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A lightweight C++ OpenGL middleware for 2D/3D graphics
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X:/dropbox/visualizationlibrary/src/vlGraphics/plugins/io3DS.hpp

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00001 /**************************************************************************************/
00002 /*                                                                                    */
00003 /*  Visualization Library                                                             */
00004 /*  http://www.visualizationlibrary.org                                               */
00005 /*                                                                                    */
00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
00007 /*  All rights reserved.                                                              */
00008 /*                                                                                    */
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00010 /*  are permitted provided that the following conditions are met:                     */
00011 /*                                                                                    */
00012 /*  - Redistributions of source code must retain the above copyright notice, this     */
00013 /*  list of conditions and the following disclaimer.                                  */
00014 /*                                                                                    */
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00016 /*  list of conditions and the following disclaimer in the documentation and/or       */
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00031 
00032 #if !defined(Load3DS_INCLUDE_ONCE)
00033 #define Load3DS_INCLUDE_ONCE
00034 
00035 #include <vlGraphics/Actor.hpp>
00036 #include <vlCore/ResourceLoadWriter.hpp>
00037 #include <vlCore/ResourceDatabase.hpp>
00038 #include <vlCore/String.hpp>
00039 #include <vector>
00040 
00041 namespace vl
00042 {
00043   class VirtualFile;
00044 }
00045 
00046 namespace vl
00047 {
00048 //-----------------------------------------------------------------------------
00049   VLGRAPHICS_EXPORT ref<ResourceDatabase> load3DS(VirtualFile* file);
00050   VLGRAPHICS_EXPORT ref<ResourceDatabase> load3DS(const String& path);
00051 //-----------------------------------------------------------------------------
00052 // LoadWriter3DS
00053 //-----------------------------------------------------------------------------
00057   class LoadWriter3DS: public ResourceLoadWriter
00058   {
00059     VL_INSTRUMENT_CLASS(vl::LoadWriter3DS, ResourceLoadWriter)
00060 
00061   public:
00062     LoadWriter3DS(): ResourceLoadWriter("|3ds|", "|3ds|") {}
00063 
00064     ref<ResourceDatabase> loadResource(const String& path) const 
00065     {
00066       return load3DS(path);
00067     }
00068 
00069     ref<ResourceDatabase> loadResource(VirtualFile* file) const
00070     {
00071       return load3DS(file);
00072     }
00073 
00075     bool writeResource(const String& /*path*/, ResourceDatabase* /*resource*/) const
00076     {
00077       return false;
00078     }
00079 
00081     bool writeResource(VirtualFile* /*file*/, ResourceDatabase* /*resource*/) const
00082     {
00083       return false;
00084     }
00085   };
00086 //-----------------------------------------------------------------------------
00087 // A3DSLoader
00088 //-----------------------------------------------------------------------------
00092   class A3DSTexture
00093   {
00094   public:
00095     A3DSTexture(): mUScale(1), mVScale(1), mUOffset(1), mVOffset(1), mRotation(0),
00096     mOpt_tile(true), mOpt_decal(false), mOpt_mirror(false), mOpt_negative(false),
00097     mOpt_summed_area(false), mOpt_use_alpha(false), mOpt_one_channel_tint(false), 
00098     mOpt_ignore_alpha(false), mOpt_rgb_tint(false) {}
00099 
00100     String mFileName;
00101     float mUScale, mVScale, mUOffset, mVOffset, mRotation;
00102     bool mOpt_tile;
00103     bool mOpt_decal;
00104     bool mOpt_mirror;
00105     bool mOpt_negative;
00106     bool mOpt_summed_area; // summed area map filtering (instead of pyramidal)
00107     bool mOpt_use_alpha; // use alpha  (toggles RGBluma/alpha. For masks RGB means RGBluma)
00108     bool mOpt_one_channel_tint; // there is a one channel tint (either RGBluma or alpha)
00109     bool mOpt_ignore_alpha; // ignore alpha (take RGBluma even if an alpha exists (?))
00110     bool mOpt_rgb_tint; // there is a three channel tint (RGB tint)
00111   };
00112 //-----------------------------------------------------------------------------
00116   class A3DSMaterial
00117   {
00118   public:
00119     A3DSMaterial(): mShininess(0), mShininessStrength(0), mTransparency(0), mDoubleSided(false) {}
00120 
00121     String mMaterialName;
00122     fvec3 mAmbient, mDiffuse, mSpecular;
00123     float mShininess, mShininessStrength;
00124     float mTransparency;
00125     bool mDoubleSided;
00126     A3DSTexture mTexture1;
00127     A3DSTexture mTexture2;
00128   };
00129 //-----------------------------------------------------------------------------
00133   class A3DSTriFace
00134   {
00135   public:
00136     A3DSTriFace(): mA(0), mB(0), mC(0), mFlags(0), mSmoothingGroup(0), mMaterialIndex(-1) {}
00137 
00138     unsigned short mA,mB,mC,mFlags;
00139     unsigned int mSmoothingGroup;
00140     int mMaterialIndex;
00141   };
00142 //-----------------------------------------------------------------------------
00146   class A3DSMaterialFaceMapping
00147   {
00148   public:
00149     String mMaterialName;
00150     std::vector<unsigned short> mMappedFace;
00151   };
00152 //-----------------------------------------------------------------------------
00156   class A3DSVertex
00157   {
00158   public:
00159     A3DSVertex(): mSmoothingGroup(0), mIndex(-1) {}
00160     bool operator<(const A3DSVertex& other) const
00161     {
00162       if (mPos.x() != other.mPos.x()) 
00163         return mPos.x() < other.mPos.x();
00164       else
00165       if (mPos.y() != other.mPos.y()) 
00166         return mPos.y() < other.mPos.y();
00167       else
00168       if (mPos.z() != other.mPos.z()) 
00169         return mPos.z() < other.mPos.z();
00170       else
00171       if (mUV.s() != other.mUV.s()) 
00172         return mUV.s() < other.mUV.s();
00173       else
00174       if (mUV.t() != other.mUV.t()) 
00175         return mUV.t() < other.mUV.t();
00176       else
00177         return mSmoothingGroup < other.mSmoothingGroup;
00178     }
00179 
00180     fvec3 mPos;
00181     fvec2 mUV;
00182     unsigned int mSmoothingGroup;
00183     int mIndex;
00184   };
00185 //-----------------------------------------------------------------------------
00189   class A3DSObject
00190   {
00191   public:
00192     String mObjName;
00193     std::vector<A3DSVertex> mVertices;
00194     std::vector<A3DSTriFace> mFaceList;
00195     std::vector<A3DSMaterialFaceMapping> mMatFaceMap;
00196     fmat4 mCoordSystem;
00197   };
00198 //-----------------------------------------------------------------------------
00202   class VLGRAPHICS_EXPORT A3DSLoader
00203   {
00204   public:
00205     A3DSLoader();
00206     bool parse3DS(VirtualFile* file);
00207 
00208   protected:
00209     fvec3 readVec3();
00210     fvec3 readColByte3();
00211     fvec3 readColFloat3();
00212     String readLine();
00213     float readWordPercent();
00214     float readFloatPercent();
00215     void readChunk();
00216     bool skipChunk();
00217     void read_3D_EDITOR_CHUNK();
00218     fvec3 readColChunk();
00219     float readPercentChunk();
00220     void read_MATERIAL_BLOCK();
00221     A3DSTexture readMapChunk();
00222     void read_OBJECT_BLOCK();
00223     void read_TRIANGULAR_MESH();
00224 
00225   public:
00226     std::vector<A3DSObject> mObjects;
00227     std::vector<A3DSMaterial> mMaterials;
00228 
00229   protected:
00230     VirtualFile *mInputFile;
00231     unsigned short mChunkId;
00232     unsigned int mChunkLen;
00233     bool mCorrupted;
00234   };
00235 //-----------------------------------------------------------------------------
00236 }
00237 
00238 #endif

Visualization Library 2011.09.1160 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 2 2013 13:40:39.
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