/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004-2016 \/)\/ * * Visual Computing Lab /\/| * * ISTI - Italian National Research Council | * * \ * * All rights reserved. * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License (http://www.gnu.org/licenses/gpl.txt) * * for more details. * * * ****************************************************************************/ #ifndef __VCGLIB_EXPORT_3DS #define __VCGLIB_EXPORT_3DS #include #include #include #include "io_material.h" /* 3DS export needs the Lib3ds library. lib3ds is a free ANSI-C library for working with the popular "3ds" 3D model format. Supported platforms include GNU (autoconf, automake, libtool, make, GCC) on Unix and Cygwin, and MS Visual C++ 6.0. lib3ds loads and saves Atmosphere settings, Background settings, Shadow map settings, Viewport setting, Materials, Cameras, Lights, Meshes, Hierarchy, Animation keyframes. It also contains useful matrix, vector and quaternion mathematics tools. lib3ds usually integrates well with OpenGL. In addition, some diagnostic and conversion tools are included. lib3ds is distributed under the terms of the GNU Lesser General Public License. this information has been taken by the official site. runable from http://lib3ds.sourceforge.net/ */ #include #include #include #include #include #include #include #include #include #include #define MAX_POLYGONS 65535 namespace vcg { namespace tri { namespace io { template class Exporter3DS { public: typedef typename SaveMeshType::FaceIterator FaceIterator; typedef typename SaveMeshType::VertexIterator VertexIterator; typedef typename SaveMeshType::VertexType VertexType; //int: old index vertex //TexCoord2: tex coord with vertex's index i typedef std::pair > Key; /* enum of all the types of error */ enum SaveError { E_NOERROR, // 0 E_CANTOPENFILE, // 1 E_CANTCLOSEFILE, // 2 E_UNESPECTEDEOF, // 3 E_ABORTED, // 4 E_NOTDEFINITION, // 5 E_NOTVEXTEXVALID, // 6 E_NOTFACESVALID, // 7 E_NOTEXCOORDVALID, // 8 E_NOTNUMBERVERTVALID // 9 }; /* this function takes an index and the relative error message gets back */ static const char* ErrorMsg(int error) { static const char* obj_error_msg[] = { "No errors", // 0 "Can't open file", // 1 "can't close file", // 2 "Premature End of file", // 3 "File saving aborted", // 4 "Function not defined", // 5 "Vertices not valid", // 6 "Faces not valid", // 7 "Texture Coord not valid", // 8 "You cannot save more than 65535 vertices for the 3DS format" // 9 }; if(error>9 || error<0) return "Unknown error"; else return obj_error_msg[error]; }; /* returns mask of capability one define with what are the saveable information of the format. */ static int GetExportMaskCapability() { int capability = 0; //camera //capability |= vcg::tri::io::Mask::IOM_CAMERA; //vert //capability |= vcg::tri::io::Mask::IOM_VERTTEXCOORD; //face //capability |= vcg::tri::io::Mask::IOM_FACEFLAGS; capability |= Mask::IOM_FACECOLOR; capability |= Mask::IOM_FACENORMAL; //wedg capability |= Mask::IOM_WEDGTEXCOORD; capability |= Mask::IOM_WEDGNORMAL; return capability; } /* function which saves in 3DS file format */ static int SaveBinary(SaveMeshType &m, const char * filename, const int &mask, CallBackPos *cb=0) { if(m.vn > MAX_POLYGONS)//check max polygons return E_NOTNUMBERVERTVALID; if(m.vn == 0) return E_NOTVEXTEXVALID; if(m.fn == 0) return E_NOTFACESVALID; /* <> si tiene in considerazione una mappa ListOfDuplexVert, alla quale gli viene associato il seguente significato: Key:e' una coppia (int,TexCoord) formata da un int che rappresenta l'indice del vettore nella mesh originale e la sua coordinata di texture. tale coppia rappresenta una chiave, essendo univoca in tutta la mesh. Non e' possibile che si incontrino due vertici che hanno solito indice di vertice e solite coordinate di texture, se un vertice di questo tipo esistesse allora i due vertici rappresenterebbero lo stesso vertice. int:e' l'indice del vertice inserito all'interno del vettore VectorOfVertexType Nel vertice VectorOfVertexType vengono inseriti tutti i vertici appartenenti alla mesh + i k vertici dublicati. la scelta di tali vertici va in base alla seguente regola: se un vertice con indice x(originale) ha piu' di una coordinata di texture allora tale vertice viene duplicato e inserito in ListOfDuplexVert e in VectorOfVertexType(in VectorOfVertexType, l'inserimento del doppio vertice non sarebbe necessario, pero' viene fatto per comodita', in caso contrario dovremmo cercare il vertice dentro il vettore). rappresentazione grafica: ListOfDuplexVert VectorOfVertexType ------ --------- |key1| -> index1 --------- |vertex1| ------ | --------- |key2| -> index2 ---- -------------> |vertex2| ------ | --------- |key3| | |vertex3| ------ | --------- |key4| ------------------> |vertex4| ------ --------- |key5| --------------> |vertex5| ------ | --------- . | . . | . . | . ------ | --------- |keyn| -> indexn -------- |vertexn| ------ --------- questo tipo di struttura permette di selezionare l'indice del vertice in VectorOfVertexType con costo O(1). <> questo pezzo di codice itera su tutte le facce della mesh per riempire la mappa e il vettore. per ogni faccia e per ogni vertice di faccia costruisce la coppia (indice,texture), controlla se all'interno di ListOfDuplexVert esiste gia' in tal caso non fa niente, in caso contrario aggiunte la coppia in ListOfDuplexVert e l'oggetto VertexType in VectorOfVertexType associando al valore della chiave (indice,texture) l'indice del vertice a cui punta. alla fine vengono duplicati solamente quei vertici che hanno piu' coordinate di texture. c'e' da tenere presente che il codice appena descritto viene eseguito SOLAMENTE se la mesh contiene texture e se dalla dialog di exporter viene spuntato il salvataggio delle texture. In caso contrario non esegue niente e tratta solamente i vertici che sono presenti nella mesh senza creare duplicati. Le informazioni presenti in assenza di texture sono piu' che sufficienti. Federico Mazzanti */ std::map ListOfDuplexVert; std::vector VectorOfVertexType; std::vector VertRemap; // VertRemap[i] keep the final position of m.vert[i] inside the 3ds vertex list. used for remapping the pointers to vertex in the faces int count = 1; int nface = 0; if(HasPerWedgeTexCoord(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD) ) { FaceIterator fi; for(fi=m.face.begin(); fi!=m.face.end(); ++fi) if( !(*fi).IsD() ) { for(unsigned int k=0;k<3;k++) { int i = GetIndexVertex(m, (*fi).V(k)); vcg::TexCoord2 t = (*fi).WT(k); if(!m.vert[i].IsD()) { if(AddDuplexVertexCoord(ListOfDuplexVert,Key(i,t))) { VectorOfVertexType.push_back((*(*fi).V(k))); ListOfDuplexVert[Key(i,t)] = VectorOfVertexType.size()-1; count++; } } } if (cb !=NULL) (*cb)(100.0 * (float)++nface/(float)m.face.size(), "calc duplex vertex ..."); else return E_ABORTED; } } int number_vertex_to_duplicate = 0; if(HasPerWedgeTexCoord(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )) number_vertex_to_duplicate = (count-1) - m.vn; Lib3dsFile *file = lib3ds_file_new();//creates new file Lib3dsMesh *mesh = lib3ds_mesh_new("mesh");//creates a new mesh with mesh's name "mesh" QString qnamematerial = "Material - %1"; std::vector materials; int current = 0; int max = m.vn+m.fn+number_vertex_to_duplicate; lib3ds_mesh_new_point_list(mesh, m.vn + number_vertex_to_duplicate);// set number of vertexs if(HasPerWedgeTexCoord(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )) lib3ds_mesh_new_texel_list(mesh,m.vn + number_vertex_to_duplicate); //set number of textures int v_index = 0; VertexIterator vi; //saves vert if(HasPerWedgeTexCoord(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )) { for(unsigned int i=0; i< VectorOfVertexType.size();i++) { Lib3dsPoint point; point.pos[0] = VectorOfVertexType[i].P()[0]; point.pos[1] = VectorOfVertexType[i].P()[1]; point.pos[2] = VectorOfVertexType[i].P()[2]; mesh->pointL[i] = point; if (cb !=NULL) (*cb)(100.0 * (float)++current/(float)max, "writing vertices "); else return E_ABORTED; } } else { VertRemap.resize(m.vert.size(),-1); for(vi=m.vert.begin(); vi!=m.vert.end(); ++vi) if( !(*vi).IsD() ) { Lib3dsPoint point; point.pos[0] = (*vi).P()[0]; point.pos[1] = (*vi).P()[1]; point.pos[2] = (*vi).P()[2]; mesh->pointL[v_index] = point; VertRemap[vi-m.vert.begin()]=v_index; if (cb !=NULL) (*cb)(100.0 * (float)++current/(float)max, "writing vertices "); else return E_ABORTED; v_index++; } } lib3ds_mesh_new_face_list (mesh, m.face.size());//set number of faces int f_index = 0;//face index //int t_index = 0;//texture index FaceIterator fi; for(fi=m.face.begin(); fi!=m.face.end(); ++fi) if( !(*fi).IsD() ) { vcg::TexCoord2 t0(0,0),t1(0,0),t2(0,0); int i0 = GetIndexVertex(m, (*fi).V(0)); int i1 = GetIndexVertex(m, (*fi).V(1)); int i2 = GetIndexVertex(m, (*fi).V(2)); if(HasPerWedgeTexCoord(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD ) ) { t0 = (*fi).WT(0); t1 = (*fi).WT(1); t2 = (*fi).WT(2); } Lib3dsFace face; if(HasPerWedgeTexCoord(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD )) { face.points[0] = GetIndexDuplexVertex(ListOfDuplexVert,Key(i0,t0)); face.points[1] = GetIndexDuplexVertex(ListOfDuplexVert,Key(i1,t1)); face.points[2] = GetIndexDuplexVertex(ListOfDuplexVert,Key(i2,t2)); } else { face.points[0] = VertRemap[i0]; face.points[1] = VertRemap[i1]; face.points[2] = VertRemap[i2]; } //saves coord textures if(HasPerWedgeTexCoord(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD ) ) { mesh->texelL[face.points[0]][0] = t0.u(); mesh->texelL[face.points[0]][1] = t0.v(); mesh->texelL[face.points[1]][0] = t1.u(); mesh->texelL[face.points[1]][1] = t1.v(); mesh->texelL[face.points[2]][0] = t2.u(); mesh->texelL[face.points[2]][1] = t2.v(); } if(mask & vcg::tri::io::Mask::IOM_FACEFLAGS) face.flags = 0; face.smoothing = 10; if((mask & vcg::tri::io::Mask::IOM_FACENORMAL) | (mask & vcg::tri::io::Mask::IOM_WEDGNORMAL) ) { face.normal[0] = (*fi).N()[0]; face.normal[1] = (*fi).N()[1]; face.normal[2] = (*fi).N()[2]; } if((mask & vcg::tri::io::Mask::IOM_FACECOLOR) | (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD)) { int material_index = vcg::tri::io::Materials::CreateNewMaterial(m, materials, 0, fi); if(material_index == (int)materials.size()) { Lib3dsMaterial *material = lib3ds_material_new();//creates a new material std::string name = qnamematerial.arg(material_index-1).toStdString(); strcpy(material->name,name.c_str());//copy new name of material if(mask & vcg::tri::io::Mask::IOM_FACECOLOR) { //ambient material->ambient[0] = materials[materials.size()-1].Ka[0]; material->ambient[1] = materials[materials.size()-1].Ka[1]; material->ambient[2] = materials[materials.size()-1].Ka[2]; material->ambient[3] = materials[materials.size()-1].Tr; //diffuse material->diffuse[0] = materials[materials.size()-1].Kd[0]; material->diffuse[1] = materials[materials.size()-1].Kd[1]; material->diffuse[2] = materials[materials.size()-1].Kd[2]; material->diffuse[3] = materials[materials.size()-1].Tr; //specular material->specular[0] = materials[materials.size()-1].Ks[0]; material->specular[1] = materials[materials.size()-1].Ks[1]; material->specular[2] = materials[materials.size()-1].Ks[2]; material->specular[3] = materials[materials.size()-1].Tr; //shininess material->shininess = materials[materials.size()-1].Ns; } //texture if(HasPerWedgeTexCoord(m) && (mask & vcg::tri::io::Mask::IOM_WEDGTEXCOORD ) ) strcpy(material->texture1_map.name,materials[materials.size()-1].map_Kd.c_str()); lib3ds_file_insert_material(file,material);//inserts the material inside the file strcpy(face.material,name.c_str()); } else { std::string name = qnamematerial.arg(material_index).toStdString(); strcpy(face.material,name.c_str());//set name of material } } mesh->faceL[f_index]=face; if (cb !=NULL) (*cb)(100.0 * (float)++current/(float)max, "writing faces "); else return E_ABORTED; f_index++; } lib3ds_file_insert_mesh(file, mesh);//inserts the Mesh into file Lib3dsNode *node = lib3ds_node_new_object();//creates a new node strcpy(node->name,mesh->name); node->parent_id = LIB3DS_NO_PARENT; lib3ds_file_insert_node(file,node);//inserts the node into file bool result = lib3ds_file_save(file, filename); //saves the file if(result) return E_NOERROR; else return E_ABORTED; } /* function which saves in 3DS format */ static int Save(SaveMeshType &m, const char * filename, const int &mask, CallBackPos *cb=0) { return SaveBinary(m,filename,mask,cb); } /* returns index of the vertex */ inline static int GetIndexVertex(SaveMeshType &m, VertexType *p) { return p-&*(m.vert.begin()); } /* added pair Key,int into map */ inline static bool AddDuplexVertexCoord(std::map &m,Key key) { int index = m[key]; if(index==0) return true; return false; } /* returns value of key key into map. this value is vertex's index into list all duplicate vertex */ inline static int GetIndexDuplexVertex(std::map &m,Key key) { return m[key]; } }; // end class } // end Namespace tri } // end Namespace io } // end Namespace vcg #endif