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📄 3ds.cpp

📁 S.C.O.U.R.G.E.是一款类似Rogue的游戏
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    // Read in the array of vertices (an array of 3 floats)    pPreviousChunk->bytesRead += fread(pObject->pVerts, 1, pPreviousChunk->length - pPreviousChunk->bytesRead, m_FilePointer);	if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {	  for(int i = 0; i < pObject->numOfVerts; i++) {		/* Note: byteswapping floats works on my powerbook, but I think		   this may cause problems in the future. Floats and doubles aren't		   as easy to change from LE to BE as ints.		*/		float f;		BSWAPF(pObject->pVerts[i].x, f);		pObject->pVerts[i].x = f;		BSWAPF(pObject->pVerts[i].y, f);		pObject->pVerts[i].y = f;		BSWAPF(pObject->pVerts[i].z, f);		pObject->pVerts[i].z = f;	  }	}    // Now we should have all of the vertices read in.  Because 3D Studio Max    // Models with the Z-Axis pointing up (strange and ugly I know!), we need    // to flip the y values with the z values in our vertices.  That way it    // will be normal, with Y pointing up.  If you prefer to work with Z pointing    // up, then just delete this next loop.  Also, because we swap the Y and Z    // we need to negate the Z to make it come out correctly.	/*    // Go through all of the vertices that we just read and swap the Y and Z values    for(int i = 0; i < pObject->numOfVerts; i++)    {        // Store off the Y value        float fTempY = pObject->pVerts[i].y;        // Set the Y value to the Z value        pObject->pVerts[i].y = pObject->pVerts[i].z;        // Set the Z value to the Y value,         // but negative Z because 3D Studio max does the opposite.        pObject->pVerts[i].z = -fTempY;    }	*/}///////////////////////////////// READ OBJECT MATERIAL \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*//////////   This function reads in the material name assigned to the object and sets the materialID////////////////////////////////////// READ OBJECT MATERIAL \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*void CLoad3DS::ReadObjectMaterial(t3DModel *pModel, t3DObject *pObject, tChunk *pPreviousChunk){    char strMaterial[255] = {0};            // This is used to hold the objects material name    int buffer[50000] = {0};                // This is used to read past unwanted data    // *What is a material?*  - A material is either the color or the texture map of the object.    // It can also hold other information like the brightness, shine, etc... Stuff we don't    // really care about.  We just want the color, or the texture map file name really.    // Here we read the material name that is assigned to the current object.    // strMaterial should now have a string of the material name, like "Material #2" etc..    pPreviousChunk->bytesRead += GetString(strMaterial);    // Now that we have a material name, we need to go through all of the materials    // and check the name against each material.  When we find a material in our material    // list that matches this name we just read in, then we assign the materialID    // of the object to that material index.  You will notice that we passed in the    // model to this function.  This is because we need the number of textures.    // Yes though, we could have just passed in the model and not the object too.    // Go through all of the textures    for(int i = 0; i < pModel->numOfMaterials; i++)    {        // If the material we just read in matches the current texture name        if(strcmp(strMaterial, pModel->pMaterials[i].strName) == 0)        {            // Set the material ID to the current index 'i' and stop checking            pObject->materialID = i;            // Now that we found the material, check if it's a texture map.            // If the strFile has a string length of 1 and over it's a texture            if(strlen(pModel->pMaterials[i].strFile) > 0) {                // Set the object's flag to say it has a texture map to bind.                pObject->bHasTexture = true;            }               break;        }        else        {            // Set the ID to -1 to show there is no material for this object            pObject->materialID = -1;        }    }    // Read past the rest of the chunk since we don't care about shared vertices    // You will notice we subtract the bytes already read in this chunk from the total length.    pPreviousChunk->bytesRead += fread(buffer, 1, pPreviousChunk->length - pPreviousChunk->bytesRead, m_FilePointer);}///////////////////////////////////////////////////////////////////////////////////// * QUICK NOTES * //// This was a HUGE amount of knowledge and probably the largest tutorial yet!// In the next tutorial we will show you how to load a text file format called .obj.// This is the most common 3D file format that almost ANY 3D software will import.//// Once again I should point out that the coordinate system of OpenGL and 3DS Max are different.// Since 3D Studio Max Models with the Z-Axis pointing up (strange and ugly I know! :), // we need to flip the y values with the z values in our vertices.  That way it// will be normal, with Y pointing up.  Also, because we swap the Y and Z we need to negate // the Z to make it come out correctly.  This is also explained and done in ReadVertices().//// CHUNKS: What is a chunk anyway?// // "The chunk ID is a unique code which identifies the type of data in this chunk // and also may indicate the existence of subordinate chunks. The chunk length indicates // the length of following data to be associated with this chunk. Note, this may // contain more data than just this chunk. If the length of data is greater than that // needed to fill in the information for the chunk, additional subordinate chunks are // attached to this chunk immediately following any data needed for this chunk, and // should be parsed out. These subordinate chunks may themselves contain subordinate chunks. // Unfortunately, there is no indication of the length of data, which is owned by the current // chunk, only the total length of data attached to the chunk, which means that the only way // to parse out subordinate chunks is to know the exact format of the owning chunk. On the // other hand, if a chunk is unknown, the parsing program can skip the entire chunk and // subordinate chunks in one jump. " - Jeff Lewis (werewolf@worldgate.com)//// In a short amount of words, a chunk is defined this way:// 2 bytes - Stores the chunk ID (OBJECT, MATERIAL, PRIMARY, etc...)// 4 bytes - Stores the length of that chunk.  That way you know when that//           chunk is done and there is a new chunk.//// So, to start reading the 3DS file, you read the first 2 bytes of it, then// the length (using fread()).  It should be the PRIMARY chunk, otherwise it isn't// a .3DS file.  //// Below is a list of the order that you will find the chunks and all the know chunks.// If you go to www.wosit.org you can find a few documents on the 3DS file format.// You can also take a look at the 3DS Format.rtf that is included with this tutorial.////////      MAIN3DS  (0x4D4D)//     |//     +--EDIT3DS  (0x3D3D)//     |  |//     |  +--EDIT_MATERIAL (0xAFFF)//     |  |  |//     |  |  +--MAT_NAME01 (0xA000) (See mli Doc) //     |  |//     |  +--EDIT_CONFIG1  (0x0100)//     |  +--EDIT_CONFIG2  (0x3E3D) //     |  +--EDIT_VIEW_P1  (0x7012)//     |  |  |//     |  |  +--TOP            (0x0001)//     |  |  +--BOTTOM         (0x0002)//     |  |  +--LEFT           (0x0003)//     |  |  +--RIGHT          (0x0004)//     |  |  +--FRONT          (0x0005) //     |  |  +--BACK           (0x0006)//     |  |  +--USER           (0x0007)//     |  |  +--CAMERA         (0xFFFF)//     |  |  +--LIGHT          (0x0009)//     |  |  +--DISABLED       (0x0010)  //     |  |  +--BOGUS          (0x0011)//     |  |//     |  +--EDIT_VIEW_P2  (0x7011)//     |  |  |//     |  |  +--TOP            (0x0001)//     |  |  +--BOTTOM         (0x0002)//     |  |  +--LEFT           (0x0003)//     |  |  +--RIGHT          (0x0004)//     |  |  +--FRONT          (0x0005) //     |  |  +--BACK           (0x0006)//     |  |  +--USER           (0x0007)//     |  |  +--CAMERA         (0xFFFF)//     |  |  +--LIGHT          (0x0009)//     |  |  +--DISABLED       (0x0010)  //     |  |  +--BOGUS          (0x0011)//     |  |//     |  +--EDIT_VIEW_P3  (0x7020)//     |  +--EDIT_VIEW1    (0x7001) //     |  +--EDIT_BACKGR   (0x1200) //     |  +--EDIT_AMBIENT  (0x2100)//     |  +--EDIT_OBJECT   (0x4000)//     |  |  |//     |  |  +--OBJ_TRIMESH   (0x4100)      //     |  |  |  |//     |  |  |  +--TRI_VERTEXL          (0x4110) //     |  |  |  +--TRI_VERTEXOPTIONS    (0x4111)//     |  |  |  +--TRI_MAPPINGCOORS     (0x4140) //     |  |  |  +--TRI_MAPPINGSTANDARD  (0x4170)//     |  |  |  +--TRI_FACEL1           (0x4120)//     |  |  |  |  |//     |  |  |  |  +--TRI_SMOOTH            (0x4150)   //     |  |  |  |  +--TRI_MATERIAL          (0x4130)//     |  |  |  |//     |  |  |  +--TRI_LOCAL            (0x4160)//     |  |  |  +--TRI_VISIBLE          (0x4165)//     |  |  |//     |  |  +--OBJ_LIGHT    (0x4600)//     |  |  |  |//     |  |  |  +--LIT_OFF              (0x4620)//     |  |  |  +--LIT_SPOT             (0x4610) //     |  |  |  +--LIT_UNKNWN01         (0x465A) //     |  |  | //     |  |  +--OBJ_CAMERA   (0x4700)//     |  |  |  |//     |  |  |  +--CAM_UNKNWN01         (0x4710)//     |  |  |  +--CAM_UNKNWN02         (0x4720)  //     |  |  |//     |  |  +--OBJ_UNKNWN01 (0x4710)//     |  |  +--OBJ_UNKNWN02 (0x4720)//     |  |//     |  +--EDIT_UNKNW01  (0x1100)//     |  +--EDIT_UNKNW02  (0x1201) //     |  +--EDIT_UNKNW03  (0x1300)//     |  +--EDIT_UNKNW04  (0x1400)//     |  +--EDIT_UNKNW05  (0x1420)//     |  +--EDIT_UNKNW06  (0x1450)//     |  +--EDIT_UNKNW07  (0x1500)//     |  +--EDIT_UNKNW08  (0x2200)//     |  +--EDIT_UNKNW09  (0x2201)//     |  +--EDIT_UNKNW10  (0x2210)//     |  +--EDIT_UNKNW11  (0x2300)//     |  +--EDIT_UNKNW12  (0x2302)//     |  +--EDIT_UNKNW13  (0x2000)//     |  +--EDIT_UNKNW14  (0xAFFF)//     |//     +--KEYF3DS (0xB000)//        |//        +--KEYF_UNKNWN01 (0xB00A)//        +--............. (0x7001) ( viewport, same as editor )//        +--KEYF_FRAMES   (0xB008)//        +--KEYF_UNKNWN02 (0xB009)//        +--KEYF_OBJDES   (0xB002)//           |//           +--KEYF_OBJHIERARCH  (0xB010)//           +--KEYF_OBJDUMMYNAME (0xB011)//           +--KEYF_OBJUNKNWN01  (0xB013)//           +--KEYF_OBJUNKNWN02  (0xB014)//           +--KEYF_OBJUNKNWN03  (0xB015)  //           +--KEYF_OBJPIVOT     (0xB020)  //           +--KEYF_OBJUNKNWN04  (0xB021)  //           +--KEYF_OBJUNKNWN05  (0xB022)  //// Once you know how to read chunks, all you have to know is the ID you are looking for// and what data is stored after that ID.  You need to get the file format for that.// I can give it to you if you want, or you can go to www.wosit.org for several versions.// Because this is a proprietary format, it isn't a official document.//// I know there was a LOT of information blown over, but it is too much knowledge for// one tutorial.  In the animation tutorial that I eventually will get to, some of// the things explained here will be explained in more detail.  I do not claim that// this is the best .3DS tutorial, or even a GOOD one :)  But it is a good start, and there// isn't much code out there that is simple when it comes to reading .3DS files.// So far, this is the best I have seen.  That is why I made it :)// // I would like to thank www.wosit.org and Terry Caton (tcaton@umr.edu) for his help on this.//// Let me know if this helps you out!// // // Ben Humphrey (DigiBen)// Game Programmer// DigiBen@GameTutorials.com// Co-Web Host of www.GameTutorials.com////

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