mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-22 02:11:21 +00:00
88cea027e6
made Visual Studio files work in VS2005 Express fixed a ton of warnings in VS2005 Express fixed some compile problems on OpenSUSE 11.0 git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
651 lines
17 KiB
C
651 lines
17 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include <assert.h>
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#include "q3data.h"
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static void Load3DS( const char *filename, _3DS_t *p3DS, qboolean verbose );
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static qboolean s_verbose;
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#define MAX_MATERIALS 100
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#define MAX_NAMED_OBJECTS 100
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#define MAX_MESH_MATERIAL_GROUPS 100
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#define MAX_TRI_OBJECTS 512
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static char s_buffer[1000000];
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static int ReadString( FILE *fp, char *buffer )
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{
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int i = 0;
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int bytesRead = 0;
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do
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{
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fread( &buffer[i], 1, sizeof( char ), fp );
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bytesRead++;
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} while ( buffer[i++] != 0 );
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buffer[i] = 0;
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return bytesRead;
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}
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static int ReadChunkAndLength( FILE *fp, short *chunk, long *len )
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{
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if ( fread( chunk, sizeof( short ), 1, fp ) != 1 )
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return 0;
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if ( fread( len, sizeof( long ), 1, fp ) != 1 )
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Error( "Unexpected EOF found" );
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return 1;
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}
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static void LoadMapName( FILE *fp, char *buffer, int thisChunkLen )
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{
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unsigned short chunkID;
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long chunkLen;
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long bytesRead = 0;
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while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
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{
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switch ( chunkID )
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{
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case _3DS_CHUNK_MAT_MAPNAME:
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fread( buffer, chunkLen - 6, 1, fp );
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break;
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default:
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fread( s_buffer, chunkLen - 6, 1, fp );
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break;
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}
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bytesRead += chunkLen;
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if ( bytesRead >= thisChunkLen )
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return;
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}
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}
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static void LoadMaterialList( FILE *fp, long thisChunkLen, _3DSMaterial_t *pMat )
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{
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long chunkLen;
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unsigned short chunkID;
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long bytesRead = 0;
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_3DSMaterial_t mat;
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char curdir[1024];
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char buffer[2048];
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memset( &mat, 0, sizeof( mat ) );
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if ( s_verbose )
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printf( " >>> MATERIAL LIST\n" );
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while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
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{
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switch ( chunkID )
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{
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case _3DS_CHUNK_MAT_NAME:
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fread( mat.name, chunkLen - 6, 1, fp );
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if ( s_verbose )
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printf( " found mat name '%s'\n", mat.name );
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break;
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case _3DS_CHUNK_TEXMAP:
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LoadMapName( fp, mat.texture, chunkLen - 6 );
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if ( s_verbose )
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printf( " found texture '%s'\n", mat.texture );
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break;
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case _3DS_CHUNK_SPECMAP:
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LoadMapName( fp, mat.specular, chunkLen - 6 );
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if ( s_verbose )
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printf( " found specular map '%s'\n", mat.specular );
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break;
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case _3DS_CHUNK_OPACMAP:
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LoadMapName( fp, mat.opacity, chunkLen - 6 );
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if ( s_verbose )
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printf( " found opacity map '%s'\n", mat.opacity );
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break;
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case _3DS_CHUNK_REFLMAP:
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LoadMapName( fp, mat.reflection, chunkLen - 6 );
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if ( s_verbose )
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printf( " found reflection map '%s'\n", mat.reflection );
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break;
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case _3DS_CHUNK_BUMPMAP:
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LoadMapName( fp, mat.bump, chunkLen - 6 );
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if ( s_verbose )
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printf( " found bump map '%s'\n", mat.bump );
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break;
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default:
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fread( s_buffer, chunkLen - 6, 1, fp );
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break;
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}
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bytesRead += chunkLen;
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if ( bytesRead >= thisChunkLen )
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break;
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}
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Q_getwd( curdir );
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if ( mat.texture[0] )
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{
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sprintf( buffer, "%s%s", curdir, mat.texture );
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if ( strstr( buffer, gamedir + 1 ) )
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strcpy( mat.texture, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
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else
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strcpy( mat.texture, buffer );
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}
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if ( mat.specular[0] )
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{
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sprintf( buffer, "%s%s", curdir, mat.specular );
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if ( strstr( buffer, gamedir + 1 ) )
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strcpy( mat.specular, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
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else
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strcpy( mat.specular, buffer );
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}
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if ( mat.bump[0] )
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{
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sprintf( buffer, "%s%s", curdir, mat.bump );
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if ( strstr( buffer, gamedir + 1 ) )
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strcpy( mat.bump, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
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else
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strcpy( mat.bump, buffer );
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}
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if ( mat.reflection[0] )
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{
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sprintf( buffer, "%s%s", curdir, mat.reflection );
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if ( strstr( buffer, gamedir + 1 ) )
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strcpy( mat.reflection, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
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else
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strcpy( mat.reflection, buffer );
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}
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if ( mat.opacity[0] )
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{
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sprintf( buffer, "%s%s", curdir, mat.opacity );
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if ( strstr( buffer, gamedir + 1 ) )
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strcpy( mat.opacity, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
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else
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strcpy( mat.opacity, buffer );
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}
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*pMat = mat;
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}
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static void LoadMeshMaterialGroup( FILE *fp, long thisChunkLen, _3DSMeshMaterialGroup_t *pMMG )
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{
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_3DSMeshMaterialGroup_t mmg;
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memset( &mmg, 0, sizeof( mmg ) );
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ReadString( fp, mmg.name );
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fread( &mmg.numFaces, sizeof( mmg.numFaces ), 1, fp );
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mmg.pFaces = malloc( sizeof( mmg.pFaces[0] ) * mmg.numFaces );
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fread( mmg.pFaces, sizeof( mmg.pFaces[0] ), mmg.numFaces, fp );
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if ( s_verbose )
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{
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printf( " >>> MESH MATERIAL GROUP '%s' (%d faces)\n", mmg.name, mmg.numFaces );
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{
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int i;
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for ( i = 0; i < mmg.numFaces; i++ )
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{
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printf( " %d\n", mmg.pFaces[i] );
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}
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}
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}
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*pMMG = mmg;
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}
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static void LoadNamedTriObject( FILE *fp, long thisChunkLen, _3DSTriObject_t *pTO )
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{
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long chunkLen;
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unsigned short chunkID;
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int i = 0;
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long bytesRead = 0;
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_3DSTriObject_t triObj;
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_3DSMeshMaterialGroup_t meshMaterialGroups[MAX_MESH_MATERIAL_GROUPS];
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int numMeshMaterialGroups = 0;
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memset( &triObj, 0, sizeof( triObj ) );
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if ( s_verbose )
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printf( " >>> NAMED TRI OBJECT\n" );
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while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
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{
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switch ( chunkID )
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{
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case _3DS_CHUNK_MSH_MAT_GROUP:
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LoadMeshMaterialGroup( fp, chunkLen - 6, &meshMaterialGroups[numMeshMaterialGroups] );
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bytesRead += chunkLen;
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numMeshMaterialGroups++;
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break;
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case _3DS_CHUNK_FACE_ARRAY:
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fread( &triObj.numFaces, sizeof( triObj.numFaces ), 1, fp );
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assert( triObj.pFaces == 0 );
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triObj.pFaces = malloc( sizeof( triObj.pFaces[0] ) * triObj.numFaces );
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fread( triObj.pFaces, sizeof( triObj.pFaces[0] ), triObj.numFaces, fp );
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bytesRead += sizeof( triObj.numFaces ) + triObj.numFaces * sizeof( triObj.pFaces[0] ) + 6;
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if ( s_verbose )
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{
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printf( " found face array with %d faces\n", triObj.numFaces );
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for ( i = 0; i < triObj.numFaces; i++ )
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{
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printf( " %d: %d,%d,%d\n", i, triObj.pFaces[i].a, triObj.pFaces[i].b, triObj.pFaces[i].c );
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}
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}
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break;
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case _3DS_CHUNK_POINT_ARRAY:
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fread( &triObj.numPoints, sizeof( triObj.numPoints ), 1, fp );
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triObj.pPoints = malloc( sizeof( triObj.pPoints[0] ) * triObj.numPoints );
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fread( triObj.pPoints, sizeof( triObj.pPoints[0] ), triObj.numPoints, fp );
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bytesRead += sizeof( triObj.numPoints ) + triObj.numPoints * sizeof( triObj.pPoints[0] ) + 6;
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// flip points around into our coordinate system
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for ( i = 0; i < triObj.numPoints; i++ )
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{
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float x, y, z;
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x = triObj.pPoints[i].x;
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y = triObj.pPoints[i].y;
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z = triObj.pPoints[i].z;
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triObj.pPoints[i].x = -y;
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triObj.pPoints[i].y = x;
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triObj.pPoints[i].z = z;
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}
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if ( s_verbose )
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{
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printf( " found point array with %d points\n", triObj.numPoints );
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for ( i = 0; i < triObj.numPoints; i++ )
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{
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printf( " %d: %f,%f,%f\n", i, triObj.pPoints[i].x, triObj.pPoints[i].y, triObj.pPoints[i].z );
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}
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}
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break;
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case _3DS_CHUNK_TEX_VERTS:
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fread( &triObj.numTexVerts, sizeof( triObj.numTexVerts ), 1, fp );
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triObj.pTexVerts = malloc( sizeof( triObj.pTexVerts[0] ) * triObj.numTexVerts );
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fread( triObj.pTexVerts, sizeof( triObj.pTexVerts[0] ), triObj.numTexVerts, fp );
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bytesRead += sizeof( triObj.numTexVerts ) + sizeof( triObj.pTexVerts[0] ) * triObj.numTexVerts + 6;
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if ( s_verbose )
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{
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printf( " found tex vert array with %d tex verts\n", triObj.numTexVerts );
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for ( i = 0; i < triObj.numTexVerts; i++ )
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{
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printf( " %d: %f,%f\n", i, triObj.pTexVerts[i].s, triObj.pTexVerts[i].t );
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}
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}
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break;
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default:
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fread( s_buffer, chunkLen - 6, 1, fp );
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bytesRead += chunkLen;
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break;
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}
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if ( bytesRead >= thisChunkLen )
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break;
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}
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*pTO = triObj;
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if ( numMeshMaterialGroups == 0 )
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{
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numMeshMaterialGroups = 1;
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strcpy( meshMaterialGroups[0].name, "(null)" );
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if ( pTO->numTexVerts ) {
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printf( "Warning: assigning (null) skin to tri object\n" );
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}
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}
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else
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{
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assert( pTO->numFaces == meshMaterialGroups[0].numFaces );
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}
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pTO->pMeshMaterialGroups = malloc( sizeof( _3DSMeshMaterialGroup_t ) * numMeshMaterialGroups );
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memcpy( pTO->pMeshMaterialGroups, meshMaterialGroups, numMeshMaterialGroups * sizeof( meshMaterialGroups[0] ) );
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pTO->numMeshMaterialGroups = numMeshMaterialGroups;
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//
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// sanity checks
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//
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assert( numMeshMaterialGroups <= 1 );
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}
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static void LoadNamedObject( FILE *fp, long thisChunkLen, _3DSNamedObject_t *pNO )
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{
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long chunkLen;
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unsigned short chunkID;
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int i = 0;
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long bytesRead = 0;
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char name[100];
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_3DSTriObject_t triObj[MAX_TRI_OBJECTS];
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int numTriObjects = 0;
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memset( triObj, 0, sizeof( triObj ) );
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bytesRead += ReadString( fp, name );
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if ( s_verbose )
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printf( " >>> NAMED OBJECT '%s'\n", name );
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while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
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{
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switch ( chunkID )
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{
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case _3DS_CHUNK_NAMED_TRI_OBJECT:
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LoadNamedTriObject( fp, chunkLen - 6, &triObj[numTriObjects] );
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numTriObjects++;
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break;
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default:
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fread( s_buffer, chunkLen - 6, 1, fp );
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break;
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}
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bytesRead += chunkLen;
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if ( bytesRead >= thisChunkLen )
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break;
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}
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strcpy( pNO->name, name );
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pNO->pTriObjects = malloc( sizeof( _3DSTriObject_t ) * numTriObjects );
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memcpy( pNO->pTriObjects, triObj, sizeof( triObj[0] ) * numTriObjects );
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pNO->numTriObjects = numTriObjects;
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assert( numTriObjects <= 1 );
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}
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static void LoadEditChunk( FILE *fp, long thisChunkLen, _3DSEditChunk_t *pEC )
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{
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unsigned short chunkID;
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long chunkLen;
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long bytesRead = 0;
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_3DSEditChunk_t editChunk;
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_3DSMaterial_t mat[MAX_MATERIALS];
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_3DSNamedObject_t namedObjects[MAX_NAMED_OBJECTS];
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int numMaterials = 0, numNamedObjects = 0;
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memset( &editChunk, 0, sizeof( editChunk ) );
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if ( s_verbose )
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printf( ">>> EDIT CHUNK\n" );
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while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
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{
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switch ( chunkID )
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{
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case _3DS_CHUNK_MAT_LIST:
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LoadMaterialList( fp, chunkLen - 6, &mat[numMaterials] );
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numMaterials++;
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break;
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case _3DS_CHUNK_NAMED_OBJECT:
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LoadNamedObject( fp, chunkLen - 6, &namedObjects[numNamedObjects] );
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if ( namedObjects[numNamedObjects].numTriObjects != 0 )
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++numNamedObjects;
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break;
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case _3DS_CHUNK_MESH_VERSION:
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default:
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fread( s_buffer, chunkLen - 6, 1, fp );
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break;
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}
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bytesRead += chunkLen;
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if ( bytesRead >= thisChunkLen )
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break;
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}
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if ( numMaterials == 0 )
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{
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numMaterials = 1;
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strcpy( mat[0].name, "(null)" );
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printf( "Warning: no material definitions found\n" );
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}
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pEC->numNamedObjects = numNamedObjects;
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pEC->pMaterials = malloc( sizeof( _3DSMaterial_t ) * numMaterials );
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pEC->pNamedObjects = malloc( sizeof( _3DSNamedObject_t ) * numNamedObjects );
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memcpy( pEC->pMaterials, mat, numMaterials * sizeof( mat[0] ) );
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memcpy( pEC->pNamedObjects, namedObjects, numNamedObjects * sizeof( namedObjects[0] ) );
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}
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static void Load3DS( const char *filename, _3DS_t *p3DS, qboolean verbose )
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{
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FILE *fp;
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unsigned short chunkID;
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long chunkLen;
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_3DSEditChunk_t editChunk;
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s_verbose = verbose;
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if ( ( fp = fopen( filename, "rb" ) ) == 0 )
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Error( "Unable to open '%s'", filename );
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// read magic number
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if ( ( fread( &chunkID, sizeof( short ), 1, fp ) != 1 ) ||
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( LittleShort( chunkID ) != _3DS_CHUNK_MAGIC ) )
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{
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Error( "Missing or incorrect magic number in '%s'", filename );
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}
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if ( fread( &chunkLen, sizeof( chunkLen ), 1, fp ) != 1 )
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Error( "Unexpected EOF encountered in '%s'", filename );
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// version number
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if ( !ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
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Error( "Missing version number in '%s'", filename );
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if ( fread( s_buffer, chunkLen - 6, 1, fp ) != 1 )
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Error( "Unexpected EOF encountered in '%s'", filename );
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while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
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{
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switch ( chunkID )
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{
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case _3DS_CHUNK_EDIT:
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LoadEditChunk( fp, chunkLen - 6, &editChunk );
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break;
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case _3DS_CHUNK_KEYFRAME_DATA:
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fread( s_buffer, chunkLen - 6, 1, fp );
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break;
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default:
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fread( s_buffer, chunkLen - 6, 1, fp );
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break;
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}
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}
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fclose( fp );
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p3DS->editChunk = editChunk;
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}
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static void ComputeNormals( _3DSTriObject_t *pTO, triangle_t *pTris )
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{
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vec3_t faceNormals[POLYSET_MAXTRIANGLES];
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vec3_t vertexNormals[POLYSET_MAXTRIANGLES*3];
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vec3_t side0, side1, facenormal;
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int f, v;
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memset( faceNormals, 0, sizeof( faceNormals ) );
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memset( vertexNormals, 0, sizeof( vertexNormals ) );
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//
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// compute face normals
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//
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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;
|
|
}
|