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/**************************************************************************\
*
* This file is part of the Coin 3D visualization library.
* Copyright (C) by Kongsberg Oil & Gas Technologies.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* ("GPL") version 2 as published by the Free Software Foundation.
* See the file LICENSE.GPL at the root directory of this source
* distribution for additional information about the GNU GPL.
*
* For using Coin with software that can not be combined with the GNU
* GPL, and for taking advantage of the additional benefits of our
* support services, please contact Kongsberg Oil & Gas Technologies
* about acquiring a Coin Professional Edition License.
*
* See http://www.coin3d.org/ for more information.
*
* Kongsberg Oil & Gas Technologies, Bygdoy Alle 5, 0257 Oslo, NORWAY.
* http://www.sim.no/ sales@sim.no coin-support@coin3d.org
*
\**************************************************************************/
//
// 3DS File Loader for Open Inventor
//
// developed by PC John (peciva@fit.vutbr.cz)
//
//
// Comments about 3ds files: Structure of the 3ds files is well known
// (http://www.cyberloonies.com/3dsftk.html). However, it is often hard to
// understand what is the informations in 3ds file about and how to
// interpret them. For example, texture coordinates are not always
// represented by OpenGL texture coordinates, and I can't find out
// what is their meaning.
//
//
// All loaded models are centered around [0,0,0] and normalized to
// size 10 by default.
//
// If loading fails during reading 3ds file, file pointer position is
// undefined.
//
// By default only error messages are generated. COIN_DEBUG_3DS environment
// variable can be used to specify amount of debug messages:
// 0 .. only error messages (default)
// 1 .. warnings that usually concerns data parsed from the 3ds file
// 2 .. print basic 3ds file structure info
// 3 .. print everything
//
//
// TODO list:
//
// - incomplete texture implementation - in 3ds files there is possible to
// make materials with about 20 textures (diffuse color texture, specular
// texture, bump-map texture,...) There is not a support for them in the
// Inventor yet.
//
// - Texture coordinates are not always loaded right, because 3ds uses
// many strange mapping modes. Deeper understanding of 3ds will be needed
// to fix this.
//
// - Backface culling functionality is disabled because it does not work
// right on some models. It looks like some models are CLOCKWISE and other
// COUNTERCLOCKWISE.
//
// - unimplemented lights
//
// - per-vertex normals generation
//
// - investigate the color of the default material objects
//
// - ?environment? (ambient light, fog,...)
//
// - ?emissiveColor? (maybe MAT_SELF_ILLUM and MAT_SELF_ILPCT chunks)
//
// - some animations?
//
// - public API to control the loading
//
//
#include "SoStream.h"
#include "coindefs.h"
#include <Inventor/SbPlane.h>
#include <Inventor/SbRotation.h>
#include <Inventor/nodes/SoCoordinate3.h>
#include <Inventor/nodes/SoIndexedTriangleStripSet.h>
#include <Inventor/nodes/SoMaterial.h>
#include <Inventor/nodes/SoMaterialBinding.h>
#include <Inventor/nodes/SoMatrixTransform.h>
#include <Inventor/nodes/SoNormal.h>
#include <Inventor/nodes/SoNormalBinding.h>
#include <Inventor/nodes/SoShapeHints.h>
#include <Inventor/nodes/SoSeparator.h>
#include <Inventor/nodes/SoTexture2.h>
#include <Inventor/nodes/SoTextureCoordinate2.h>
#include <Inventor/nodes/SoTextureCoordinateBinding.h>
#include <Inventor/nodes/SoTexture2Transform.h>
#include <Inventor/nodes/SoTriangleStripSet.h>
#include <Inventor/errors/SoDebugError.h>
#include <Inventor/SoInput.h>
#include <Inventor/C/tidbits.h>
#include <cstring>
#define DISABLE_BACKFACE_CULLING
#define MATNAME_LENGTH 17 // 16 + \0
#define OBJNAME_LENGTH 11 // 10 + \0
// File Header Chunks
#define M3DMAGIC 0x4D4D
#define M3D_VERSION 0x0002
#define MLIBMAGIC 0x3DAA
#define CMAGIC 0xC23D
// Major Section Chunks
#define MDATA 0x3D3D
#define KFDATA 0xB000
// Viewport Control Chunks
#define VIEWPORT_LAYOUT 0x7001
#define VIEWPORT_DATA 0x7011
#define VIEWPORT_DATA_3 0x7012
#define VIEWPORT_SIZE 0x7020
// MDATA Section Chunks
// Common Chunks
#define COLOR_F 0x0010
#define COLOR_24 0x0011
#define LIN_COLOR_24 0x0012
#define LIN_COLOR_F 0x0013
#define INT_PERCENTAGE 0x0030
#define FLOAT_PERCENTAGE 0x0031
// Section Settings Chunks
#define MESH_VERSION 0x3D3E
#define MASTER_SCALE 0x0100
#define LO_SHADOW_BIAS 0x1400
#define HI_SHADOW_BIAS 0x1410
#define SHADOW_MAP_SIZE 0x1420
#define SHADOW_SAMPLES 0x1430
#define SHADOW_RANGE 0x1440
#define SHADOW_FILTER 0x1450
#define RAY_BIAS 0x1460
#define O_CONSTS 0x1500
#define AMBIENT_LIGHT 0x2100
// Background Settings Chunks
#define BIT_MAP 0x1100
#define SOLID_BGND 0x1200
#define V_GRADIENT 0x1300
#define USE_BIT_MAP 0x1101
#define USE_SOLID_BGND 0x1201
#define USE_V_GRADIENT 0x1301
// Atmosphere Settings Chunks
#define FOG 0x2200
#define FOG_BGND 0x2210
#define LAYER_FOG 0x2302
#define DISTANCE_CUE 0x2300
#define DCUE_BGND 0x2310
#define USE_FOG 0x2201
#define USE_LAYER_FOG 0x2303
#define USE_DISTANCE_CUE 0x2301
// Viewport Chunks
#define DEFAULT_VIEW 0x3000
#define VIEW_TOP 0x3010
#define VIEW_BOTTOM 0x3020
#define VIEW_LEFT 0x3030
#define VIEW_RIGHT 0x3040
#define VIEW_FRONT 0x3050
#define VIEW_BACK 0x3060
#define VIEW_USER 0x3070
#define VIEW_CAMERA 0x3080
// Materials Chunks
#define MAT_ENTRY 0xAFFF
#define MAT_NAME 0xA000
#define MAT_AMBIENT 0xA010
#define MAT_DIFFUSE 0xA020
#define MAT_SPECULAR 0xA030
#define MAT_SHININESS 0xA040
#define MAT_SHIN2PCT 0xA041
#define MAT_TRANSPARENCY 0xA050
#define MAT_XPFALL 0xA052
#define MAT_USE_XPFALL 0xA240
#define MAT_REFBLUR 0xA053
#define MAT_SHADING 0xA100
#define MAT_USE_REFBLUR 0xA250
#define MAT_SELF_ILLUM 0xA080
#define MAT_TWO_SIDE 0xA081
#define MAT_DECAL 0xA082
#define MAT_ADDITIVE 0xA083
#define MAT_WIRE 0xA085
#define MAT_FACEMAP 0xA088
#define MAT_PHONGSOFT 0xA08C
#define MAT_WIREABS 0xA08E
#define MAT_WIRESIZE 0xA087
#define MAT_TEXMAP 0xA200
#define MAT_SXP_TEXT_DATA 0xA320
#define MAT_TEXMASK 0xA3EH
#define MAT_SXP_TEXTMASK_DATA 0xA32A
#define MAT_TEX2MAP 0xA33A
#define MAT_SXP_TEXT2_DATA 0xA321
#define MAT_TEX2MASK 0xA340H
#define MAT_SXP_TEXT2MASK_DATA 0xA32C
#define MAT_OPACMAP 0xA210
#define MAT_SXP_OPAC_DATA 0xA322
#define MAT_OPACMASK 0xA342
#define MAT_SXP_OPACMASK_DATA 0xA32E
#define MAT_BUMPMAP 0xA230
#define MAT_SXP_BUMP_DATA 0xA324
#define MAT_BUMPMASK 0xA344
#define MAT_SXP_BUMPMASK_DATA 0xA330
#define MAT_SPECMAP 0xA204
#define MAT_SXP_SPEC_DATA 0xA325
#define MAT_SPECMASK 0xA348
#define MAT_SXP_SPECMASK_DATA 0xA332
#define MAT_SHINMAP 0xA33C
#define MAT_SXP_SHIN_DATA 0xA326
#define MAT_SHINMASK 0xA346
#define MAT_SXP_SHINMASK_DATA 0xA334
#define MAT_SELFIMAP 0xA33D
#define MAT_SXP_SELFI_DATA 0xA328
#define MAT_SELFIMASK 0xA34A
#define MAT_SXP_SELFIMASK_DATA 0xA336
#define MAT_REFLMAP 0xA220
#define MAT_REFLMASK 0xA34C
#define MAT_SXP_REFLMASK_DATA 0xA338
#define MAT_ACUBIC 0xA310
#define MAT_MAPNAME 0xA300
#define MAT_MAP_TILING 0xA351
#define MAT_MAT_TEXBLUR 0xA353
#define MAT_MAP_USCALE 0xA354
#define MAT_MAP_VSCALE 0xA356
#define MAT_MAP_UOFFSET 0xA358
#define MAT_MAP_VOFFSET 0xA35A
#define MAT_MAP_ANG 0xA35C
#define MAT_MAP_COL1 0xA360
#define MAT_MAP_COL2 0xA362
#define MAT_MAP_RCOL 0xA364
#define MAT_MAP_GCOL 0xA366
#define MAT_MAP_BCOL 0xA368
// Object Chunks
#define NAMED_OBJECT 0x4000
#define N_TRI_OBJECT 0x4100
#define POINT_ARRAY 0x4110
#define POINT_FLAG_ARRAY 0x4111
#define FACE_ARRAY 0x4120
#define MSH_MAT_GROUP 0x4130
#define SMOOTH_GROUP 0x4150
#define MSH_BOXMAP 0x4190
#define TEX_VERTS 0x4140
#define MESH_MATRIX 0x4160
#define MESH_COLOR 0x4165
#define MESH_TEXTURE_INFO 0x4170
#define PROC_NAME 0x4181
#define PROC_DATA 0x4182
#define N_DIRECT_LIGHT 0x4600
#define DL_OFF 0x4620
#define DL_OUTER_RANGE 0x465A
#define DL_INNER_RANGE 0x4659
#define DL_MULTIPLIER 0x465B
#define DL_EXCLUDE 0x4654
#define DL_ATTENUATE 0x4625
#define DL_SPOTLIGHT 0x4610
#define DL_SPOT_ROLL 0x4656
#define DL_SHADOWED 0x4630
#define DL_LOCAL_SHADOW2 0x4641
#define DL_SEE_CONE 0x4650
#define DL_SPOT_RECTANGULAR 0x4651
#define DL_SPOT_ASPECT 0x4657
#define DL_SPOT_PROJECTOR 0x4653
#define DL_SPOT_OVERSHOOT 0x4652
#define DL_RAY_BIAS 0x4658
#define DL_RAYSHAD 0x4627
#define N_CAMERA 0x4700
#define CAM_SEE_CONE 0x4710
#define CAM_RANGES 0x4720
#define OBJ_HIDDEN 0x4010
#define OBJ_VIS_LOFTER 0x4011
#define OBJ_DOESNT_CAST 0x4012
#define OBJ_DONT_RCVSHADOW 0x4017
#define OBJ_MATTE 0x4013
#define OBJ_FAST 0x4014
#define OBJ_PROCEDURAL 0x4015
#define OBJ_FROZEN 0x4016
struct tagFace;
struct tagFaceGroup;
struct tagMaterial;
struct tagContext;
typedef struct {
SbVec3f point;
SbVec2f texturePoint;
SbList<tagFace*> faceList;
SbVec3f getNormal(tagContext *con, uint16_t myIndex) const;
} Vertex;
typedef struct tagFace {
uint16_t v1,v2,v3;
uint16_t flags;
tagFaceGroup *faceGroup;
uint32_t e12,e23,e31;
SbBool isDegenerated;
SbVec3f getNormal(tagContext *con) const;
float getAngle(tagContext *con, uint16_t vertexIndex) const;
SbVec3f getWeightedNormal(tagContext *con, uint16_t vertexIndex) const;
void init(tagContext *con, uint16_t a, uint16_t b, uint16_t c, uint16_t f);
} Face;
typedef struct tagFaceGroup {
tagMaterial *mat;
SbList<Face*> faceList;
uint16_t numDegFaces;
SbBool hasTexture2(tagContext *con);
SoTexture2* getSoTexture2(tagContext *con);
SbBool hasTexture2Transform(tagContext *con);
SoTexture2Transform* getSoTexture2Transform(tagContext *con);
SoMaterial* getSoMaterial(tagContext *con);
SoNormal* createSoNormal(tagContext *con);
SoCoordinate3* createSoCoordinate3_n(tagContext *con);
SoTextureCoordinate2* createSoTextureCoordinate2_n(tagContext *con);
SoTriangleStripSet* createSoTriStripSet_n(tagContext *con);
SoIndexedTriangleStripSet* createSoIndexedTriStripSet_i(tagContext *con);
} FaceGroup;
// FIXME mortene: don't use "namespace"
namespace DefaultFaceGroup {
static tagMaterial* getMaterial(tagContext *con);
static SbBool isEmpty(tagContext *con);
static SoMaterial* getSoMaterial(tagContext *con);
static SoNormal* createSoNormal(tagContext *con);
static SoCoordinate3* createSoCoordinate3_n(tagContext *con);
static SoTriangleStripSet* createSoTriStripSet_n(tagContext *con);
static SoIndexedTriangleStripSet* createSoIndexedTriStripSet_i(tagContext *con);
}
typedef struct {
SbList<Face*> faceList;
} Edge;
typedef struct tagMaterial {
SbString name;
SbColor ambient;
SbColor diffuse;
SbColor specular;
float shininess;
float transparency;
SbString textureName;
float uscale;
float vscale;
float uoffset;
float voffset;
SbBool twoSided;
SoMaterial *matCache;
SoTexture2 *texture2Cache;
SoTexture2Transform *texture2TransformCache;
void updateSoMaterial(int index, SoMaterial *m);
SoMaterial* getSoMaterial(tagContext *con);
SbBool hasTexture2(tagContext *con);
SoTexture2* getSoTexture2(tagContext *con);
SbBool hasTexture2Transform(tagContext *con);
SoTexture2Transform* getSoTexture2Transform(tagContext *con);
tagMaterial() : matCache(NULL), texture2Cache(NULL),
texture2TransformCache(NULL) {}
~tagMaterial() {
if (matCache) matCache->unref();
if (texture2Cache) texture2Cache->unref();
if (texture2TransformCache) texture2TransformCache->unref();
}
} Material;
typedef struct tagContext {
// flags "What to load"
int appendNormals;
SbBool loadMaterials;
SbBool loadTextures;
SbBool loadObjNames;
SbBool useIndexedTriSet;
SbBool centerModel;
// basic loading stuff
SoStream &s;
size_t stopPos;
SoSeparator *root;
SoSeparator *cObj;
SbBool minMaxValid;
float minX,maxX;
float minY,maxY;
float minZ,maxZ;
char objectName[OBJNAME_LENGTH];
int totalVertices;
int totalFaces;
// material stuff
SbList<FaceGroup*> faceGroupList;
SbList<Material*> matList;
Material defaultMat;
Material *cMat;
SbColor cColor;
float cColorFloat;
SbBool textureCoordsFound;
// geometry stuff
Vertex *vertexList;
uint16_t numVertices;
Face *faceList;
uint16_t numFaces;
uint16_t numDefaultDegFaces;
Edge *edgeList;
uint32_t numEdges;
// scene graph generator stuff
SoTexture2 *genCurrentTexture;
SoMaterial *genCurrentMaterial;
SoTexture2Transform *genCurrentTexTransform;
int genTwoSided;
// multiple-time used nodes
SoTexture2 *genEmptyTexture;
SoTexture2Transform *genEmptyTexTransform;
SoShapeHints *genOneSidedHints;
SoShapeHints *genTwoSidedHints;
SoCoordinate3* createSoCoordinate3_i(tagContext *con) const;
SoTextureCoordinate2* createSoTextureCoordinate2_i(tagContext *con) const;
SoTexture2* genGetEmptyTexture();
SoTexture2Transform* genGetEmptyTexTransform();
SoShapeHints* genGetOneSidedHints();
SoShapeHints* genGetTwoSidedHints();
tagContext(SoStream &stream) : s(stream), root(NULL), cObj(NULL),
totalVertices(0), totalFaces(0),
vertexList(NULL), faceList(NULL),
genEmptyTexture(NULL), genEmptyTexTransform(NULL),
genOneSidedHints(NULL), genTwoSidedHints(NULL) {}
~tagContext() {
for (int i=matList.getLength()-1; i>=1; i--)
delete matList[i];
if (genEmptyTexture) genEmptyTexture->unref();
if (genEmptyTexTransform) genEmptyTexTransform->unref();
if (genOneSidedHints) genOneSidedHints->unref();
if (genTwoSidedHints) genTwoSidedHints->unref();
assert(!root && !cObj && !vertexList && !faceList &&
"You forgot to free some memory.");
}
} Context;
#define CHUNK_DECL(_name_) static void _name_(Context *con)
CHUNK_DECL(SkipChunk);
CHUNK_DECL(LoadNamedObject);
CHUNK_DECL(LoadNTriObject);
CHUNK_DECL(LoadPointArray);
CHUNK_DECL(LoadFaceArray);
CHUNK_DECL(LoadMshMatGroup);
CHUNK_DECL(LoadTexVerts);
CHUNK_DECL(LoadMatEntry);
CHUNK_DECL(LoadMatName);
CHUNK_DECL(LoadMatAmbient);
CHUNK_DECL(LoadMatDiffuse);
CHUNK_DECL(LoadMatSpecular);
CHUNK_DECL(LoadShininess);
CHUNK_DECL(LoadTransparency);
CHUNK_DECL(LoadMatTwoSide);
CHUNK_DECL(LoadColor24);
CHUNK_DECL(LoadLinColor24);
CHUNK_DECL(LoadIntPercentage);
CHUNK_DECL(LoadFloatPercentage);
CHUNK_DECL(LoadM3DMagic);
CHUNK_DECL(LoadM3DVersion);
CHUNK_DECL(LoadMData);
CHUNK_DECL(LoadMeshVersion);
CHUNK_DECL(LoadTexMap);
CHUNK_DECL(LoadMapName);
CHUNK_DECL(LoadMapUScale);
CHUNK_DECL(LoadMapVScale);
CHUNK_DECL(LoadMapUOffset);
CHUNK_DECL(LoadMapVOffset);
static int coin_debug_3ds();
static SbBool
read3dsFile(SoStream *in, SoSeparator *&root,
int appendNormals, float COIN_UNUSED_ARG(creaseAngle),
SbBool loadMaterials, SbBool loadTextures,
SbBool loadObjNames, SbBool indexedTriSet,
SbBool centerModel, float modelSize)
{
// read the stream header
uint16_t header;
*in >> header;
if (header != M3DMAGIC) {
SoDebugError::post("read3dsFile",
"Bad 3ds stream: invalid header.");
return FALSE;
}
// prepare Context structure
Context con(*in);
con.stopPos = 0;
con.root = new SoSeparator;
con.root->ref();
con.minMaxValid = FALSE;
// customize loader
if (appendNormals >= 2) appendNormals = 1; // per-vertex normals are
// not currently supported
con.appendNormals = appendNormals;
con.loadMaterials = loadMaterials;
con.loadTextures = loadTextures;
con.loadObjNames = loadObjNames;
con.useIndexedTriSet = indexedTriSet;
con.centerModel = centerModel;
// initialize materials and prepare default one
con.matList.append(&con.defaultMat);
// FIXME: the values for the default material are guessed one (maybe completely wrong)
con.defaultMat.ambient = SbColor(0.6f, 0.6f, 0.6f);
con.defaultMat.diffuse = SbColor(0.8f, 0.8f, 0.8f);
con.defaultMat.specular = SbColor(0.f, 0.f, 0.f);
con.defaultMat.shininess = 0.f;
con.defaultMat.transparency = 0.f;
con.defaultMat.twoSided = TRUE; // FIXME: is default material double sided?
con.defaultMat.matCache = new SoMaterial;
con.defaultMat.matCache->ref();
con.defaultMat.updateSoMaterial(0, con.defaultMat.matCache);
con.cMat = 0;
// build base scene graph
#ifdef DISABLE_BACKFACE_CULLING // put default shape hints into the scene;
// Backface culling is set to off and two sided lighting is enabled.
SoShapeHints *sh = new SoShapeHints;
sh->vertexOrdering = SoShapeHints::COUNTERCLOCKWISE;
sh->shapeType = SoShapeHints::UNKNOWN_SHAPE_TYPE;
con.root->addChild(sh);
#endif
// center model and scale it
SoMatrixTransform *matrix = NULL;
if (con.centerModel || modelSize != 0.f) {
matrix = new SoMatrixTransform;
con.root->addChild(matrix);
}
if (con.loadMaterials) {
// material binding
SoMaterialBinding *mb = new SoMaterialBinding;
mb->value.setValue(SoMaterialBinding::OVERALL);
con.root->addChild(mb);
}
if (con.appendNormals) {
// normal binding
SoNormalBinding *nb = new SoNormalBinding;
if (con.appendNormals == 1)
nb->value.setValue(SoNormalBinding::PER_FACE);
else
nb->value.setValue(SoNormalBinding::PER_VERTEX);
con.root->addChild(nb);
}
if (con.loadTextures) {
SoTextureCoordinateBinding *tb = new SoTextureCoordinateBinding;
if (con.useIndexedTriSet)
tb->value.setValue(SoTextureCoordinateBinding::PER_VERTEX_INDEXED);
else
tb->value.setValue(SoTextureCoordinateBinding::PER_VERTEX);
con.root->addChild(tb);
}
// read the stream
LoadM3DMagic(&con);
// handle errors
if (con.s.isBad()) {
con.root->unref();
con.root = NULL;
SoDebugError::post("read3dsFile",
"3ds loading failed.");
return FALSE;
}
if (con.centerModel || modelSize != 0.f) {
SbMatrix m;
// center model
if (con.centerModel)
m.setTranslate(SbVec3f(-(con.maxX+con.minX)/2.f, -(con.maxY+con.minY)/2.f,
-(con.maxZ+con.minZ)/2.f));
else
m.makeIdentity();
// set model size
if (modelSize != 0.f) {
SbMatrix m2;
float max = SbMax(SbMax(con.maxX-con.minX, con.maxY-con.minY), con.maxZ-con.minZ);
m2.setScale(modelSize/max);
m.multRight(m2);
}
matrix->matrix.setValue(m);
}
// return root
con.root->unrefNoDelete();
root = con.root;
con.root = NULL;
// debug info
if (coin_debug_3ds() >= 2)
SoDebugError::postInfo("read3dsFile",
"File loading ok. Loaded %i vertices and %i faces.",
con.totalVertices, con.totalFaces);
return TRUE;
}
#define CHUNK(_name_) CHUNK_DECL(_name_)
#define HEADER \
if (con->s.isBad()) \
return; \
\
uint32_t size; \
con->s >> size;
#define FULLHEADER \
HEADER \
uint32_t cpos = static_cast<uint32_t>(con->s.getPos()); \
uint32_t stopPos = cpos + size - 6;
#define READ_SUBCHUNKS(_subChunkSwitch_) \
while (con->s.getPos() < stopPos) { \
uint16_t chid; \
con->s >> chid; \
if (con->s.isBad()) \
break; \
\
switch (chid) { \
_subChunkSwitch_; \
default: \
SkipChunk(con); \
}; \
}
CHUNK(SkipChunk)
{
FULLHEADER;
// move on the position of the next chunk
con->s.setPos(stopPos);
}
CHUNK(LoadM3DMagic)
{
FULLHEADER;
con->stopPos = con->s.getPos() + size - 6;
if (coin_debug_3ds() >= 2)
SoDebugError::postInfo("LoadM3DMagic",
"Loading 3ds stream (stream size: %i).", size);
READ_SUBCHUNKS(
case M3D_VERSION: LoadM3DVersion(con); break;
case MDATA: LoadMData(con); break;
case KFDATA: SkipChunk(con); break;
)
}
CHUNK(LoadM3DVersion)
{
HEADER;
int32_t version;
con->s >> version;
if (version != 3 && coin_debug_3ds() >= 1)
SoDebugError::postWarning("LoadM3DVersion",
"Non-standard 3ds format version: %i.", version);
}
CHUNK(LoadMData)
{
FULLHEADER;
READ_SUBCHUNKS(
case MESH_VERSION: LoadMeshVersion(con); break;
case MAT_ENTRY: LoadMatEntry(con); break;
case NAMED_OBJECT: LoadNamedObject(con); break;
)
}
CHUNK(LoadMeshVersion)
{
HEADER;
int32_t version;
con->s >> version;
if (coin_debug_3ds() >= 3)
SoDebugError::postInfo("LoadMeshVersion",
"The 3ds file version: %i.", version);
}
CHUNK(LoadNamedObject)
{
FULLHEADER;
assert(!con->cObj && "Forgot to free the current object.");
// read object name
con->s.readZString(con->objectName, OBJNAME_LENGTH);
if (coin_debug_3ds() >= 3)
SoDebugError::postInfo("LoadNamesObject",
"Name: %s.", con->objectName);
READ_SUBCHUNKS(
case N_TRI_OBJECT: LoadNTriObject(con); break;
)
if (con->cObj) {
// set object name
if (con->loadObjNames && strlen(con->objectName) > 0)
con->cObj->setName(con->objectName);
// add cObj to the main scene graph
if (con->cObj->getNumChildren() > 0)
con->root->addChild(con->cObj);
con->cObj->unref();
con->cObj = NULL;
}
}
CHUNK(LoadNTriObject)
{
FULLHEADER;
assert(con->faceGroupList.getLength() == 0);
con->numVertices = 0;
con->numFaces = 0;
con->numDefaultDegFaces = 0;
con->textureCoordsFound = FALSE;
if (coin_debug_3ds() >= 3)
SoDebugError::postInfo("LoadNTriObject",
"About to load");
READ_SUBCHUNKS(
case POINT_ARRAY: LoadPointArray(con); break;
case POINT_FLAG_ARRAY: SkipChunk(con); break;
case FACE_ARRAY: LoadFaceArray(con); break;
case MSH_MAT_GROUP: LoadMshMatGroup(con); break;
case TEX_VERTS: LoadTexVerts(con); break;
case MESH_MATRIX: SkipChunk(con); break;
case MESH_COLOR: SkipChunk(con); break;
case MESH_TEXTURE_INFO: SkipChunk(con); break;
case PROC_NAME: SkipChunk(con); break;
case PROC_DATA: SkipChunk(con); break;
)
// debug info
if (coin_debug_3ds() >= 3)
SoDebugError::postInfo("LoadNTriObject",
"Object %s parsed - vertices: %i, faces %i.", &con->objectName, con->numVertices, con->numFaces);
con->totalVertices += con->numVertices;
con->totalFaces += con->numFaces;
// create object separator
con->cObj = new SoSeparator;
con->cObj->ref();
con->genCurrentTexture = NULL;
con->genCurrentTexTransform = NULL;
con->genCurrentMaterial = NULL;
con->genTwoSided = -1;
// create coordinates (in indexed mode)
if (con->useIndexedTriSet) {
// coordinates
con->cObj->addChild(con->createSoCoordinate3_i(con));
// texture coordinates
if (con->textureCoordsFound && con->loadTextures)
con->cObj->addChild(con->createSoTextureCoordinate2_i(con));
}
// create "default material" scene
if (!DefaultFaceGroup::isEmpty(con)) {
// default material has not a texture => switch it off
#if 0 // non-optimized version
if (con->loadTextures)
con->cObj->addChild(new SoTexture2);
#else
if (con->loadTextures) {
SoTexture2 *t = con->genGetEmptyTexture();
if (t != con->genCurrentTexture) {
con->genCurrentTexture = t;
con->cObj->addChild(t);
}
SoTexture2Transform *tt = con->genGetEmptyTexTransform();
if (tt != con->genCurrentTexTransform) {
con->genCurrentTexTransform = tt;
con->cObj->addChild(tt);
}
}
#endif
// materials
#if 0 // non-optimized version
if (con->loadMaterials)
con->cObj->addChild(DefaultFaceGroup::getSoMaterial(con));
#else
if (con->loadMaterials) {
SoMaterial *m = DefaultFaceGroup::getSoMaterial(con);
if (m != con->genCurrentMaterial) {
con->genCurrentMaterial = m;
con->cObj->addChild(con->genCurrentMaterial);
}
}
#endif
// normals
if (con->appendNormals)
con->cObj->addChild(DefaultFaceGroup::createSoNormal(con));
#ifndef DISABLE_BACKFACE_CULLING
// single x double faces
SbBool matTwoSided = DefaultFaceGroup::getMaterial(con)->twoSided;
if (con->genTwoSided == -1 || (matTwoSided && (con->genTwoSided == 0)) ||
(!matTwoSided && (con->genTwoSided == 1))) {
con->genTwoSided = (DefaultFaceGroup::getMaterial(con)->twoSided ? 1 : 0);
con->cObj->addChild((con->genTwoSided == 1) ?
con->genGetTwoSidedHints() : con->genGetOneSidedHints());
}
#endif
// load default material geometry
if (con->useIndexedTriSet) {
// indexed triStripSet
con->cObj->addChild(DefaultFaceGroup::createSoIndexedTriStripSet_i(con));
} else {
// coordinates
con->cObj->addChild(DefaultFaceGroup::createSoCoordinate3_n(con));
// triStripSet
con->cObj->addChild(DefaultFaceGroup::createSoTriStripSet_n(con));
}
}
// create non-default materials scene
for (int i=0; i<con->faceGroupList.getLength(); i++) {
FaceGroup *fg = con->faceGroupList[i];
// materials
#if 0 // non-optimized version
if (con->loadMaterials)
con->cObj->addChild(fg->getSoMaterial(con));
#else
if (con->loadMaterials) {
SoMaterial *m = fg->getSoMaterial(con);
if (m != con->genCurrentMaterial) {
con->genCurrentMaterial = m;
con->cObj->addChild(m);
}
}
#endif
// normals
if (con->appendNormals)
con->cObj->addChild(fg->createSoNormal(con));
// textures - optimized code
if (con->loadTextures) {
if (fg->hasTexture2(con)) {
SoTexture2 *t = fg->getSoTexture2(con);
if (t != con->genCurrentTexture) {
con->genCurrentTexture = t;
con->cObj->addChild(t);
}
} else {
SoTexture2 *t = con->genGetEmptyTexture();
if (t != con->genCurrentTexture) {
con->genCurrentTexture = t;
con->cObj->addChild(t);
}
}
// texture transform - optimized code
if (fg->hasTexture2Transform(con)) {
SoTexture2Transform *tt = fg->getSoTexture2Transform(con);
if (tt != con->genCurrentTexTransform) {
con->genCurrentTexTransform = tt;
con->cObj->addChild(tt);
}
} else {
SoTexture2Transform *tt = con->genGetEmptyTexTransform();
if (tt != con->genCurrentTexTransform) {
con->genCurrentTexTransform = tt;
con->cObj->addChild(tt);
}
}
}
#ifndef DISABLE_BACKFACE_CULLING
// single x double faces
if (con->genTwoSided == -1 || (fg->mat->twoSided && (con->genTwoSided == 0)) ||
(!fg->mat->twoSided && (con->genTwoSided == 1))) {
con->genTwoSided = (fg->mat->twoSided ? 1 : 0);
con->cObj->addChild((con->genTwoSided == 1) ?
con->genGetTwoSidedHints() : con->genGetOneSidedHints());
}
#endif
if (con->useIndexedTriSet) {
// indexed triStripSet
con->cObj->addChild(fg->createSoIndexedTriStripSet_i(con));
} else {
// coordinates
con->cObj->addChild(fg->createSoCoordinate3_n(con));
// textures
if (con->loadTextures && fg->hasTexture2(con))
con->cObj->addChild(fg->createSoTextureCoordinate2_n(con));
// triStripSet
con->cObj->addChild(fg->createSoTriStripSet_n(con));
}
}
// clean up memory
delete[] con->vertexList;
con->vertexList = NULL;
delete[] con->faceList;
con->faceList = NULL;
for (int j=con->faceGroupList.getLength()-1; j>=0; j--) {
delete con->faceGroupList[j];
con->faceGroupList.removeFast(j);
}
}
CHUNK(LoadPointArray)
{
HEADER;
if (coin_debug_3ds() >= 3)
SoDebugError::postInfo("LoadPointArray",
"Begin");
// number of vertices
uint16_t num;
con->s >> num;
// alloc memory for Vertices
assert(con->vertexList == NULL && "Forgot to free memory.");
con->vertexList = new Vertex[num];
con->numVertices = num;
// read points
float x,y,z;
for (int i=0; i<num; i++) {
con->s >> x;
con->s >> y;
con->s >> z;
con->vertexList[i].point = SbVec3f(x,z,-y); // 3ds has different
//coordinate system. Z is up, and Y goes into the scene.
}
}
CHUNK(LoadFaceArray)
{
FULLHEADER;
if (coin_debug_3ds() >= 3)
SoDebugError::postInfo("LoadFaceArray",
"Begin");
// number of faces
uint16_t num;
con->s >> num;
// alloc memory for Faces
assert(con->faceList == NULL && "Forgot to free memory.");
con->faceList = new Face[num];
con->numFaces = num;
// alloc memory for edges
if (con->appendNormals == 2) {
con->numEdges = 0;
con->edgeList = new Edge[num*3];
}
// make sure vertices are present yet
if (num > 0) {
if (con->vertexList == NULL) {
assert(FALSE && "Vertex list not present.");
con->s.setBadBit();
return;
}
}
// read Faces
uint16_t a,b,c;
uint16_t flags;
for (int i=0; i<num; i++) {
con->s >> a;
con->s >> b;
con->s >> c;
con->s >> flags; // STUB: decode flags (edge visibility and texture
// wrapping, but first get idea what's the flags meaning)
if (flags != 7 && coin_debug_3ds() >= 2)
SoDebugError::postWarning("LoadFaceArray",
"Non-standard face flags: %x, investigate it.\n", flags);
con->faceList[i].init(con, a,c,b,flags); // we have to swap two
// indices (b<=>c); It looks like 3ds uses clockwise
// vertex ordering and we need it to be counter-clockwise.
if (!con->minMaxValid) {
con->minMaxValid = TRUE;
con->minX = con->maxX = con->vertexList[a].point[0];
con->minY = con->maxY = con->vertexList[a].point[1];
con->minZ = con->maxZ = con->vertexList[a].point[2];
}
#define PROCESS_VERTEX(_abc_, _xyz_, _index_) \
if (con->min##_xyz_ > con->vertexList[_abc_].point[_index_]) \
con->min##_xyz_ = con->vertexList[_abc_].point[_index_]; \
else \
if (con->max##_xyz_ < con->vertexList[_abc_].point[_index_]) \
con->max##_xyz_ = con->vertexList[_abc_].point[_index_]
PROCESS_VERTEX(a, X, 0);
PROCESS_VERTEX(a, Y, 1);
PROCESS_VERTEX(a, Z, 2);
PROCESS_VERTEX(b, X, 0);
PROCESS_VERTEX(b, Y, 1);
PROCESS_VERTEX(b, Z, 2);
PROCESS_VERTEX(c, X, 0);
PROCESS_VERTEX(c, Y, 1);
PROCESS_VERTEX(c, Z, 2);
#undef PROCESS_VERTEX
}
// report degenerated faces
if (con->numDefaultDegFaces > 0 && coin_debug_3ds() >= 1)
SoDebugError::postWarning("LoadFaceArray",
"There are %i degenerated faces in the object named \"%s\" - removing them.",
con->numDefaultDegFaces, &con->objectName);
READ_SUBCHUNKS(
case MSH_MAT_GROUP: LoadMshMatGroup(con); break;
case SMOOTH_GROUP: SkipChunk(con); break;
case MSH_BOXMAP: SkipChunk(con); break;
)
}
CHUNK(LoadMshMatGroup)
{
FULLHEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMatGroup",
"Begin");
if (!con->loadMaterials && !con->loadTextures) {
// move on the position of the next chunk
con->s.setPos(stopPos);
return;
}
// material name
char materialName[MATNAME_LENGTH];
con->s.readZString(materialName, MATNAME_LENGTH);
int matIndex;
for (matIndex=1; matIndex<con->matList.getLength(); matIndex++) {
if (strcmp(con->matList[matIndex]->name.getString(), materialName) == 0)
break;
}
if (matIndex == con->matList.getLength()) {
assert(FALSE && "Wrong material name in the file.");
con->s.setBadBit();
return;
}
// create FaceGroup
FaceGroup *mm = new FaceGroup;
mm->mat = con->matList[matIndex];
con->faceGroupList.append(mm);
mm->numDegFaces = 0;
// number of faces
uint16_t num;
con->s >> num;
// make sure faces are present yet
if (num > 0) {
if (con->faceList == NULL) {
assert(FALSE && "Face list not present.");
con->s.setBadBit();
return;
}
}
// face indexes
uint16_t faceMatIndex;
for (int i=0; i<num; i++) {
con->s >> faceMatIndex;
if (faceMatIndex < con->numFaces) {
assert(con->faceList[faceMatIndex].faceGroup == NULL &&
"3ds file error: Two materials on one face.");
con->faceList[faceMatIndex].faceGroup = mm;
mm->faceList.append(&con->faceList[faceMatIndex]);
if (con->faceList[faceMatIndex].isDegenerated) {
mm->numDegFaces++;
con->numDefaultDegFaces--;
}
} else {
assert(FALSE && "Wrong face material index.");
con->s.setBadBit();
return;
}
}
}
CHUNK(LoadTexVerts)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadTexVerts",
"Begin");
con->textureCoordsFound = TRUE;
// number of faces
uint16_t num;
con->s >> num;
// make sure vertices are present yet
if (num > 0) {
if (con->vertexList == NULL) {
assert(FALSE && "Vertex list not present.");
con->s.setBadBit();
return;
}
}
// texture coordinates
float u;
float v;
for (int i=0; i<num; i++) {
con->s >> u;
con->s >> v;
con->vertexList[i].texturePoint = SbVec2f(u,v);
}
}
CHUNK(LoadMatEntry)
{
FULLHEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMatEntry",
"Begin");
if (!con->loadMaterials && !con->loadTextures) {
// move on the position of the next chunk
con->s.setPos(stopPos);
return;
}
assert(con->cMat == NULL);
con->cMat = new Material;
con->matList.append(con->cMat);
// default values
con->cMat->name = "";
con->cMat->ambient = SbColor(0.f, 0.f, 0.f);
con->cMat->diffuse = SbColor(0.f, 0.f, 0.f);
con->cMat->specular = SbColor(0.f, 0.f, 0.f);
con->cMat->shininess = 0.f;
con->cMat->transparency = 0.f;
con->cMat->twoSided = FALSE;
READ_SUBCHUNKS(
case MAT_NAME: LoadMatName(con); break;
case MAT_AMBIENT: LoadMatAmbient(con); break;
case MAT_DIFFUSE: LoadMatDiffuse(con); break;
case MAT_SPECULAR: LoadMatSpecular(con); break;
case MAT_SHININESS: LoadShininess(con); break;
case MAT_TRANSPARENCY: LoadTransparency(con); break;
case MAT_TWO_SIDE: LoadMatTwoSide(con); break;
case MAT_TEXMAP: LoadTexMap(con); break;
)
// create new SoMaterial
con->cMat->matCache = new SoMaterial;
con->cMat->matCache->ref();
con->cMat->updateSoMaterial(0, con->cMat->matCache);
con->cMat = NULL;
}
CHUNK(LoadMatName)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMatName",
"Begin");
char materialName[MATNAME_LENGTH];
con->s.readZString(materialName, MATNAME_LENGTH);
con->cMat->name = materialName;
}
CHUNK(LoadMatAmbient)
{
FULLHEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMatAmbient",
"Begin");
READ_SUBCHUNKS(
case COLOR_24: LoadColor24(con); break;
case LIN_COLOR_24: LoadLinColor24(con); break;
)
con->cMat->ambient = con->cColor;
}
CHUNK(LoadMatDiffuse)
{
FULLHEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMatDiffuse",
"Begin");
READ_SUBCHUNKS(
case COLOR_24: LoadColor24(con); break;
case LIN_COLOR_24: LoadLinColor24(con); break;
)
con->cMat->diffuse = con->cColor;
}
CHUNK(LoadMatSpecular)
{
FULLHEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMatSpecular",
"Begin");
READ_SUBCHUNKS(
case COLOR_24: LoadColor24(con); break;
case LIN_COLOR_24: LoadLinColor24(con); break;
)
con->cMat->specular = con->cColor;
}
CHUNK(LoadShininess)
{
FULLHEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMatShininesst",
"Begin");
con->cColorFloat = 0.f;
READ_SUBCHUNKS(
case INT_PERCENTAGE: LoadIntPercentage(con); break;
case FLOAT_PERCENTAGE: LoadFloatPercentage(con); break;
)
con->cMat->shininess = con->cColorFloat;
}
CHUNK(LoadMatTwoSide)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMatTwoSide",
"Begin");
con->cMat->twoSided = TRUE;
}
CHUNK(LoadTransparency)
{
FULLHEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadTransparency",
"Begin");
con->cColorFloat = 0.f;
READ_SUBCHUNKS(
case INT_PERCENTAGE: LoadIntPercentage(con); break;
case FLOAT_PERCENTAGE: LoadFloatPercentage(con); break;
)
con->cMat->transparency = con->cColorFloat;
}
CHUNK(LoadTexMap)
{
FULLHEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadTexMap",
"Begin");
if (!con->loadTextures) {
// move on the position of the next chunk
con->s.setPos(stopPos);
return;
}
con->cMat->uscale = con->cMat->vscale = 1.f;
con->cMat->uoffset = con->cMat->voffset = 0.f;
READ_SUBCHUNKS(
case INT_PERCENTAGE: LoadIntPercentage(con); break;
case FLOAT_PERCENTAGE: LoadFloatPercentage(con); break;
case MAT_MAPNAME: LoadMapName(con); break;
case MAT_MAP_USCALE: LoadMapUScale(con); break;
case MAT_MAP_VSCALE: LoadMapVScale(con); break;
case MAT_MAP_UOFFSET: LoadMapUOffset(con); break;
case MAT_MAP_VOFFSET: LoadMapVOffset(con); break;
)
if (con->cMat->textureName.getLength() > 0) {
SoTexture2 *t = new SoTexture2;
t->ref();
t->filename.setValue(con->cMat->textureName);
t->model.setValue(SoTexture2::DECAL);
con->cMat->texture2Cache = t;
}
if (con->cMat->uscale != 1.f || con->cMat->vscale != 1.f ||
con->cMat->uoffset != 0.f || con->cMat->voffset != 0.f) {
SoTexture2Transform *tt = new SoTexture2Transform;
tt->ref();
tt->scaleFactor.setValue(SbVec2f(con->cMat->uscale, con->cMat->vscale));
tt->translation.setValue(SbVec2f(con->cMat->uoffset, con->cMat->voffset));
con->cMat->texture2TransformCache = tt;
}
}
CHUNK(LoadMapName)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMapName",
"Begin");
char textureName[13];
con->s.readZString(textureName, 13);
con->cMat->textureName = textureName;
}
CHUNK(LoadMapUScale)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMatUScale",
"Begin");
con->s >> con->cMat->uscale;
}
CHUNK(LoadMapVScale)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMapVScale",
"Begin");
con->s >> con->cMat->vscale;
}
CHUNK(LoadMapUOffset)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMapUOffset",
"Begin");
con->s >> con->cMat->uoffset;
}
CHUNK(LoadMapVOffset)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadMapVOffset",
"Begin");
con->s >> con->cMat->voffset;
}
CHUNK(LoadColor24)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadColor24",
"Begin");
uint8_t r,g,b;
con->s >> r;
con->s >> g;
con->s >> b;
con->cColor = SbColor(float(r)/255.f, float(g)/255.f, float(b)/255.f);
}
CHUNK(LoadLinColor24)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadLinColor24",
"Begin");
uint8_t r,g,b;
con->s >> r;
con->s >> g;
con->s >> b;
con->cColor = SbColor(float(r)/255.f, float(g)/255.f, float(b)/255.f);
}
CHUNK(LoadIntPercentage)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadIntPerscentage",
"Begin");
int16_t i;
con->s >> i;
con->cColorFloat = float(i)/100.f;
}
CHUNK(LoadFloatPercentage)
{
HEADER;
if (coin_debug_3ds() >= 4)
SoDebugError::postInfo("LoadFloatPersentage",
"Begin");
con->s >> (con->cColorFloat);
}
SbVec3f Vertex::getNormal(tagContext *con, uint16_t myIndex) const
{
int c = this->faceList.getLength();
SbVec3f normal(0.f,0.f,0.f);
for (int i=0; i<c; i++)
normal += this->faceList[i]->getWeightedNormal(con, myIndex);
// ok to have a null vector here, it probably just means that we
// have an empty triangle.
(void) normal.normalize();
return normal;
}
SbVec3f Face::getNormal(tagContext *con) const
{
SbPlane plane(con->vertexList[v1].point, con->vertexList[v2].point,
con->vertexList[v3].point);
return plane.getNormal();
}
float Face::getAngle(tagContext *con, uint16_t vertexIndex) const
{
int i1, i2;
if (v1 == vertexIndex) {
i1 = v2; i2 = v3;
} else {
i1 = v1;
if (v2 == vertexIndex) i2 = v3;
else {
assert(v3 == vertexIndex);
i2 = v2;
}
}
SbVec3f vec1(con->vertexList[i1].point - con->vertexList[vertexIndex].point);
SbVec3f vec2(con->vertexList[i2].point - con->vertexList[vertexIndex].point);
SbRotation rot(vec1, vec2);
float value;
rot.getValue(vec1, value);
return value;
}
SbVec3f Face::getWeightedNormal(tagContext *con, uint16_t vertexIndex) const
{
return getNormal(con) * getAngle(con, vertexIndex);
}
void Face::init(tagContext *con, uint16_t a, uint16_t b, uint16_t c, uint16_t f)
{
v1=a; v2=b; v3=c; flags=f;
faceGroup = NULL;
isDegenerated = (con->vertexList[v2].point-con->vertexList[v1].point).cross(
con->vertexList[v3].point - con->vertexList[v1].point).sqrLength() == 0.f;
if (isDegenerated) con->numDefaultDegFaces++;
int n,i;
Face *face;
if (con->appendNormals == 2) {
e12 = e23 = e31 = 0xffffffff;
#define VERT_CODE(_nc_, _ns1_, _ns2_) \
n = con->vertexList[v##_nc_].faceList.getLength(); \
for (i=0; i<n; i++) { \
face = con->vertexList[v##_nc_].faceList[i]; \
if (v##_ns1_ == face->v##_ns1_) { \
e##_nc_##_ns1_ = face->e##_nc_##_ns1_; \
con->edgeList[face->e##_nc_##_ns1_].faceList.append(this); \
} \
if (v##_ns2_ == face->v##_ns1_) { \
e##_ns2_##_nc_ = face->e##_nc_##_ns1_; \
con->edgeList[face->e##_nc_##_ns1_].faceList.append(this); \
} \
if (v##_ns1_ == face->v##_ns2_) { \
e##_nc_##_ns1_ = face->e##_ns2_##_nc_; \
con->edgeList[face->e##_ns2_##_nc_].faceList.append(this); \
} \
if (v##_ns2_ == face->v##_ns2_) { \
e##_ns2_##_nc_ = face->e##_ns2_##_nc_; \
con->edgeList[face->e##_ns2_##_nc_].faceList.append(this); \
} \
} \
con->vertexList[v##_nc_].faceList.append(this);
VERT_CODE(1,2,3);
VERT_CODE(2,3,1);
VERT_CODE(3,1,2);
#undef VERT_CODE
if (e12 == 0xffffffff)
e12 = con->numEdges++;
if (e23 == 0xffffffff)
e23 = con->numEdges++;
if (e31 == 0xffffffff)
e31 = con->numEdges++;
}
}
SbBool FaceGroup::hasTexture2(tagContext *con)
{ return mat->hasTexture2(con); }
SoTexture2* FaceGroup::getSoTexture2(tagContext *con)
{ return mat->getSoTexture2(con); }
SbBool FaceGroup::hasTexture2Transform(tagContext *con)
{ return mat->hasTexture2Transform(con); }
SoTexture2Transform* FaceGroup::getSoTexture2Transform(tagContext *con)
{ return mat->getSoTexture2Transform(con); }
SoMaterial* FaceGroup::getSoMaterial(tagContext *con)
{ return mat->getSoMaterial(con); }
SoNormal* FaceGroup::createSoNormal(tagContext *con)
{
SoNormal *normals = new SoNormal;
int num = faceList.getLength();
if (con->appendNormals == 1) {
normals->vector.setNum(num-numDegFaces);
SbVec3f *v = normals->vector.startEditing();
for (int i=0; i<num; i++) {
Face *f = faceList[i];
if (!f->isDegenerated)
*(v++) = f->getNormal(con);
}
normals->vector.finishEditing();
} else {
normals->vector.setNum(0);
/* FIXME: This is incomplete implementation of per-vertex normal generator.
normals->vector.setNum(num*3);
SbVec3f *v = normals->vector.startEditing();
SbPlane p1, p2;
for (int i=0; i<num; i++) {
Face *f = faceList[i];
Edge *e = &con->edgeList[f->e12];
int fnum = e->faceList.getLength();
int j;
for (j=0; i<fnum; j++) {
if (currface != facenum) { // check all but this face
const SbVec3f &normal = facenormals[currface];
if ((normal.dot(*facenormal)) > threshold) {
// smooth towards this face
vertnormal += normal;
}
}
}
*(v++) = con->vertexList[f->v1].getNormal(con, f->v1);
*(v++) = con->vertexList[f->v2].getNormal(con, f->v2);
*(v++) = con->vertexList[f->v3].getNormal(con, f->v3);
}
normals->vector.finishEditing();*/
}
return normals;
}
SoCoordinate3* FaceGroup::createSoCoordinate3_n(tagContext *con)
{
assert(!con->useIndexedTriSet && "Improper use.");
SoCoordinate3 *coords = new SoCoordinate3;
int num = faceList.getLength();
coords->point.setNum((num-numDegFaces)*3);
SbVec3f *c = coords->point.startEditing();
for (int i=0; i<num; i++) {
Face *f = faceList[i];
if (!f->isDegenerated) {
*(c++) = con->vertexList[f->v1].point;
*(c++) = con->vertexList[f->v2].point;
*(c++) = con->vertexList[f->v3].point;
}
}
coords->point.finishEditing();
return coords;
}
SoTextureCoordinate2* FaceGroup::createSoTextureCoordinate2_n(tagContext *con)
{
assert(!con->useIndexedTriSet && "Improper use.");
SoTextureCoordinate2 *tCoords = new SoTextureCoordinate2;
int num = faceList.getLength();
tCoords->point.setNum((num-numDegFaces)*3);
SbVec2f *c = tCoords->point.startEditing();
for (int i=0; i<num; i++) {
Face *f = faceList[i];
if (!f->isDegenerated) {
*(c++) = con->vertexList[f->v1].texturePoint;
*(c++) = con->vertexList[f->v2].texturePoint;
*(c++) = con->vertexList[f->v3].texturePoint;
}
}
tCoords->point.finishEditing();
return tCoords;
}
SoTriangleStripSet* FaceGroup::createSoTriStripSet_n(tagContext *con)
{
assert(!con->useIndexedTriSet && "Improper use.");
SoTriangleStripSet *triSet = new SoTriangleStripSet;
int num = faceList.getLength() - numDegFaces;
triSet->numVertices.setNum(num);
int32_t *n = triSet->numVertices.startEditing();
for (int i=0; i<num; i++) {
*(n++) = 3;
}
triSet->numVertices.finishEditing();
return triSet;
}
SoIndexedTriangleStripSet* FaceGroup::createSoIndexedTriStripSet_i(tagContext *con)
{
assert(con->useIndexedTriSet && "Improper use.");
SoIndexedTriangleStripSet *triSet = new SoIndexedTriangleStripSet;
int num = faceList.getLength();
int i;
// coords
triSet->coordIndex.setNum((num-numDegFaces)*4);
int32_t *c = triSet->coordIndex.startEditing();
for (i=0; i<num; i++) {
Face *f = faceList[i];
if (!f->isDegenerated) {
*(c++) = f->v1;
*(c++) = f->v2;
*(c++) = f->v3;
*(c++) = SO_END_STRIP_INDEX;
}
}
triSet->coordIndex.finishEditing();
// texture
if (mat->hasTexture2(con) && con->loadTextures) {
triSet->textureCoordIndex.setNum((num-numDegFaces)*4);
int32_t *tc = triSet->textureCoordIndex.startEditing();
for (i=0; i<num; i++) {
Face *f = faceList[i];
if (!f->isDegenerated) {
*(tc++) = f->v1;
*(tc++) = f->v2;
*(tc++) = f->v3;
*(tc++) = SO_END_STRIP_INDEX;
}
}
triSet->textureCoordIndex.finishEditing();
}
return triSet;
}
Material* DefaultFaceGroup::getMaterial(tagContext *con)
{ return &con->defaultMat; }
SbBool DefaultFaceGroup::isEmpty(Context *con)
{
int num = con->numFaces;
for (int i=0; i<num; i++)
if (con->faceList[i].faceGroup == NULL) return FALSE;
return TRUE;
}
SoMaterial* DefaultFaceGroup::getSoMaterial(tagContext *con)
{
return getMaterial(con)->getSoMaterial(con);
}
SoNormal* DefaultFaceGroup::createSoNormal(tagContext *con)
{
SoNormal *normals = new SoNormal;
int num = con->numFaces;
int j = 0;
if (con->appendNormals == 1) {
normals->vector.setNum(num - con->numDefaultDegFaces);
SbVec3f *v = normals->vector.startEditing();
for (int i=0; i<num; i++) {
Face *f = &con->faceList[i];
if (f->faceGroup == NULL && !f->isDegenerated) {
*(v++) = f->getNormal(con);
j++;
}
}
normals->vector.finishEditing();
normals->vector.setNum(j);
} else {
assert(FALSE);
}
return normals;
}
SoCoordinate3* DefaultFaceGroup::createSoCoordinate3_n(tagContext *con)
{
assert(!con->useIndexedTriSet && "Improper use.");
SoCoordinate3 *coords = new SoCoordinate3;
int num = con->numFaces;
coords->point.setNum((num - con->numDefaultDegFaces) * 3);
SbVec3f *c = coords->point.startEditing();
int j = 0;
for (int i=0; i<num; i++) {
Face *f = &con->faceList[i];
if (f->faceGroup == NULL && !f->isDegenerated) {
*(c++) = con->vertexList[f->v1].point;
*(c++) = con->vertexList[f->v2].point;
*(c++) = con->vertexList[f->v3].point;
j += 3;
}
}
coords->point.finishEditing();
coords->point.setNum(j);
return coords;
}
SoTriangleStripSet* DefaultFaceGroup::createSoTriStripSet_n(tagContext *con)
{
assert(!con->useIndexedTriSet && "Improper use.");
SoTriangleStripSet *triSet = new SoTriangleStripSet;
int num = con->numFaces - con->numDefaultDegFaces;
int i;
int j = 0;
for (i=0; i<num; i++) {
Face *f = &con->faceList[i];
if (f->faceGroup == NULL) j++;
}
j -= con->numDefaultDegFaces;
triSet->numVertices.setNum(j);
int32_t *n = triSet->numVertices.startEditing();
for (i=0; i<j; i++) {
*(n++) = 3;
}
triSet->numVertices.finishEditing();
return triSet;
}
SoIndexedTriangleStripSet* DefaultFaceGroup::createSoIndexedTriStripSet_i(tagContext *con)
{
assert(con->useIndexedTriSet && "Improper use.");
SoIndexedTriangleStripSet *triSet = new SoIndexedTriangleStripSet;
int num = con->numFaces;
int i;
int j = 0;
for (i=0; i<num; i++) {
Face *f = &con->faceList[i];
if (f->faceGroup == NULL) j++;
}
j -= con->numDefaultDegFaces;
// coords
triSet->coordIndex.setNum(j*4);
int32_t *c = triSet->coordIndex.startEditing();
for (i=0; i<num; i++) {
Face *f = &con->faceList[i];
if (f->faceGroup == NULL && !f->isDegenerated) {
*(c++) = f->v1;
*(c++) = f->v2;
*(c++) = f->v3;
*(c++) = SO_END_STRIP_INDEX;
}
}
triSet->coordIndex.finishEditing();
return triSet;
}
void Material::updateSoMaterial(int index, SoMaterial *m)
{
m->ambientColor.set1Value(index, ambient);
m->diffuseColor.set1Value(index, diffuse);
m->specularColor.set1Value(index, specular);
m->emissiveColor.set1Value(index, SbColor(0.f,0.f,0.f));
m->shininess.set1Value(index, shininess);
m->transparency.set1Value(index, transparency);
}
SoMaterial* Material::getSoMaterial(Context COIN_UNUSED_ARG(*con))
{ return matCache; }
SbBool Material::hasTexture2(tagContext COIN_UNUSED_ARG(*con))
{ return (texture2Cache != NULL); }
SoTexture2* Material::getSoTexture2(tagContext COIN_UNUSED_ARG(*con))
{ return texture2Cache; }
SbBool Material::hasTexture2Transform(tagContext COIN_UNUSED_ARG(*con))
{ return (texture2TransformCache != NULL); }
SoTexture2Transform* Material::getSoTexture2Transform(tagContext COIN_UNUSED_ARG(*con))
{ return texture2TransformCache; }
SoCoordinate3* Context::createSoCoordinate3_i(Context *con) const
{
assert(con->useIndexedTriSet && "Improper use.");
SoCoordinate3 *coords = new SoCoordinate3;
coords->point.setNum(con->numVertices);
SbVec3f *c = coords->point.startEditing();
for (int i=0; i<con->numVertices; i++)
c[i] = con->vertexList[i].point;
coords->point.finishEditing();
return coords;
}
SoTextureCoordinate2* Context::createSoTextureCoordinate2_i(tagContext *con) const
{
assert(con->useIndexedTriSet && "Improper use.");
SoTextureCoordinate2 *tCoords = new SoTextureCoordinate2;
tCoords->point.setNum(con->numVertices);
SbVec2f *c = tCoords->point.startEditing();
for (int i=0; i<con->numVertices; i++)
c[i] = con->vertexList[i].texturePoint;
tCoords->point.finishEditing();
return tCoords;
}
SoTexture2* Context::genGetEmptyTexture()
{
if (!genEmptyTexture) {
genEmptyTexture = new SoTexture2;
genEmptyTexture->ref();
}
return genEmptyTexture;
}
SoTexture2Transform* Context::genGetEmptyTexTransform()
{
if (!genEmptyTexTransform) {
genEmptyTexTransform = new SoTexture2Transform;
genEmptyTexTransform->ref();
}
return genEmptyTexTransform;
}
SoShapeHints* Context::genGetOneSidedHints()
{
if (!genOneSidedHints) {
genOneSidedHints = new SoShapeHints;
genOneSidedHints->ref();
// backface culling on, one-sided lighting
genOneSidedHints->vertexOrdering = SoShapeHints::COUNTERCLOCKWISE;
genOneSidedHints->shapeType = SoShapeHints::SOLID;
}
return genOneSidedHints;
}
SoShapeHints* Context::genGetTwoSidedHints()
{
if (!genTwoSidedHints) {
genTwoSidedHints = new SoShapeHints;
genTwoSidedHints->ref();
// backface culling off, two-sided lighting
genTwoSidedHints->vertexOrdering = SoShapeHints::COUNTERCLOCKWISE;
genTwoSidedHints->shapeType = SoShapeHints::UNKNOWN_SHAPE_TYPE;
}
return genTwoSidedHints;
}
/* Return value of COIN_DEBUG_3DS environment variable. */
static int coin_debug_3ds()
{
static int d = -1;
if (d == -1) {
const char * val = coin_getenv("COIN_DEBUG_3DS");
d = val ? atoi(val) : 0;
}
return d;
}
// *************************************************************************
// This is the only interface exposed to code outside this file.
SbBool
coin_3ds_read_file(SoInput *in, SoSeparator *&root,
int appendNormals, float creaseAngle,
SbBool loadMaterials, SbBool loadTextures,
SbBool loadObjNames, SbBool indexedTriSet,
SbBool centerModel, float modelSize)
{
SoStream s;
s.setBinary(TRUE);
s.setEndianOrdering(SoStream::LITTLE_ENDIAN_STREAM);
s.wrapSoInput(in);
return read3dsFile(&s, root, appendNormals, creaseAngle, loadMaterials,
loadTextures, loadObjNames, indexedTriSet,
centerModel, modelSize);
}
// *************************************************************************
|