1 namespace gfx3D::models;
8 #define RGB_FLOAT 0x0010
9 #define RGB_BYTE 0x0011
10 #define RGB_BYTE_GAMMA 0x0012
11 #define RGB_FLOAT_GAMMA 0x0013
14 #define AMOUNT_OF 0x0030
16 #define MAIN3DS 0x4D4D
17 #define EDIT3DS 0x3D3D
18 #define EDIT_AMBIENT 0x2100
19 #define EDIT_MATERIAL 0xAFFF
20 #define EDIT_OBJECT 0x4000
21 #define OBJ_HIDDEN 0x4010
22 #define OBJ_TRIMESH 0x4100
23 #define OBJ_LIGHT 0x4600
24 #define OBJ_CAMERA 0x4700
26 // Triangular Mesh Chunks
27 #define TRI_VERTEXL 0x4110
28 #define TRI_FACEL1 0x4120
29 #define TRI_MATERIAL 0x4130
30 #define TRI_MAPPINGCOORS 0x4140
31 #define TRI_SMOOTHING 0x4150
32 #define TRI_LOCAL 0x4160
35 #define LIT_SPOT 0x4610
36 #define LIT_ONOFF 0x4620
37 #define LIT_ATTENUATION 0x4625
38 #define LIT_START 0x4659
39 #define LIT_END 0x465A
40 #define LIT_MULTIPLIER 0x465B
43 #define CAM_SEECONE 0x4710
44 #define CAM_RANGES 0x4720
47 #define MAT_NAME 0xA000
48 #define MAT_AMBIENT 0xA010
49 #define MAT_DIFFUSE 0xA020
50 #define MAT_SPECULAR 0xA030
51 #define MAT_SHININESS 0xA040
52 #define MAT_SHINSTRENGTH 0xA041
53 #define MAT_SHIN3PC 0xA042
54 #define MAT_TRANSPARENCY 0xA050
55 #define MAT_XPFALL 0xA052
56 #define MAT_REFBLUR 0xA053
57 #define MAT_SELFILLUM 0xA080
58 #define MAT_DOUBLESIDED 0xA081
59 #define MAT_ADDITIVE 0xA083
60 #define MAT_SELFILPCT 0xA084
61 #define MAT_WIRE 0xA085
62 #define MAT_SUPERSMP 0xA086
63 #define MAT_WIRETHICKNESS 0xA087
64 #define MAT_FACEMAP 0xA088
65 #define MAT_XPFALLIN 0xA08A
66 #define MAT_PHONG 0xA08C
67 #define MAT_WIREABS 0xA08E
68 #define MAT_SHADING 0xA100
69 #define MAT_MAPTEXTURE1 0xA200
70 #define MAT_SPECULARMAP 0xA204
71 #define MAT_MAPOPACITY 0xA210
72 #define MAT_REFLECTIONMAP 0xA220
73 #define MAT_BUMPMAP 0xA230
76 #define MAP_FILENAME 0xA300
78 #define MAT_SHININESSMAP 0xA33C
79 #define MAT_EMISSIVEMAP 0xA33D
80 #define MAP_OPTIONS 0xA351
81 #define MAP_1_U_SCALE 0xA354
82 #define MAP_1_V_SCALE 0xA356
83 #define MAP_U_OFFSET 0xA358
84 #define MAP_V_OFFSET 0xA35A
85 #define MAP_ROTATION 0xA35C
87 #define MAP_OPTIONS_DECAL 0x0001 // (related to MAP_OPTIONS_DONTTILE)
88 #define MAP_OPTIONS_MIRROR 0x0002
89 #define MAP_OPTIONS_NEGATIVE 0x0008
90 #define MAP_OPTIONS_DONTTILE 0x0010
91 #define MAP_OPTIONS_SUMMEDFILTERING 0x0020
92 #define MAP_OPTIONS_USEALPHA 0x0040
93 #define MAP_OPTIONS_LUMORALPHATINT 0x0080
94 #define MAP_OPTIONS_IGNOREALPHA 0x0100
95 #define MAP_OPTIONS_RGBTINT 0x0200
97 #define MAP_FILTERBLUR 0xA353
98 #define MAP_1_U_SCALE 0xA354
99 #define MAP_1_V_SCALE 0xA356
100 #define MAP_U_OFFSET 0xA358
101 #define MAP_V_OFFSET 0xA35A
102 #define MAP_ROTATION 0xA35C
104 #define MAP_LUMTINT1 0xA360
105 #define MAP_LUMTINT2 0xA362
107 #define MAP_TINTR 0xA364
108 #define MAP_TINTG 0xA366
109 #define MAP_TINTB 0xA368
112 #define KEYFRAME3DS 0xB000
113 #define FRM_AMBIENT 0xB001
114 #define FRM_MESHINFO 0xB002
115 #define FRM_CAMERA 0xB003
116 #define FRM_CAMERATARGET 0xB004
117 #define FRM_OMNILIGHT 0xB005
118 #define FRM_SPOTLIGHTTARGET 0xB006
119 #define FRM_SPOTLIGHT 0xB007
120 #define FRM_FRAMES 0xB008
121 #define FRM_PARAM 0xB010
122 #define FRM_DUMMYNAME 0xB011
123 #define FRM_PIVOT 0xB013
124 #define FRM_TRACKPOS 0xB020
125 #define FRM_TRACKROT 0xB021
126 #define FRM_TRACKSCALE 0xB022
127 #define FRM_TRACKFOV 0xB023
128 #define FRM_TRACKROLL 0xB024
129 #define FRM_TRACKCOLOR 0xB025
130 #define FRM_TRACKMORPH 0xB026 // What does this do?
131 #define FRM_TRACKHOTSPOT 0xB027
132 #define FRM_TRACKFALLOFF 0xB028
133 #define FRM_TRACKHIDE 0xB029
134 #define FRM_HIERARCHY 0xB030
136 typedef struct FileInfo FileInfo;
151 DisplaySystem displaySystem;
161 char textureDirectory[MAX_DIRECTORY];
162 Map<uintptr, Array<int>> matFaces;
165 #define SWAP_WORD(word) (((unsigned short)(word) & 0x00ff) << 8) \
166 | (((unsigned short)(word) & 0xff00) >> 8)
168 #define SWAP_DWORD(dword) ((((unsigned int)(dword) & 0x000000ff) << 24) \
169 | (((unsigned int)(dword) & 0x0000ff00) << 8) \
170 | (((unsigned int)(dword) & 0x00ff0000) >> 8) \
171 | (((unsigned int)(dword) & 0xff000000) >> 24))
173 #ifndef __BIG_ENDIAN__
174 #define BIGENDSWAP_WORD(word)
175 #define BIGENDSWAP_DWORD(dword)
177 #define BIGENDSWAP_WORD(word) (*(uint16 *)(&(word))) = SWAP_WORD((*(uint16 *)(&(word))));
178 #define BIGENDSWAP_DWORD(dword) (*(uint *)(&(dword))) = SWAP_DWORD((*(uint *)(&(dword))));
181 // Zero Terminated String
182 static int ReadASCIIZ(File f, char ** string)
184 // *** Read String ***
186 char temp[1024] = "";
190 if(!temp[c++]) break;
192 *string = new char[c];
194 strcpy(*string, temp);
198 static float ReadFloat(File f)
201 f.Read(&floatValue, sizeof(float), 1);
202 BIGENDSWAP_DWORD(floatValue);
206 static uint16 ReadWORD(File f)
209 f.Read(&wordValue, sizeof(uint16), 1);
210 BIGENDSWAP_WORD(wordValue);
214 static uint ReadDWORD(File f)
217 f.Read(&dwordValue, sizeof(uint), 1);
218 BIGENDSWAP_DWORD(dwordValue);
223 static bool ReadChunks(bool (* chunkParser)(FileInfo * info, void * data), FileInfo * info, void * data)
225 for(;info->pos < info->end;)
227 FileInfo childInfo = *info;
230 childInfo.parent = info;
232 info->f.Seek(info->pos, start);
233 childInfo.chunkId = ReadWORD(info->f);
234 length = ReadDWORD(info->f);
236 childInfo.pos += sizeof(uint16) + sizeof(uint);
237 childInfo.end = info->pos + length;
239 if(!chunkParser(&childInfo, data))
242 info->pos = childInfo.end;
248 static bool ReadRGB(FileInfo * info, ColorRGB * rgb)
250 if(info->chunkId == RGB_BYTE || info->chunkId == RGB_BYTE_GAMMA)
253 info->f.Getc(&value); rgb->r = value / 255.0f;
254 info->f.Getc(&value); rgb->g = value / 255.0f;
255 info->f.Getc(&value); rgb->b = value / 255.0f;
257 else if(info->chunkId == RGB_FLOAT || info->chunkId == RGB_FLOAT_GAMMA)
259 rgb->r = ReadFloat(info->f);
260 rgb->g = ReadFloat(info->f);
261 rgb->b = ReadFloat(info->f);
266 static bool Read3DVertex(File f, Vector3Df vertex)
268 vertex.x = ReadFloat(f);
269 vertex.y = ReadFloat(f);
270 vertex.z = ReadFloat(f);
274 static bool ReadAmountOf(FileInfo * info, uint16 * amountOf)
276 if(info->chunkId == AMOUNT_OF)
277 *amountOf = ReadWORD(info->f);
281 #define WELD_TRESHOLD 0.000001
282 #define SMOOTH_CUTOFF 0 // 45
284 struct SharedSourceVertexInfo
291 int OnCompare(SharedSourceVertexInfo b)
293 if(unique < b.unique) return -1;
294 if(unique > b.unique) return 1;
298 if(face < b.face) return -1;
299 if(face > b.face) return 1;
301 if(index == b.index) return 0;
304 if(value.x < b.value.x - WELD_TRESHOLD) return -1;
305 if(value.x > b.value.x + WELD_TRESHOLD) return 1;
306 if(value.y < b.value.y - WELD_TRESHOLD) return -1;
307 if(value.y > b.value.y + WELD_TRESHOLD) return 1;
308 if(value.z < b.value.z - WELD_TRESHOLD) return -1;
309 if(value.z > b.value.z + WELD_TRESHOLD) return 1;
313 if(index < b.index) return -1;
314 if(index > b.index) return 1;
320 class SharedDestVertexInfo
322 Array<int> faces { };
325 struct SourceVertexInfo
327 SharedSourceVertexInfo * shared;
331 int OnCompare(SourceVertexInfo b)
333 int r = (*shared).OnCompare(*b.shared);
334 if(!r) r = texCoord.OnCompare(b.texCoord);
335 if(!r) r = smoothGroups.OnCompare(b.smoothGroups);
342 int index, copyFromIndex;
346 static void ComputeNormals(Mesh mesh, FileInfo * info, Object object)
349 Face * faces = info->faces;
350 int nVertices = mesh.nVertices;
353 Vector3Df * mVertices;
354 double cutOff = cos(Degrees { SMOOTH_CUTOFF });
356 Map<SharedSourceVertexInfo, SharedDestVertexInfo> sharedVertices { };
357 Map<SourceVertexInfo, DestVertexInfo> vertexMap { };
358 Array<MapNode<SourceVertexInfo, DestVertexInfo>> vertices { size = nVertices };
360 MapIterator<SharedSourceVertexInfo, SharedDestVertexInfo> itShared { map = sharedVertices };
361 MapIterator<SourceVertexInfo, DestVertexInfo> it { map = vertexMap };
363 nNewVertices = nVertices;
364 mVertices = mesh->vertices;
366 for(c = 0; c<info->nFaces; c++)
368 Face * face = &faces[c];
370 Vector3Df planeNormal;
371 plane.FromPointsf(mesh.vertices[face->indices[2]],
372 mesh.vertices[face->indices[1]],
373 mesh.vertices[face->indices[0]]);
374 face->normal = { (float)plane.normal.x, (float)plane.normal.y, (float)plane.normal.z };
377 for(c = 0; c < info->nFaces; c++)
379 Face * face = &faces[c];
383 if(!mVertices[face->indices[0]].OnCompare(mVertices[face->indices[1]]) &&
384 !mVertices[face->indices[0]].OnCompare(mVertices[face->indices[2]]))
390 SharedSourceVertexInfo * source;
391 SharedDestVertexInfo svInfo;
392 DestVertexInfo vInfo;
394 index = face->indices[i];
396 if(face->smoothGroups)
397 itShared.Index({ index = index, mVertices[index], face = face }, true);
399 itShared.Index({ index = index, { }, unique = index + 1, face = face }, true);
400 svInfo = itShared.data;
401 if(!svInfo) itShared.data = svInfo = { };
404 source = (SharedSourceVertexInfo *)&(((AVLNode)itShared.pointer).key);
405 // TODO: Allow obtaining address of MapIterator::key
406 // it.Index({ &itShared.key, mesh->texCoords[index] }, true);
407 it.Index({ source, mesh->texCoords ? mesh->texCoords[index] : { }, face->smoothGroups }, true);
413 vInfo.copyFromIndex = index;
418 vertices[index] = (void *)it.pointer;
419 else if(vertices[index] != it.pointer)
421 // If it's a different smoothing group, we'll need extra vertices
422 index = vertices.size;
424 vertices.Add((void *)it.pointer);
427 face->indices[i] = vInfo.index;
431 for(index = 0; index < nNewVertices; index++)
434 it.pointer = vertices[index];
437 DestVertexInfo vInfo = it.data;
438 Vector3Df normal { };
439 SourceVertexInfo * inf = (SourceVertexInfo *)&(((AVLNode)it.pointer).key);
440 uint smoothing = inf->smoothGroups;
442 SharedSourceVertexInfo * shared = inf->shared;
443 SharedDestVertexInfo svInfo = sharedVertices[*shared];
445 if(!svInfo || vInfo.index != index)
448 for(i : svInfo.faces)
450 Face * face = &info->faces[i];
452 if(smoothing & face->smoothGroups)
453 smoothing |= face->smoothGroups;
456 // Optional code to compensate auto-welding with a limit angle cutoff between faces of same smoothing group
457 if(SMOOTH_CUTOFF && WELD_TRESHOLD)
459 for(i : svInfo.faces)
461 Face * face = &info->faces[i];
462 if((smoothing & face->smoothGroups) || (!smoothing && !face->smoothGroups))
465 for(j = 0; j < 3; j++)
467 if(face->indices[j] == vInfo.index)
469 origIndex = face->origIndices[j];
471 normal.x += face->normal.x;
472 normal.y += face->normal.y;
473 normal.z += face->normal.z;
486 for(i : svInfo.faces)
488 Face * face = &info->faces[i];
489 if(!face->done && ((smoothing & face->smoothGroups) || (!smoothing && !face->smoothGroups)))
493 if(SMOOTH_CUTOFF && WELD_TRESHOLD)
498 for(k = 0; k < 3; k++)
500 if(face->indices[k] == vInfo.index)
502 origIndexB = face->origIndices[k];
506 valid = origIndex == origIndexB;
509 for(j : svInfo.faces)
511 if(info->faces[j].done)
513 double dot = info->faces[j].normal.DotProduct(face->normal);
514 if(dot > 1) dot = 1; else if(dot < -1) dot = -1;
515 valid = fabs(dot) > cutOff;
524 normal.x += face->normal.x;
525 normal.y += face->normal.y;
526 normal.z += face->normal.z;
533 if(!SMOOTH_CUTOFF || !WELD_TRESHOLD) break;
535 normal.Scale(normal, 1.0f / numShared);
536 if(vInfo.index == index)
537 vInfo.normal.Normalize(normal);
539 // Auto welding/smoothing requires extra vertices because angle is too steep
540 if(SMOOTH_CUTOFF && WELD_TRESHOLD)
542 SharedDestVertexInfo newSharedInfo = null;
544 for(i : svInfo.faces)
546 Face * face = &info->faces[i];
547 if(!face->done && ((smoothing & face->smoothGroups) || (!smoothing && !face->smoothGroups)))
550 for(j = 0; j < 3; j++)
552 if(face->indices[j] == vInfo.index)
556 DestVertexInfo newVert;
557 SharedSourceVertexInfo * source;
559 index = nNewVertices++;
560 itShared.Index({ index = index, { }, unique = index + 1, face = face }, true);
561 source = (SharedSourceVertexInfo *)&(((AVLNode)itShared.pointer).key);
562 itShared.data = newSharedInfo = { };
564 it.Index({ source, mesh->texCoords ? mesh->texCoords[vInfo.copyFromIndex] : { }, face->smoothGroups }, true);
567 newVert.copyFromIndex = vInfo.copyFromIndex;
568 newVert.index = index;
570 vertices.Add((void *)it.pointer);
572 face->indices[j] = index;
573 newSharedInfo.faces.Add(i);
583 // Allocate some extra vertices
585 Vector3Df * oldVertices = mesh.vertices;
586 Pointf * oldTexCoords = mesh.texCoords;
588 // TODO: Support reallocation?
589 *((void **)&mesh.vertices) = null;
590 *((void **)&mesh.texCoords) = null;
591 *((int *)&mesh.nVertices) = 0;
593 mesh.Allocate( { vertices = true, normals = true, texCoords1 = oldTexCoords ? true : false }, nNewVertices, info->displaySystem);
595 // Fill in the new vertices
596 for(index = 0; index < nNewVertices; index++)
598 DestVertexInfo vInfo;
599 it.pointer = vertices[index];
603 mesh.normals[index] = vInfo ? vInfo.normal : { };
604 mesh.vertices[index] = oldVertices[vInfo ? vInfo.copyFromIndex : index];
606 mesh.texCoords[index] = oldTexCoords[vInfo ? vInfo.copyFromIndex : index];
615 for(i = 0; i < info->nFaces; i++)
616 info->faces[i].done = false;
619 mesh.Unlock({ normals = true });
621 // Free all the temporary stuff
626 sharedVertices.Free();
627 delete sharedVertices;
631 static bool ReadSmoothing(FileInfo * info, Object object)
633 Mesh mesh = object.mesh;
634 switch(info->chunkId)
639 for(c = 0; c<info->nFaces; c++)
640 info->faces[c].smoothGroups = ReadDWORD(info->f);
647 static bool ReadFacesListChunks(FileInfo * info, Object object)
649 DisplaySystem displaySystem = info->displaySystem;
650 Mesh mesh = object.mesh;
651 switch(info->chunkId)
660 char matName[MAX_LOCATION + 100];
662 strcpy(matName, info->fileName);
663 ReadASCIIZ(info->f, &name);
664 count = ReadWORD(info->f);
665 strcat(matName, name);
667 mat = displaySystem.GetMaterial(matName);
668 faces = info->matFaces[(uintptr)mat];
670 info->matFaces[(uintptr)mat] = faces = { };
674 for(c = 0; c<count; c++)
676 uint16 face = ReadWORD(info->f);
678 info->faces[face].material = mat;
687 static bool ReadTriMesh(FileInfo * info, Object object)
689 Mesh mesh = object.mesh;
690 switch(info->chunkId)
695 uint16 nVertices = ReadWORD(info->f);
696 //if(eMesh_Allocate(mesh, MESH_VERTICES, nVertices, info->display->displaySystem))
697 *((int *) &mesh.nVertices) = nVertices;
698 *((Vector3Df **)&mesh.vertices) = new Vector3Df[mesh.nVertices];
701 for(c = 0; c<mesh.nVertices; c++)
704 Read3DVertex(info->f, vertex);
705 mesh.vertices[c].x = vertex.x;
706 mesh.vertices[c].y =-vertex.z;
707 mesh.vertices[c].z = vertex.y;
714 case TRI_MAPPINGCOORS:
717 uint16 count = ReadWORD(info->f);
718 count = (uint16)Min(mesh.nVertices, count);
720 //if(eMesh_Allocate(mesh, MESH_TEXCOORDS1, mesh.nVertices, null /*info->display->displaySystem*/))
721 *((Pointf **)&mesh.texCoords) = new Pointf[mesh.nVertices];
722 mesh.flags.texCoords1 = true;
725 for(c = 0; c<count; c++)
727 mesh.texCoords[c].x = ReadFloat(info->f);
728 mesh.texCoords[c].y = 1.0f - ReadFloat(info->f);
742 info->nFaces = nFaces = ReadWORD(info->f);
743 info->pos += sizeof(uint16);
745 info->faces = new0 Face[nFaces];
746 for(c = 0; c<nFaces; c++)
750 info->faces[c].origIndices[i] =
751 info->faces[c].indices[i] = ReadWORD(info->f);
753 info->pos += 4*sizeof(uint16);
756 ReadChunks(ReadSmoothing, info, object);
760 info->matFaces.Free();
761 info->matFaces = { };
763 ReadChunks(ReadFacesListChunks, info, object);
765 ComputeNormals(mesh, info, object);
768 for(m : info->matFaces)
771 Material mat = (Material)&m;
772 Array<int> faces = m;
773 if(mat.flags.translucent)
775 mesh.primitives = renew mesh.primitives PrimitiveSingle[mesh.nPrimitives + faces.count];
778 Face * face = &info->faces[i];
779 PrimitiveSingle * triangle;
781 triangle = &mesh.primitives[mesh.nPrimitives++];
782 if(mesh.AllocatePrimitive(triangle, { triangles, indices32bit = true }, 3))
784 triangle->indices32[0] = face->indices[0];
785 triangle->indices32[1] = face->indices[1];
786 triangle->indices32[2] = face->indices[2];
787 triangle->middle.Add(mesh.vertices[triangle->indices32[0]], mesh.vertices[triangle->indices32[1]]);
788 triangle->middle.Add(triangle->middle, mesh.vertices[triangle->indices32[2]]);
789 triangle->plane.FromPointsf(
790 mesh.vertices[triangle->indices32[2]],
791 mesh.vertices[triangle->indices32[1]],
792 mesh.vertices[triangle->indices32[0]]);
794 mesh.UnlockPrimitive(triangle);
796 triangle->middle.x /= 3;
797 triangle->middle.y /= 3;
798 triangle->middle.z /= 3;
800 triangle->material = mat;
802 face->done = (byte)bool::true;
803 object.flags.translucent = true;
808 PrimitiveGroup group = mesh.AddPrimitiveGroup({ triangles, indices32bit = true }, faces.count * 3);
812 group.material = mat;
815 Face * face = &info->faces[i];
817 if(object.flags.flipWindings)
819 group.indices32[c*3] = face->indices[2];
820 group.indices32[c*3+1] = face->indices[1];
821 group.indices32[c*3+2] = face->indices[0];
825 group.indices32[c*3] = face->indices[0];
826 group.indices32[c*3+1] = face->indices[1];
827 group.indices32[c*3+2] = face->indices[2];
829 face->done = (byte)bool::true;
832 mesh.UnlockPrimitiveGroup(group);
837 // Add faces without a material all together
839 for(c = 0; c<nFaces; c++)
840 if(!info->faces[c].done)
844 PrimitiveGroup group = mesh.AddPrimitiveGroup({ triangles, indices32bit = true }, count * 3);
847 for(c = 0; c<nFaces; c++)
849 Face * face = &info->faces[c];
852 group.indices32[c*3] = face->indices[0];
853 group.indices32[c*3+1] = face->indices[1];
854 group.indices32[c*3+2] = face->indices[2];
857 mesh.UnlockPrimitiveGroup(group);
864 info->matFaces.Free();
865 delete info->matFaces;
872 Vector3Df xAxis, yAxis, zAxis, center;
875 Matrix inverse/*, source = { 0 }*/;
878 Read3DVertex(info->f, xAxis);
879 Read3DVertex(info->f, yAxis);
880 Read3DVertex(info->f, zAxis);
881 Read3DVertex(info->f, center);
883 scaling.x = (float)sqrt(xAxis.x * xAxis.x + xAxis.y * xAxis.y + xAxis.z * xAxis.z);
884 scaling.y = (float)sqrt(zAxis.x * zAxis.x + zAxis.y * zAxis.y + zAxis.z * zAxis.z);
885 scaling.z = (float)sqrt(yAxis.x * yAxis.x + yAxis.y * yAxis.y + yAxis.z * yAxis.z);
887 // Inverse of this doesn't give a good enough result with small numbers (bellrang.3ds)
890 source.m[0][0] = xAxis.x; source.m[0][1] = -xAxis.z; source.m[0][2] = xAxis.y;
891 source.m[1][0] =-zAxis.x; source.m[1][1] = zAxis.z; source.m[1][2] = -zAxis.y;
892 source.m[2][0] = yAxis.x; source.m[2][1] = -yAxis.z; source.m[2][2] = yAxis.y;
893 source.m[3][0] = center.x; source.m[3][1] = -center.z; source.m[3][2] = center.y;
895 inverse.Inverse(source);
898 object.flags.flipWindings = false;
900 xAxis.Normalize(xAxis);
901 yAxis.Normalize(yAxis);
902 zAxis.Normalize(zAxis);
904 orth.CrossProduct(yAxis, zAxis);
905 if((Abs(orth.x) > 0.00001 && Sgn(orth.x) != Sgn(xAxis.x)) ||
906 (Abs(orth.y) > 0.00001 && Sgn(orth.y) != Sgn(xAxis.y)) ||
907 (Abs(orth.z) > 0.00001 && Sgn(orth.z) != Sgn(xAxis.z)))
909 object.flags.flipWindings ^= true;
913 orth.CrossProduct(zAxis, xAxis);
914 if((Abs(orth.x) > 0.00001 && Sgn(orth.x) != Sgn(yAxis.x)) ||
915 (Abs(orth.y) > 0.00001 && Sgn(orth.y) != Sgn(yAxis.y)) ||
916 (Abs(orth.z) > 0.00001 && Sgn(orth.z) != Sgn(yAxis.z)))
918 object.flags.flipWindings ^= true;
922 orth.CrossProduct(xAxis, yAxis);
923 if((Abs(orth.x) > 0.00001 && Sgn(orth.x) != Sgn(zAxis.x)) ||
924 (Abs(orth.y) > 0.00001 && Sgn(orth.y) != Sgn(zAxis.y)) ||
925 (Abs(orth.z) > 0.00001 && Sgn(orth.z) != Sgn(zAxis.z)))
927 object.flags.flipWindings ^= true;
934 rotation.m[0][0] = xAxis.x;
935 rotation.m[0][1] =-xAxis.z;
936 rotation.m[0][2] = xAxis.y;
937 rotation.m[0][3] = 0;
938 rotation.m[1][0] =-zAxis.x;
939 rotation.m[1][1] = zAxis.z;
940 rotation.m[1][2] =-zAxis.y;
941 rotation.m[1][3] = 0;
942 rotation.m[2][0] = yAxis.x;
943 rotation.m[2][1] =-yAxis.z;
944 rotation.m[2][2] = yAxis.y;
945 rotation.m[2][3] = 0;
946 rotation.m[3][0] = 0;
947 rotation.m[3][1] = 0;
948 rotation.m[3][2] = 0;
949 rotation.m[3][3] = 1;
953 inverse.Transpose(rotation);
955 temp.Translate(-center.x, center.z, -center.y);
956 temp2.Multiply(temp, inverse);
957 temp2.Scale(1.0f/scaling.x, 1.0f/scaling.y, 1.0f/scaling.z);
961 object.transform.scaling = scaling;
962 // TODO: Improve language to support deep properties on non constant functions
963 // object.transform.orientation.RotationMatrix(rotation);
965 Quaternion orientation;
966 orientation.RotationMatrix(rotation);
967 object.transform.orientation = orientation;
969 object.transform.position = { center.x, -center.z, center.y };
972 // Localize All Vertices
973 for(c = 0; c<mesh.nVertices; c++)
975 Vector3Df vertex = mesh.vertices[c];
977 mesh.vertices[c].MultMatrix(vertex, inverse);
979 mesh.vertices[c].x -= object.pivot.x;
980 mesh.vertices[c].y -= object.pivot.y;
981 mesh.vertices[c].z -= object.pivot.z;
990 static bool ReadMap(FileInfo * info, Material mat)
992 DisplaySystem displaySystem = info->displaySystem;
993 switch(info->chunkId)
998 char location[MAX_LOCATION];
1000 ReadASCIIZ(info->f, &name);
1002 strcpy(location, info->textureDirectory);
1003 PathCat(location, name);
1004 if(!FileExists(location))
1006 // Attempt all lowercase if original case does not exist
1008 strcpy(location, info->textureDirectory);
1009 PathCat(location, name);
1012 if(info->parent->chunkId == MAT_BUMPMAP)
1014 // To avoid messing up the diffuse texture if same bitmap is specified by mistake...
1015 char bumpName[MAX_LOCATION+5];
1016 strcpy(bumpName, "BUMP:");
1017 strcat(bumpName, location);
1020 mat.bumpMap = displaySystem.GetTexture(bumpName);
1023 mat.bumpMap = Bitmap { };
1024 if(!mat.bumpMap.Load(location, null, null) ||
1025 !mat.bumpMap.Convert(null, pixelFormat888, null) ||
1026 !displaySystem.AddTexture(bumpName, mat.bumpMap))
1030 ColorAlpha * picture = (ColorAlpha *)mat.bumpMap.picture;
1031 int bw = mat.bumpMap.width, bh = mat.bumpMap.height;
1034 for(y = 0; y < bh; y++)
1035 for(x = 0; x < bw; x++)
1037 uint bc = y * bw + x;
1038 Color color = picture[bc].color;
1039 picture[bc] = { 255, { color.r, 255 - color.b, color.g } };
1047 Bitmap opacityMap = null;
1048 bool alphaOnly = true;
1049 bool translucent = false;
1052 mat.baseMap = displaySystem.GetTexture(location);
1055 mat.baseMap = Bitmap { };
1056 if(!mat.baseMap.Load(location, null, null) ||
1057 !mat.baseMap.Convert(null, pixelFormat888, null) ||
1058 !displaySystem.AddTexture(location, mat.baseMap))
1062 opacityMap = mat.baseMap;
1065 else if(info->parent->chunkId == MAT_MAPOPACITY)
1067 opacityMap = Bitmap { };
1068 if(opacityMap.Load(location, null, null))
1070 if(opacityMap.pixelFormat == pixelFormatRGBA)
1072 if(!opacityMap.Convert(null, pixelFormat888, null))
1079 if(!mat.baseMap.displaySystem && info->parent->chunkId == MAT_MAPOPACITY && opacityMap && opacityMap.width && opacityMap.height)
1081 ColorAlpha * picture = (ColorAlpha *)mat.baseMap.picture;
1082 ColorAlpha * opacityPicture = (ColorAlpha *)opacityMap.picture;
1084 int ow = opacityMap.width, oh = opacityMap.height;
1085 int bw = mat.baseMap.width, bh = mat.baseMap.height;
1087 for(y = 0; y < bh; y++)
1088 for(x = 0; x < bw; x++)
1090 int bc = ((y % bh) * bw + (x % bw));
1091 int oc = ((y % oh) * bw + (x % ow));
1092 byte alpha = alphaOnly ? opacityPicture[oc].color.r : opacityPicture[oc].a;
1093 if(alpha && alpha < 255)
1095 picture[bc] = ColorAlpha { alpha, picture[bc].color };
1099 mat.flags.translucent = true;
1100 mat.diffuse.r = mat.diffuse.g = mat.diffuse.b =
1101 mat.ambient.r = mat.ambient.g = mat.ambient.b = 1.0f;
1103 if(opacityMap != mat.baseMap)
1111 uint16 options = ReadWORD(info->f);
1112 if(!(options & MAP_OPTIONS_DONTTILE)) mat.flags.tile = true;
1116 mat.uScale = ReadFloat(info->f);
1119 mat.vScale = ReadFloat(info->f);
1125 PrintLn("Unhandled Map block");
1132 static bool ReadMaterial(FileInfo * info, Material mat)
1134 switch(info->chunkId)
1139 char matName[MAX_LOCATION + 100];
1140 strcpy(matName, info->fileName);
1141 ReadASCIIZ(info->f, &name);
1142 strcat(matName, name);
1143 mat.name = CopyString(matName);
1147 case MAT_TRANSPARENCY:
1149 uint16 transparency;
1150 ReadChunks(ReadAmountOf, info, &transparency);
1151 mat.opacity = 1.0f - transparency / 100.0f;
1152 if(mat.opacity < 1.0)
1153 mat.flags.translucent = true;
1158 ReadChunks(ReadRGB, info, &mat.diffuse);
1159 ReadChunks(ReadRGB, info, &mat.diffuse);
1164 ReadChunks(ReadRGB, info, &mat.ambient);
1165 ReadChunks(ReadRGB, info, &mat.ambient);
1170 ReadChunks(ReadRGB, info, &mat.specular);
1171 ReadChunks(ReadRGB, info, &mat.specular);
1177 ReadChunks(ReadAmountOf, info, &emissive);
1178 mat.emissive.r = mat.diffuse.r * emissive / 100.0f;
1179 mat.emissive.g = mat.diffuse.g * emissive / 100.0f;
1180 mat.emissive.b = mat.diffuse.b * emissive / 100.0f;
1183 case MAT_SHINSTRENGTH:
1186 ReadChunks(ReadAmountOf, info, &shininess);
1187 mat.specular.r *= shininess / 100.0f;
1188 mat.specular.g *= shininess / 100.0f;
1189 mat.specular.b *= shininess / 100.0f;
1195 ReadChunks(ReadAmountOf, info, &power);
1199 case MAT_MAPTEXTURE1:
1200 ReadChunks(ReadMap, info, mat);
1202 case MAT_MAPOPACITY:
1203 ReadChunks(ReadMap, info, mat);
1205 case MAT_DOUBLESIDED:
1206 mat.flags.doubleSided = true;
1209 ReadChunks(ReadMap, info, mat);
1213 PrintLn("Unhandled MAT type ID", info->chunkId);
1220 static bool ReadLight(FileInfo * info, Object object)
1222 Mesh mesh = object.mesh;
1223 Light * light = &object.light;
1224 switch(info->chunkId)
1227 case RGB_BYTE_GAMMA:
1229 case RGB_FLOAT_GAMMA:
1230 ReadRGB(info, &light->diffuse);
1231 light->specular = light->diffuse;
1236 char targetName[MAXNAMELEN];
1238 strcpy(targetName, object.name);
1239 strcat(targetName, ".target");
1241 light->flags.omni = false;
1242 light->flags.spot = true;
1244 target = Object { };
1245 target.name = CopyString(targetName);
1246 info->rootObject.children.AddName(target);
1247 target.parent = info->rootObject;
1249 light->target = target;
1251 target.transform.position.x = ReadFloat(info->f);
1252 target.transform.position.z = ReadFloat(info->f);
1253 target.transform.position.y =-ReadFloat(info->f);
1255 light->hotSpot = ReadFloat(info->f);
1256 light->fallOff = ReadFloat(info->f);
1261 light->flags.off = true;
1264 case LIT_ATTENUATION:
1268 d = 300, small = 0.001,
1270 d * (Kl + Kq * d) = (1 / small) - Kc
1272 { Kc, Kl, Kq, small, d });
1275 light->flags.attenuation = true;
1278 #define MINLIGHT 0.08
1279 light->Kq = 1/(light->end*light->end*MINLIGHT);
1282 #define MINLIGHT 0.15f
1283 // #define MINLIGHT 0.1
1284 light->Kl = (float)(1/(light->end*MINLIGHT));
1290 light->start = ReadFloat(info->f);
1295 light->end = ReadFloat(info->f);
1298 case LIT_MULTIPLIER:
1300 light->multiplier = ReadFloat(info->f);
1308 static bool ReadCamera(FileInfo * info, Object object)
1310 Mesh mesh = object.mesh;
1311 switch(info->chunkId)
1319 Camera camera = object.camera;
1320 float nearRange = ReadFloat(info->f);
1321 float farRange = ReadFloat(info->f);
1323 camera.zMin = Max(0.1, nearRange);
1324 camera.zMax = farRange;
1333 static bool ReadEditObject(FileInfo * info, char * name)
1335 DisplaySystem displaySystem = info->displaySystem;
1336 switch(info->chunkId)
1340 Object object = info->rootObject.Find(name);
1343 object = Object { };
1344 object.name = CopyString(name);
1345 info->rootObject.children.AddName(object);
1346 object.parent = info->rootObject;
1348 object.InitializeMesh(displaySystem);
1349 ReadChunks(ReadTriMesh, info, object);
1350 object.flags.mesh = true;
1351 object.mesh.Unlock(0);
1356 Object object = info->rootObject.Find(name);
1362 object = Object { };
1363 object.name = CopyString(name);
1364 info->rootObject.children.AddName(object);
1365 object.parent = info->rootObject;
1367 object.flags.light = true;
1369 light = &object.light;
1370 light->lightObject = object;
1371 light->flags.omni = true;
1372 light->multiplier = 1.0f;
1374 // This is not used?
1375 Read3DVertex(info->f, position);
1376 light->direction = { position.x, position.y, position.z };
1377 info->pos += sizeof(float) * 3;
1379 ReadChunks(ReadLight, info, object);
1384 char targetName[MAXNAMELEN];
1385 Object object = info->rootObject.Find(name);
1388 float bankAngle, focus;
1391 strcpy(targetName, name);
1392 strcat(targetName, ".target");
1393 target = info->rootObject.Find(targetName);
1397 object = Object { };
1398 object.name = CopyString(name);
1399 info->rootObject.children.AddName(object);
1401 object.parent = info->rootObject;
1402 object.camera = Camera { };
1403 object.camera.type = lookAtObject;
1408 target = Object { };
1409 target.name = CopyString(targetName);
1410 info->rootObject.children.AddName(target);
1411 target.parent = info->rootObject;
1414 object.flags.camera = true;
1415 object.cameraTarget = target;
1417 camera = object.camera;
1418 camera.cameraObject = object;
1419 camera.target = target;
1421 //Read3DVertex(info->f, camera.position);
1422 object.transform.position.x = ReadFloat(info->f);
1423 object.transform.position.z = ReadFloat(info->f);
1424 object.transform.position.y =-ReadFloat(info->f);
1426 info->pos += sizeof(float) * 3;
1427 //Read3DVertex(info->f, object.cameraTarget.position);
1428 target.transform.position.x = ReadFloat(info->f);
1429 target.transform.position.z = ReadFloat(info->f);
1430 target.transform.position.y =-ReadFloat(info->f);
1432 info->pos += sizeof(float) * 3;
1433 bankAngle = ReadFloat(info->f);
1434 info->pos += sizeof(float);
1435 focus = ReadFloat(info->f);
1436 info->pos += sizeof(float);
1438 mm = (focus - 5.05659508373109) / 1.13613250717301;
1439 camera.fov = (float)(1248.58921609766 * pow(mm, -0.895625414990581));
1441 ReadChunks(ReadCamera, info, object);
1444 case OBJ_HIDDEN: break;
1449 #define COPY_NITEM(d, s) CopyBytes(((byte *)(d)) + sizeof(class NamedItem), ((byte *)(s)) + sizeof(class NamedItem), sizeof((*s)) - sizeof(class NamedItem));
1451 static bool ReadEditChunks(FileInfo * info, void * data)
1453 switch(info->chunkId)
1457 // Read the ambient color
1458 ReadChunks(ReadRGB, info, &info->rootObject.ambient);
1463 Material material { /*flags = { singleSideLight = true }*/ };
1465 ReadChunks(ReadMaterial, info, material);
1467 mat = info->displaySystem.AddNamedMaterial(material.name);
1470 if(material.baseMap)
1471 material.baseMap.MakeMipMaps(info->displaySystem);
1472 if(material.bumpMap)
1473 material.bumpMap.MakeMipMaps(info->displaySystem);
1474 // COPY_NITEM(mat, material);
1475 CopyBytes(((byte *)(mat)) + sizeof(class NamedItem), ((byte *)(material)) + sizeof(class NamedItem), sizeof(class Material) - sizeof(class NamedItem));
1479 delete material.baseMap;
1481 delete material.name;
1488 info->pos += ReadASCIIZ(info->f, &name);
1489 ReadChunks(ReadEditObject, info, name);
1497 struct ObjectInfoBlock
1507 // Key Framer Chunks
1509 #define ACCFLAG_TENSION 0x00000001
1510 #define ACCFLAG_CONTINUITY 0x00000002
1511 #define ACCFLAG_BIAS 0x00000004
1512 #define ACCFLAG_EASETO 0x00000008
1513 #define ACCFLAG_EASEFROM 0x00000010
1515 static bool ReadFrameInfoBlock(FileInfo * info, ObjectInfoBlock * block)
1517 switch(info->chunkId)
1521 uint16 flags1, flags2;
1522 ReadASCIIZ(info->f, &block->name);
1523 flags1 = ReadWORD(info->f);
1524 flags2 = ReadWORD(info->f);
1525 block->parent = ReadWORD(info->f);
1529 ReadASCIIZ(info->f, &block->dummyName);
1532 Read3DVertex(info->f, block->pivot);
1535 block->hierarchy = ReadWORD(info->f);
1539 case FRM_TRACKSCALE:
1542 case FRM_TRACKCOLOR:
1543 case FRM_TRACKHOTSPOT:
1544 case FRM_TRACKFALLOFF:
1546 FrameTrack track { };
1553 block->tracks.Add(track);
1555 flags = ReadWORD(info->f);
1557 info->f.Read(unknown, sizeof(unknown), 1);
1559 track.numKeys = ReadDWORD(info->f);
1561 switch(info->chunkId)
1563 case FRM_TRACKPOS: track.type.type = position; break;
1564 case FRM_TRACKROT: track.type.type = rotation; break;
1565 case FRM_TRACKSCALE: track.type.type = scaling; break;
1566 case FRM_TRACKROLL: track.type.type = roll; break;
1567 case FRM_TRACKFOV: track.type.type = fov; break;
1568 case FRM_TRACKCOLOR: track.type.type = colorChange; break;
1569 case FRM_TRACKHOTSPOT: track.type.type = hotSpot; break;
1570 case FRM_TRACKFALLOFF: track.type.type = fallOff; break;
1572 if((flags & 0x0003) == 3)
1573 track.type.loop = true;
1575 track.keys = new0 FrameKey[track.numKeys];
1576 for(c = 0; c<track.numKeys; c++)
1578 uint16 accelerationFlags;
1579 FrameKey * key = track.keys + c;
1581 key->frame = ReadDWORD(info->f);
1582 accelerationFlags = ReadWORD(info->f);
1584 if(accelerationFlags & ACCFLAG_TENSION)
1585 key->tension = ReadFloat(info->f);
1586 if(accelerationFlags & ACCFLAG_CONTINUITY)
1587 key->continuity = ReadFloat(info->f);
1588 if(accelerationFlags & ACCFLAG_BIAS)
1589 key->bias = ReadFloat(info->f);
1590 if(accelerationFlags & ACCFLAG_EASETO)
1591 key->easeTo = ReadFloat(info->f);
1592 if(accelerationFlags & ACCFLAG_EASEFROM)
1593 key->easeFrom = ReadFloat(info->f);
1595 switch(info->chunkId)
1600 Read3DVertex(info->f, position);
1601 key->position = { position.x, -position.z, position.y };
1607 Angle angle = ReadFloat(info->f);
1608 Vector3Df fixedAxis;
1610 Read3DVertex(info->f, axis);
1611 fixedAxis.x = axis.x;
1612 fixedAxis.y = -axis.z;
1613 fixedAxis.z = axis.y;
1617 Quaternion rotation;
1618 rotation.RotationAxis(fixedAxis, angle);
1619 key->orientation.Multiply((key - 1)->orientation, rotation);
1622 key->orientation.RotationAxis(fixedAxis, angle);
1625 case FRM_TRACKSCALE:
1628 Read3DVertex(info->f, scaling);
1629 key->scaling = { scaling.x, scaling.z, scaling.y };
1634 key->fov = ReadFloat(info->f);
1639 key->roll = -ReadFloat(info->f);
1642 case FRM_TRACKCOLOR:
1644 FileInfo childInfo = *info;
1645 childInfo.chunkId = RGB_FLOAT;
1646 ReadRGB(&childInfo, &key->color);
1649 case FRM_TRACKHOTSPOT:
1651 key->hotSpot = ReadFloat(info->f);
1654 case FRM_TRACKFALLOFF:
1656 key->fallOff = ReadFloat(info->f);
1668 static Object FindObjectID(Object object, int id)
1670 Object result = null;
1672 for(child = object.children.first; child; child = child.next)
1674 if(child.flags.hierarchy == (uint16) id)
1681 result = FindObjectID(child, id);
1688 static bool ReadKeyFrameChunks(FileInfo * info, void * data)
1690 switch(info->chunkId)
1694 ObjectInfoBlock block { };
1697 ReadChunks(ReadFrameInfoBlock, info, &block);
1699 if(block.dummyName && block.dummyName[0])
1701 if(!strcmp(block.name, "$$$DUMMY"))
1703 object = Object { };
1704 object.name = block.dummyName;
1705 info->rootObject.children.AddName(object);
1706 object.transform.scaling = { 1,1,1 };
1710 Object model = info->rootObject.Find(block.name);
1713 object = Object { };
1714 object.name = new char[strlen(block.dummyName) + strlen(model.name) + 2];
1715 sprintf(object.name, "%s.%s", model.name, block.dummyName);
1716 object.flags = model.flags;
1717 object.flags.ownMesh = false;
1718 object.mesh = model.mesh;
1720 object.min = model.min;
1721 object.max = model.max;
1722 object.radius = model.radius;
1724 object.transform = model.transform;
1725 info->rootObject.children.AddName(object);
1727 delete block.dummyName;
1729 object.parent = info->rootObject;
1732 object = info->rootObject.Find(block.name);
1736 Mesh mesh = object.mesh;
1737 object.flags.hierarchy = block.hierarchy + 1;
1738 if(block.parent != -1)
1740 Object parent = FindObjectID(info->rootObject, block.parent + 1);
1743 object.parent.children.Remove(object);
1744 parent.children.AddName(object);
1745 object.parent = parent;
1748 object.pivot.x = block.pivot.x;
1749 object.pivot.y =-block.pivot.z;
1750 object.pivot.z = block.pivot.y;
1752 if(mesh && object.flags.ownMesh)
1754 if(mesh.Lock({ vertices = true }))
1757 // Take pivot into account
1758 for(c = 0; c<mesh.nVertices; c++)
1760 mesh.vertices[c].x -= object.pivot.x;
1761 mesh.vertices[c].y -= object.pivot.y;
1762 mesh.vertices[c].z -= object.pivot.z;
1764 mesh.Unlock({ vertices = true });
1768 object.tracks = block.tracks;
1769 *&(object.frame) = object.startFrame = info->rootObject.startFrame;
1770 object.endFrame = info->rootObject.endFrame;
1773 Logf("Object not found while loading animation frame: %s\n", block.name);*/
1779 ObjectInfoBlock block { };
1782 ReadChunks(ReadFrameInfoBlock, info, &block);
1784 if(block.dummyName && block.dummyName[0])
1786 if(!strcmp(block.name, "$$$DUMMY"))
1788 object = Object { };
1789 object.name = block.dummyName;
1790 info->rootObject.children.AddName(object);
1791 object.transform.scaling = { 1, 1, 1 };
1792 object.flags.camera = true;
1796 Object model = info->rootObject.Find(block.name);
1799 object = Object { };
1800 object.name = new char[strlen(block.dummyName) + strlen(model.name) + 2];
1801 sprintf(object.name, "%s.%s", model.name, block.dummyName);
1802 object.flags = model.flags;
1803 object.flags.ownMesh = false;
1804 object.camera = model.camera;
1805 object.flags.camera = true;
1806 info->rootObject.children.AddName(object);
1808 delete block.dummyName;
1810 object.parent = info->rootObject;
1813 object = info->rootObject.Find(block.name);
1817 object.flags.hierarchy = block.hierarchy + 1;
1818 if(block.parent != -1)
1820 Object parent = FindObjectID(info->rootObject, block.parent + 1);
1823 object.parent.children.Remove(object);
1824 parent.children.AddName(object);
1825 object.parent = parent;
1828 object.pivot.x = block.pivot.x;
1829 object.pivot.y =-block.pivot.z;
1830 object.pivot.z = block.pivot.y;
1832 object.tracks = block.tracks;
1833 *&(object.frame) = object.startFrame = info->rootObject.startFrame;
1834 object.endFrame = info->rootObject.endFrame;
1837 Logf("Object not found while loading animation frame: %s\n", block.name);*/
1841 case FRM_CAMERATARGET:
1843 ObjectInfoBlock block { };
1845 char targetName[MAXNAMELEN];
1847 ReadChunks(ReadFrameInfoBlock, info, &block);
1849 strcpy(targetName, block.name);
1850 strcat(targetName, ".target");
1852 if(block.dummyName && block.dummyName[0])
1854 if(!strcmp(block.name, "$$$DUMMY"))
1856 object = Object { };
1857 object.name = block.dummyName;
1858 info->rootObject.children.AddName(object);
1859 object.transform.scaling = { 1,1,1 };
1863 Object model = info->rootObject.Find(targetName);
1866 object = Object { };
1867 object.name = new char[strlen(block.dummyName) + strlen(model.name) + 2];
1868 sprintf(object.name, "%s.%s", model.name, block.dummyName);
1869 object.flags = model.flags;
1870 object.flags.ownMesh = false;
1871 object.camera = model.camera;
1872 info->rootObject.children.AddName(object);
1874 delete block.dummyName;
1876 object.parent = info->rootObject;
1879 object = info->rootObject.Find(targetName);
1883 object.flags.hierarchy = block.hierarchy + 1;
1884 if(block.parent != -1)
1886 Object parent = FindObjectID(info->rootObject, block.parent + 1);
1889 object.parent.children.Remove(object);
1890 parent.children.AddName(object);
1891 object.parent = parent;
1894 object.pivot.x = block.pivot.x;
1895 object.pivot.y =-block.pivot.z;
1896 object.pivot.z = block.pivot.y;
1898 object.tracks = block.tracks;
1899 *&(object.frame) = object.startFrame = info->rootObject.startFrame;
1900 object.endFrame = info->rootObject.endFrame;
1903 Logf("Object not found while loading animation frame: %s\n", block.name);*/
1909 ObjectInfoBlock block { };
1911 ReadChunks(ReadFrameInfoBlock, info, &block);
1913 info->rootObject.tracks = block.tracks;
1919 ObjectInfoBlock block { };
1922 ReadChunks(ReadFrameInfoBlock, info, &block);
1924 if(block.dummyName && block.dummyName[0])
1926 if(!strcmp(block.name, "$$$DUMMY"))
1928 object = Object { };
1929 object.name = block.dummyName;
1930 info->rootObject.children.AddName(object);
1931 object.transform.scaling = { 1, 1, 1 };
1932 object.flags.light = true;
1936 Object model = info->rootObject.Find(block.name);
1939 object = Object { };
1940 object.name = new char[strlen(block.dummyName) + strlen(model.name) + 2];
1941 sprintf(object.name, "%s.%s", model.name, block.dummyName);
1942 object.flags = model.flags;
1943 object.flags.ownMesh = false;
1944 object.light = model.light;
1945 object.flags.light = true;
1946 info->rootObject.children.AddName(object);
1948 delete block.dummyName;
1950 object.parent = info->rootObject;
1953 object = info->rootObject.Find(block.name);
1957 object.flags.hierarchy = block.hierarchy + 1;
1958 if(block.parent != -1)
1960 Object parent = FindObjectID(info->rootObject, block.parent + 1);
1963 object.parent.children.Remove(object);
1964 parent.children.AddName(object);
1965 object.parent = parent;
1968 object.pivot.x = block.pivot.x;
1969 object.pivot.y =-block.pivot.z;
1970 object.pivot.z = block.pivot.y;
1972 object.tracks = block.tracks;
1973 *&(object.frame) = object.startFrame = info->rootObject.startFrame;
1974 object.endFrame = info->rootObject.endFrame;
1977 Logf("Object not found while loading animation frame: %s\n", block.name);*/
1981 case FRM_SPOTLIGHTTARGET:
1983 ObjectInfoBlock block { };
1985 char targetName[MAXNAMELEN];
1987 ReadChunks(ReadFrameInfoBlock, info, &block);
1989 strcpy(targetName, block.name);
1990 strcat(targetName, ".target");
1992 if(block.dummyName && block.dummyName[0])
1994 if(!strcmp(block.name, "$$$DUMMY"))
1996 object = Object { };
1997 object.name = block.dummyName;
1998 info->rootObject.children.AddName(object);
1999 object.transform.scaling = { 1,1,1 };
2003 Object model = info->rootObject.Find(targetName);
2006 object = Object { };
2007 object.name = new char[strlen(block.dummyName) + strlen(model.name) + 2];
2008 sprintf(object.name, "%s.%s", model.name, block.dummyName);
2009 object.flags = model.flags;
2010 object.flags.ownMesh = false;
2011 object.light = model.light;
2012 info->rootObject.children.AddName(object);
2014 delete block.dummyName;
2016 object.parent = info->rootObject;
2019 object = info->rootObject.Find(targetName);
2023 object.flags.hierarchy = block.hierarchy + 1;
2024 if(block.parent != -1)
2026 Object parent = FindObjectID(info->rootObject, block.parent + 1);
2029 object.parent.children.Remove(object);
2030 parent.children.AddName(object);
2031 object.parent = parent;
2034 object.pivot.x = block.pivot.x;
2035 object.pivot.y =-block.pivot.z;
2036 object.pivot.z = block.pivot.y;
2038 object.tracks = block.tracks;
2039 *&(object.frame) = object.startFrame = info->rootObject.startFrame;
2040 object.endFrame = info->rootObject.endFrame;
2043 Logf("Object not found while loading animation frame: %s\n", block.name);*/
2049 info->rootObject.startFrame = ReadDWORD(info->f);
2050 info->rootObject.endFrame = ReadDWORD(info->f);
2051 *&(info->rootObject.frame) = info->rootObject.startFrame;
2059 static bool ReadMainChunks(FileInfo * info, void * data)
2061 switch(info->chunkId)
2064 ReadChunks(ReadEditChunks, info, null);
2068 Object object = data;
2069 if(!(object.flags.keysLoaded)) // Don't read key frames on reload
2071 ReadChunks(ReadKeyFrameChunks, info, null);
2072 object.flags.keysLoaded = true;
2080 static bool ReadMain(FileInfo * info, void * data)
2082 switch(info->chunkId)
2085 ReadChunks(ReadMainChunks, info, data);
2091 class Object3DSFormat : ObjectFormat
2093 class_property(extension) = "3ds";
2095 bool Load(Object object, char * fileName, DisplaySystem displaySystem)
2097 bool result = false;
2100 FileInfo info = {0};
2101 info.rootObject = object;
2102 info.displaySystem = displaySystem;
2105 info.fileName = fileName;
2106 StripLastDirectory(fileName, info.textureDirectory);
2107 info.f = FileOpen(fileName, read);
2110 if(ReadChunks(ReadMain, &info, object) && info.rootObject.children.first)
2112 object.flags.root = true;
2113 object.SetMinMaxRadius(true);
2114 object._Animate(object.frame);
2115 object.UpdateTransform();
2121 info.matFaces.Free();
2122 delete info.matFaces;
2125 object.Free(displaySystem);