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source: orxonox.OLD/orxonox/branches/showroom/Showroom/3ds.h @ 2037

Last change on this file since 2037 was 1869, checked in by john, 21 years ago

Johns Showroom

File size: 3.7 KB
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1#ifndef _3DS_H
2#define _3DS_H
3
4//>------ Primary Chunk, at the beginning of each file
5#define PRIMARY       0x4D4D
6
7//>------ Main Chunks
8#define OBJECTINFO    0x3D3D                            // This gives the version of the mesh and is found right before the material and object information
9#define VERSION       0x0002                            // This gives the version of the .3ds file
10#define EDITKEYFRAME  0xB000                            // This is the header for all of the key frame info
11
12//>------ sub defines of OBJECTINFO
13#define MATERIAL          0xAFFF                                // This stored the texture info
14#define OBJECT            0x4000                                // This stores the faces, vertices, etc...
15
16//>------ sub defines of MATERIAL
17#define MATNAME       0xA000                            // This holds the material name
18#define MATDIFFUSE    0xA020                            // This holds the color of the object/material
19#define MATMAP        0xA200                            // This is a header for a new material
20#define MATMAPFILE    0xA300                            // This holds the file name of the texture
21
22#define OBJECT_MESH   0x4100                            // This lets us know that we are reading a new object
23
24//>------ sub defines of OBJECT_MESH
25#define OBJECT_VERTICES     0x4110                      // The objects vertices
26#define OBJECT_FACES            0x4120                  // The objects faces
27#define OBJECT_MATERIAL         0x4130                  // This is found if the object has a material, either texture map or color
28#define OBJECT_UV                       0x4140                  // The UV texture coordinates
29
30#include "3dStructs.h"
31
32// Here is our structure for our 3DS indicies (since .3DS stores 4 unsigned shorts)
33struct tIndices {                                                       
34
35        unsigned short a, b, c, bVisible;               // This will hold point1, 2, and 3 index's into the vertex array plus a visible flag
36};
37
38// This holds the chunk info
39struct tChunk
40{
41        unsigned short int ID;                                  // The chunk's ID               
42        unsigned int length;                                    // The length of the chunk
43        unsigned int bytesRead;                                 // The amount of bytes read within that chunk
44};
45
46// This class handles all of the loading code
47class CLoad3ds
48{
49public:
50        CLoad3ds();                                                             // This inits the data members
51
52        // This is the function that you call to load the 3DS
53        bool Import3DS(C3dModel *pModel, char *strFileName);
54
55private:
56        // This reads in a string and saves it in the char array passed in
57        int GetString(char *);
58
59        // This reads the next chunk
60        void ReadChunk(tChunk *);
61
62        // This reads the next large chunk
63        void ProcessNextChunk(C3dModel *pModel, tChunk *);
64
65        // This reads the object chunks
66        void ProcessNextObjectChunk(C3dModel *pModel, t3dObject *pObject, tChunk *);
67
68        // This reads the material chunks
69        void ProcessNextMaterialChunk(C3dModel *pModel, tChunk *);
70
71        // This reads the RGB value for the object's color
72        void ReadColorChunk(tMaterialInfo *pMaterial, tChunk *pChunk);
73
74        // This reads the objects vertices
75        void ReadVertices(t3dObject *pObject, tChunk *);
76
77        // This reads the objects face information
78        void ReadVertexIndices(t3dObject *pObject, tChunk *);
79
80        // This reads the texture coodinates of the object
81        void ReadUVCoordinates(t3dObject *pObject, tChunk *);
82
83        // This reads in the material name assigned to the object and sets the materialID
84        void ReadObjectMaterial(C3dModel *pModel, t3dObject *pObject, tChunk *pPreviousChunk);
85       
86        // This computes the vertex normals for the object (used for lighting)
87        void ComputeNormals(C3dModel *pModel);
88
89        // This frees memory and closes the file
90        void CleanUp();
91       
92        // The file pointer
93        FILE *m_FilePointer;
94};
95
96
97#endif
98
99
100/////////////////////////////////////////////////////////////////////////////////
101//
102// * QUICK NOTES *
103//
104// This file is created in the hopes that you can just plug it into your code
105// easily.  You will probably want to query more chunks though for animation, etc..
106//
107//
108// Ben Humphrey (DigiBen)
109// Game Programmer
110// DigiBen@GameTutorials.com
111// Co-Web Host of www.GameTutorials.com
112//
113//
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