3dslib.c
来自「quake3工具源码。包括生成bsp文件」· C语言 代码 · 共 631 行 · 第 1/2 页
C
631 行
assert( numMeshMaterialGroups <= 1 );
}
static void LoadNamedObject( FILE *fp, long thisChunkLen, _3DSNamedObject_t *pNO )
{
long chunkLen;
unsigned short chunkID;
int i = 0;
long bytesRead = 0;
char name[100];
_3DSTriObject_t triObj[MAX_TRI_OBJECTS];
int numTriObjects = 0;
memset( triObj, 0, sizeof( triObj ) );
bytesRead += ReadString( fp, name );
if ( s_verbose )
printf( " >>> NAMED OBJECT '%s'\n", name );
while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
{
switch ( chunkID )
{
case _3DS_CHUNK_NAMED_TRI_OBJECT:
LoadNamedTriObject( fp, chunkLen - 6, &triObj[numTriObjects] );
numTriObjects++;
break;
default:
fread( s_buffer, chunkLen - 6, 1, fp );
break;
}
bytesRead += chunkLen;
if ( bytesRead >= thisChunkLen )
break;
}
strcpy( pNO->name, name );
pNO->pTriObjects = malloc( sizeof( _3DSTriObject_t ) * numTriObjects );
memcpy( pNO->pTriObjects, triObj, sizeof( triObj[0] ) * numTriObjects );
pNO->numTriObjects = numTriObjects;
assert( numTriObjects <= 1 );
}
static void LoadEditChunk( FILE *fp, long thisChunkLen, _3DSEditChunk_t *pEC )
{
unsigned short chunkID;
long chunkLen;
long bytesRead = 0;
_3DSEditChunk_t editChunk;
_3DSMaterial_t mat[MAX_MATERIALS];
_3DSNamedObject_t namedObjects[MAX_NAMED_OBJECTS];
int numMaterials = 0, numNamedObjects = 0;
memset( &editChunk, 0, sizeof( editChunk ) );
if ( s_verbose )
printf( ">>> EDIT CHUNK\n" );
while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
{
switch ( chunkID )
{
case _3DS_CHUNK_MAT_LIST:
LoadMaterialList( fp, chunkLen - 6, &mat[numMaterials] );
numMaterials++;
break;
case _3DS_CHUNK_NAMED_OBJECT:
LoadNamedObject( fp, chunkLen - 6, &namedObjects[numNamedObjects] );
if ( namedObjects[numNamedObjects].numTriObjects != 0 )
++numNamedObjects;
break;
case _3DS_CHUNK_MESH_VERSION:
default:
fread( s_buffer, chunkLen - 6, 1, fp );
break;
}
bytesRead += chunkLen;
if ( bytesRead >= thisChunkLen )
break;
}
if ( numMaterials == 0 )
{
numMaterials = 1;
strcpy( mat[0].name, "(null)" );
printf( "Warning: no material definitions found\n" );
}
pEC->numNamedObjects = numNamedObjects;
pEC->pMaterials = malloc( sizeof( _3DSMaterial_t ) * numMaterials );
pEC->pNamedObjects = malloc( sizeof( _3DSNamedObject_t ) * numNamedObjects );
memcpy( pEC->pMaterials, mat, numMaterials * sizeof( mat[0] ) );
memcpy( pEC->pNamedObjects, namedObjects, numNamedObjects * sizeof( namedObjects[0] ) );
}
static void Load3DS( const char *filename, _3DS_t *p3DS, qboolean verbose )
{
FILE *fp;
unsigned short chunkID;
long chunkLen;
_3DSEditChunk_t editChunk;
s_verbose = verbose;
if ( ( fp = fopen( filename, "rb" ) ) == 0 )
Error( "Unable to open '%s'", filename );
// read magic number
if ( ( fread( &chunkID, sizeof( short ), 1, fp ) != 1 ) ||
( LittleShort( chunkID ) != _3DS_CHUNK_MAGIC ) )
{
Error( "Missing or incorrect magic number in '%s'", filename );
}
if ( fread( &chunkLen, sizeof( chunkLen ), 1, fp ) != 1 )
Error( "Unexpected EOF encountered in '%s'", filename );
// version number
if ( !ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
Error( "Missing version number in '%s'", filename );
if ( fread( s_buffer, chunkLen - 6, 1, fp ) != 1 )
Error( "Unexpected EOF encountered in '%s'", filename );
while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
{
switch ( chunkID )
{
case _3DS_CHUNK_EDIT:
LoadEditChunk( fp, chunkLen - 6, &editChunk );
break;
case _3DS_CHUNK_KEYFRAME_DATA:
fread( s_buffer, chunkLen - 6, 1, fp );
break;
default:
fread( s_buffer, chunkLen - 6, 1, fp );
break;
}
}
fclose( fp );
p3DS->editChunk = editChunk;
}
static void ComputeNormals( _3DSTriObject_t *pTO, triangle_t *pTris )
{
vec3_t faceNormals[POLYSET_MAXTRIANGLES];
vec3_t vertexNormals[POLYSET_MAXTRIANGLES*3];
vec3_t side0, side1, facenormal;
int f, v;
memset( faceNormals, 0, sizeof( faceNormals ) );
memset( vertexNormals, 0, sizeof( vertexNormals ) );
//
// compute face normals
//
for ( f = 0; f < pTO->numFaces; f++ )
{
VectorSubtract( pTris[f].verts[0], pTris[f].verts[1], side0 );
VectorSubtract( pTris[f].verts[2], pTris[f].verts[1], side1 );
CrossProduct( side0, side1, facenormal );
VectorNormalize( facenormal, faceNormals[f] );
}
//
// sum vertex normals
//
for ( v = 0; v < pTO->numPoints; v++ )
{
for ( f = 0; f < pTO->numFaces; f++ )
{
if ( ( pTO->pFaces[f].a == v ) ||
( pTO->pFaces[f].b == v ) ||
( pTO->pFaces[f].c == v ) )
{
vertexNormals[v][0] += faceNormals[f][0];
vertexNormals[v][1] += faceNormals[f][1];
vertexNormals[v][2] += faceNormals[f][2];
}
}
VectorNormalize( vertexNormals[v], vertexNormals[v] );
}
//
// copy vertex normals into triangles
//
for ( f = 0; f < pTO->numFaces; f++ )
{
int i0 = pTO->pFaces[f].c;
int i1 = pTO->pFaces[f].b;
int i2 = pTO->pFaces[f].a;
VectorCopy( vertexNormals[i0], pTris[f].normals[0] );
VectorCopy( vertexNormals[i1], pTris[f].normals[1] );
VectorCopy( vertexNormals[i2], pTris[f].normals[2] );
}
}
/*
** void _3DS_LoadPolysets
*/
void _3DS_LoadPolysets( const char *filename, polyset_t **ppPSET, int *numpsets, qboolean verbose )
{
_3DS_t _3ds;
int numPolysets;
polyset_t *pPSET;
triangle_t *ptri, *triangles;
int i;
// load the 3DS
memset( &_3ds, 0, sizeof( _3ds ) );
Load3DS( filename, &_3ds, verbose );
// compute information
numPolysets = _3ds.editChunk.numNamedObjects;
// allocate memory
pPSET = calloc( 1, numPolysets * sizeof( polyset_t ) );
triangles = ptri = calloc( 1, POLYSET_MAXTRIANGLES * sizeof( triangle_t ) );
// copy the data over
for ( i = 0; i < numPolysets; i++ )
{
char matnamebuf[1024];
int j;
triangle_t *tri;
_3DSTriObject_t *pTO = &_3ds.editChunk.pNamedObjects[i].pTriObjects[0];
pPSET[i].triangles = ptri;
pPSET[i].numtriangles = pTO->numFaces;
strcpy( pPSET[i].name, _3ds.editChunk.pNamedObjects[i].name );
strcpy( matnamebuf, filename );
if ( strrchr( matnamebuf, '/' ) )
*( strrchr( matnamebuf, '/' ) + 1 )= 0;
strcat( matnamebuf, pTO->pMeshMaterialGroups[0].name );
if ( strstr( matnamebuf, gamedir ) )
strcpy( pPSET[i].materialname, strstr( matnamebuf, gamedir ) + strlen( gamedir ) );
else
strcpy( pPSET[i].materialname, pTO->pMeshMaterialGroups[0].name );
assert( pPSET[i].numtriangles < POLYSET_MAXTRIANGLES );
for ( tri = ptri, j = 0; j < pPSET[i].numtriangles; j++ )
{
int i0 = pTO->pFaces[j].c;
int i1 = pTO->pFaces[j].b;
int i2 = pTO->pFaces[j].a;
tri->verts[0][0] = pTO->pPoints[i0].x;
tri->verts[0][1] = pTO->pPoints[i0].y;
tri->verts[0][2] = pTO->pPoints[i0].z;
tri->verts[1][0] = pTO->pPoints[i1].x;
tri->verts[1][1] = pTO->pPoints[i1].y;
tri->verts[1][2] = pTO->pPoints[i1].z;
tri->verts[2][0] = pTO->pPoints[i2].x;
tri->verts[2][1] = pTO->pPoints[i2].y;
tri->verts[2][2] = pTO->pPoints[i2].z;
/*
for ( k = 0; k < 3; k++ )
{
tri->colors[0][k] = 1;
tri->colors[1][k] = 1;
tri->colors[2][k] = 1;
}
*/
if ( pTO->pTexVerts )
{
tri->texcoords[0][0] = pTO->pTexVerts[i0].s;
tri->texcoords[0][1] = 1.0f - pTO->pTexVerts[i0].t;
tri->texcoords[1][0] = pTO->pTexVerts[i1].s;
tri->texcoords[1][1] = 1.0f - pTO->pTexVerts[i1].t;
tri->texcoords[2][0] = pTO->pTexVerts[i2].s;
tri->texcoords[2][1] = 1.0f - pTO->pTexVerts[i2].t;
}
tri++;
}
ptri += pPSET[i].numtriangles;
assert( ptri - triangles < POLYSET_MAXTRIANGLES );
}
// compute normal data
#if 0
for ( i = 0; i < numPolysets; i++ )
{
// unique vertices based solely on vertex position
ComputeNormals( &_3ds.editChunk.pNamedObjects[i].pTriObjects[0],
pPSET[i].triangles );
}
#endif
free( _3ds.editChunk.pMaterials );
free( _3ds.editChunk.pNamedObjects );
*ppPSET = pPSET;
*numpsets = numPolysets;
}
⌨️ 快捷键说明
复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?