal = Normalize(vNormal); // Normalize the cross product to give us the polygons normal |
---|
| 712 | |
---|
| 713 | pNormals[i] = vNormal; // Assign the normal to the list of normals |
---|
| 714 | } |
---|
| 715 | |
---|
| 716 | //////////////// Now Get The Vertex Normals ///////////////// |
---|
| 717 | |
---|
| 718 | CVector3 vSum = {0.0, 0.0, 0.0}; |
---|
| 719 | CVector3 vZero = vSum; |
---|
| 720 | int shared=0; |
---|
| 721 | |
---|
| 722 | for (int i = 0; i < pObject->iNumOfVerts; i++) // Go through all of the vertices |
---|
| 723 | { |
---|
| 724 | for (int j = 0; j < pObject->iNumOfFaces; j++) // Go through all of the triangles |
---|
| 725 | { // Check if the vertex is shared by another face |
---|
| 726 | if (pObject->pFaces[j].vertIndex[0] == i || |
---|
| 727 | pObject->pFaces[j].vertIndex[1] == i || |
---|
| 728 | pObject->pFaces[j].vertIndex[2] == i) |
---|
| 729 | { |
---|
| 730 | vSum = AddVector(vSum, pTempNormals[j]);// Add the un-normalized normal of the shared face |
---|
| 731 | shared++; // Increase the number of shared triangles |
---|
| 732 | } |
---|
| 733 | } |
---|
| 734 | |
---|
| 735 | // Get the normal by dividing the sum by the shared. We negate the shared so it has the normals pointing out. |
---|
| 736 | pObject->pNormals[i] = DivideVectorByScaler(vSum, float(-shared)); |
---|
| 737 | |
---|
| 738 | // Normalize the normal for the final vertex normal |
---|
| 739 | pObject->pNormals[i] = Normalize(pObject->pNormals[i]); |
---|
| 740 | |
---|
| 741 | vSum = vZero; // Reset the sum |
---|
| 742 | shared = 0; // Reset the shared |
---|
| 743 | } |
---|
| 744 | |
---|
| 745 | // Free our memory and start over on the next object |
---|
| 746 | delete [] pTempNormals; |
---|
| 747 | delete [] pNormals; |
---|
| 748 | } |
---|
| 749 | } |
---|
| 750 | |
---|
| 751 | |
---|
| 752 | ///////////////////////////////////////////////////////////////////////////////// |
---|
| 753 | // |
---|
| 754 | // * QUICK NOTES * |
---|
| 755 | // |
---|
| 756 | // This was a HUGE amount of knowledge and probably the largest tutorial yet! |
---|
| 757 | // In the next tutorial we will show you how to load a text file format called .obj. |
---|
| 758 | // This is the most common 3D file format that almost ANY 3D software will import. |
---|
| 759 | // |
---|
| 760 | // Once again I should point out that the coordinate system of OpenGL and 3DS Max are different. |
---|
| 761 | // Since 3D Studio Max Models with the Z-Axis pointing up (strange and ugly I know! :), |
---|
| 762 | // we need to flip the y values with the z values in our vertices. That way it |
---|
| 763 | // will be normal, with Y pointing up. Also, because we swap the Y and Z we need to negate |
---|
| 764 | // the Z to make it come out correctly. This is also explained and done in ReadVertices(). |
---|
| 765 | // |
---|
| 766 | // CHUNKS: What is a chunk anyway? |
---|
| 767 | // |
---|
| 768 | // "The chunk ID is a unique code which identifies the type of data in this chunk |
---|
| 769 | // and also may indicate the existence of subordinate chunks. The chunk length indicates |
---|
| 770 | // the length of following data to be associated with this chunk. Note, this may |
---|
| 771 | // contain more data than just this chunk. If the length of data is greater than that |
---|
| 772 | // needed to fill in the information for the chunk, additional subordinate chunks are |
---|
| 773 | // attached to this chunk immediately following any data needed for this chunk, and |
---|
| 774 | // should be parsed out. These subordinate chunks may themselves contain subordinate chunks. |
---|
| 775 | // Unfortunately, there is no indication of the length of data, which is owned by the current |
---|
| 776 | // chunk, only the total length of data attached to the chunk, which means that the only way |
---|
| 777 | // to parse out subordinate chunks is to know the exact format of the owning chunk. On the |
---|
| 778 | // other hand, if a chunk is unknown, the parsing program can skip the entire chunk and |
---|
| 779 | // subordinate chunks in one jump. " - Jeff Lewis (werewolf@worldgate.com) |
---|
| 780 | // |
---|
| 781 | // In a short amount of words, a chunk is defined this way: |
---|
| 782 | // 2 bytes - Stores the chunk ID (OBJECT, MATERIAL, PRIMARY, etc...) |
---|
| 783 | // 4 bytes - Stores the length of that chunk. That way you know when that |
---|
| 784 | // chunk is done and there is a new chunk. |
---|
| 785 | // |
---|
| 786 | // So, to start reading the 3DS file, you read the first 2 bytes of it, then |
---|
| 787 | // the length (using fread()). It should be the PRIMARY chunk, otherwise it isn't |
---|
| 788 | // a .3DS file. |
---|
| 789 | // |
---|
| 790 | // Below is a list of the order that you will find the chunks and all the know chunks. |
---|
| 791 | // If you go to www.wosit.org you can find a few documents on the 3DS file format. |
---|
| 792 | // You can also take a look at the 3DS Format.rtf that is included with this tutorial. |
---|
| 793 | // |
---|
| 794 | // |
---|
| 795 | // |
---|
| 796 | // MAIN3DS (0x4D4D) |
---|
| 797 | // | |
---|
| 798 | // +--EDIT3DS (0x3D3D) |
---|
| 799 | // | | |
---|
| 800 | // | +--EDIT_MATERIAL (0xAFFF) |
---|
| 801 | // | | | |
---|
| 802 | // | | +--MAT_NAME01 (0xA000) (See mli Doc) |
---|
| 803 | // | | |
---|
| 804 | // | +--EDIT_CONFIG1 (0x0100) |
---|
| 805 | // | +--EDIT_CONFIG2 (0x3E3D) |
---|
| 806 | // | +--EDIT_VIEW_P1 (0x7012) |
---|
| 807 | // | | | |
---|
| 808 | // | | +--TOP (0x0001) |
---|
| 809 | // | | +--BOTTOM (0x0002) |
---|
| 810 | // | | +--LEFT (0x0003) |
---|
| 811 | // | | +--RIGHT (0x0004) |
---|
| 812 | // | | +--FRONT (0x0005) |
---|
| 813 | // | | +--BACK (0x0006) |
---|
| 814 | // | | +--USER (0x0007) |
---|
| 815 | // | | +--CAMERA (0xFFFF) |
---|
| 816 | // | | +--LIGHT (0x0009) |
---|
| 817 | // | | +--DISABLED (0x0010) |
---|
| 818 | // | | +--BOGUS (0x0011) |
---|
| 819 | // | | |
---|
| 820 | // | +--EDIT_VIEW_P2 (0x7011) |
---|
| 821 | // | | | |
---|
| 822 | // | | +--TOP (0x0001) |
---|
| 823 | // | | +--BOTTOM (0x0002) |
---|
| 824 | // | | +--LEFT (0x0003) |
---|
| 825 | // | | +--RIGHT (0x0004) |
---|
| 826 | // | | +--FRONT (0x0005) |
---|
| 827 | // | | +--BACK (0x0006) |
---|
| 828 | // | | +--USER (0x0007) |
---|
| 829 | // | | +--CAMERA (0xFFFF) |
---|
| 830 | // | | +--LIGHT (0x0009) |
---|
| 831 | // | | +--DISABLED (0x0010) |
---|
| 832 | // | | +--BOGUS (0x0011) |
---|
| 833 | // | | |
---|
| 834 | // | +--EDIT_VIEW_P3 (0x7020) |
---|
| 835 | // | +--EDIT_VIEW1 (0x7001) |
---|
| 836 | // | +--EDIT_BACKGR (0x1200) |
---|
| 837 | // | +--EDIT_AMBIENT (0x2100) |
---|
| 838 | // | +--EDIT_OBJECT (0x4000) |
---|
| 839 | // | | | |
---|
| 840 | // | | +--OBJ_TRIMESH (0x4100) |
---|
| 841 | // | | | | |
---|
| 842 | // | | | +--TRI_VERTEXL (0x4110) |
---|
| 843 | // | | | +--TRI_VERTEXOPTIONS (0x4111) |
---|
| 844 | // | | | +--TRI_MAPPINGCOORS (0x4140) |
---|
| 845 | // | | | +--TRI_MAPPINGSTANDARD (0x4170) |
---|
| 846 | // | | | +--TRI_FACEL1 (0x4120) |
---|
| 847 | // | | | | | |
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| 848 | // | | | | +--TRI_SMOOTH (0x4150) |
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| 849 | // | | | | +--TRI_MATERIAL (0x4130) |
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| 850 | // | | | | |
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| 851 | // | | | +--TRI_LOCAL (0x4160) |
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| 852 | // | | | +--TRI_VISIBLE (0x4165) |
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| 853 | // | | | |
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| 854 | // | | +--OBJ_LIGHT (0x4600) |
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| 855 | // | | | | |
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| 856 | // | | | +--LIT_OFF (0x4620) |
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| 857 | // | | | +--LIT_SPOT (0x4610) |
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| 858 | // | | | +--LIT_UNKNWN01 (0x465A) |
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| 859 | // | | | |
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| 860 | // | | +--OBJ_CAMERA (0x4700) |
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| 861 | // | | | | |
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| 862 | // | | | +--CAM_UNKNWN01 (0x4710) |
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| 863 | // | | | +--CAM_UNKNWN02 (0x4720) |
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| 864 | // | | | |
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| 865 | // | | +--OBJ_UNKNWN01 (0x4710) |
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| 866 | // | | +--OBJ_UNKNWN02 (0x4720) |
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| 867 | // | | |
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| 868 | // | +--EDIT_UNKNW01 (0x1100) |
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| 869 | // | +--EDIT_UNKNW02 (0x1201) |
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| 870 | // | +--EDIT_UNKNW03 (0x1300) |
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| 871 | // | +--EDIT_UNKNW04 (0x1400) |
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| 872 | // | +--EDIT_UNKNW05 (0x1420) |
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| 873 | // | +--EDIT_UNKNW06 (0x1450) |
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| 874 | // | +--EDIT_UNKNW07 (0x1500) |
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| 875 | // | +--EDIT_UNKNW08 (0x2200) |
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| 876 | // | +--EDIT_UNKNW09 (0x2201) |
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| 877 | // | +--EDIT_UNKNW10 (0x2210) |
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| 878 | // | +--EDIT_UNKNW11 (0x2300) |
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| 879 | // | +--EDIT_UNKNW12 (0x2302) |
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| 880 | // | +--EDIT_UNKNW13 (0x2000) |
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| 881 | // | +--EDIT_UNKNW14 (0xAFFF) |
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| 882 | // | |
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| 883 | // +--KEYF3DS (0xB000) |
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| 884 | // | |
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| 885 | // +--KEYF_UNKNWN01 (0xB00A) |
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| 886 | // +--............. (0x7001) ( viewport, same as editor ) |
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| 887 | // +--KEYF_FRAMES (0xB008) |
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| 888 | // +--KEYF_UNKNWN02 (0xB009) |
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| 889 | // +--KEYF_OBJDES (0xB002) |
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| 890 | // | |
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| 891 | // +--KEYF_OBJHIERARCH (0xB010) |
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| 892 | // +--KEYF_OBJDUMMYNAME (0xB011) |
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| 893 | // +--KEYF_OBJUNKNWN01 (0xB013) |
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| 894 | // +--KEYF_OBJUNKNWN02 (0xB014) |
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| 895 | // +--KEYF_OBJUNKNWN03 (0xB015) |
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| 896 | // +--KEYF_OBJPIVOT (0xB020) |
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| 897 | // +--KEYF_OBJUNKNWN04 (0xB021) |
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| 898 | // +--KEYF_OBJUNKNWN05 (0xB022) |
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| 899 | // |
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| 900 | // Once you know how to read chunks, all you have to know is the ID you are looking for |
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| 901 | // and what data is stored after that ID. You need to get the file format for that. |
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| 902 | // I can give it to you if you want, or you can go to www.wosit.org for several versions. |
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| 903 | // Because this is a proprietary format, it isn't a official document. |
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| 904 | // |
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| 905 | // I know there was a LOT of information blown over, but it is too much knowledge for |
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| 906 | // one tutorial. In the animation tutorial that I eventually will get to, some of |
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| 907 | // the things explained here will be explained in more detail. I do not claim that |
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| 908 | // this is the best .3DS tutorial, or even a GOOD one :) But it is a good start, and there |
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| 909 | // isn't much code out there that is simple when it comes to reading .3DS files. |
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| 910 | // So far, this is the best I have seen. That is why I made it :) |
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| 911 | // |
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| 912 | // I would like to thank www.wosit.org and Terry Caton (tcaton@umr.edu) for his help on this. |
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| 913 | // |
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| 914 | // Let me know if this helps you out! |
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| 915 | // |
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| 916 | // |
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| 917 | // Ben Humphrey (DigiBen) |
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| 918 | // Game Programmer |
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| 919 | // DigiBen@GameTutorials.com |
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| 920 | // Co-Web Host of www.GameTutorials.com |
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| 921 | // |
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| 922 | // |
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