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