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