-
简介
本节课实现了加载Milkshape3D建模生成的文件,本课的大部分内容主要是分析Milkshape3D的模型文件格式
-
实现
本课中的读取文件的内容大部分来自NeHe课程中的代码:
主要加载文件的代码在以下函数之中:
virtual bool loadModelData( const char *filename )其他的部分在前面课程中已经详细地介绍过了,具体读者可以查看代码:
编译运行程序:
附:本课源码(源码中可能存在错误和不足,仅供参考)
#include "../osgNeHe.h"
#include <iostream>
#include <fstream>
#include <QtCore/QTimer>
#include <QtGui/QApplication>
#include <QtGui/QVBoxLayout>
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osgQt/GraphicsWindowQt>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/Material>
#include <osg/AnimationPath>
using namespace std;
//////////////////////////////////////////////////////////////////////////
///////////////File From NeHe Tutorial//////////////////////////
//////////////////////////////////////////////////////////////////////////
osg::Texture2D * LoadGLTexture( const char *filename )
{
osg::Image *textureImage = osgDB::readImageFile(filename);
osg::Texture2D *texture2D = new osg::Texture2D;
texture2D->setImage(textureImage);
texture2D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture2D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
return texture2D;
}
class Model
{
public:
struct Mesh
{
int m_materialIndex;
int m_numTriangles;
int *m_pTriangleIndices;
};
struct Material
{
float m_ambient[4], m_diffuse[4], m_specular[4], m_emissive[4];
float m_shininess;
osg::Texture2D *m_texture;
char *m_pTextureFilename;
};
struct Triangle
{
float m_vertexNormals[3][3];
float m_s[3], m_t[3];
int m_vertexIndices[3];
};
struct Vertex
{
char m_boneID;
float m_location[3];
};
public:
Model()
{
m_numMeshes = 0;
m_pMeshes = NULL;
m_numMaterials = 0;
m_pMaterials = NULL;
m_numTriangles = 0;
m_pTriangles = NULL;
m_numVertices = 0;
m_pVertices = NULL;
}
virtual ~Model()
{
int i;
for ( i = 0; i < m_numMeshes; i++ )
delete[] m_pMeshes[i].m_pTriangleIndices;
for ( i = 0; i < m_numMaterials; i++ )
delete[] m_pMaterials[i].m_pTextureFilename;
m_numMeshes = 0;
if ( m_pMeshes != NULL )
{
delete[] m_pMeshes;
m_pMeshes = NULL;
}
m_numMaterials = 0;
if ( m_pMaterials != NULL )
{
delete[] m_pMaterials;
m_pMaterials = NULL;
}
m_numTriangles = 0;
if ( m_pTriangles != NULL )
{
delete[] m_pTriangles;
m_pTriangles = NULL;
}
m_numVertices = 0;
if ( m_pVertices != NULL )
{
delete[] m_pVertices;
m_pVertices = NULL;
}
}
virtual bool loadModelData( const char *filename ) = 0;
osg::Geode* drawGeode()
{
osg::Geode *geode = new osg::Geode;
geode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
for ( int i = 0; i < m_numMeshes; i++ )
{
osg::Geometry *geometry = new osg::Geometry;
osg::Vec3Array *vertexArray = new osg::Vec3Array;
osg::Vec2Array *textureArray = new osg::Vec2Array;
osg::Vec3Array *normalArray = new osg::Vec3Array;
int materialIndex = m_pMeshes[i].m_materialIndex;
if ( materialIndex >= 0 )
{
osg::Material *material = new osg::Material;
material->setAmbient(osg::Material::FRONT,osg::Vec4(m_pMaterials[materialIndex].m_ambient[0], m_pMaterials[materialIndex].m_ambient[1],m_pMaterials[materialIndex].m_ambient[2],m_pMaterials[materialIndex].m_ambient[3]));
material->setDiffuse(osg::Material::FRONT,osg::Vec4(m_pMaterials[materialIndex].m_diffuse[0],m_pMaterials[materialIndex].m_diffuse[1],m_pMaterials[materialIndex].m_diffuse[2],m_pMaterials[materialIndex].m_diffuse[3]));
material->setEmission(osg::Material::FRONT,osg::Vec4(m_pMaterials[materialIndex].m_emissive[0],m_pMaterials[materialIndex].m_emissive[1],m_pMaterials[materialIndex].m_emissive[2],m_pMaterials[materialIndex].m_emissive[3]));
material->setSpecular(osg::Material::FRONT,osg::Vec4(m_pMaterials[materialIndex].m_specular[0],m_pMaterials[materialIndex].m_specular[1],m_pMaterials[materialIndex].m_specular[2],m_pMaterials[materialIndex].m_specular[3]));
material->setShininess(osg::Material::FRONT, m_pMaterials[materialIndex].m_shininess);
geometry->getOrCreateStateSet()->setAttributeAndModes(material);
if ( m_pMaterials[materialIndex].m_texture > 0 )
{
geometry->getOrCreateStateSet()->setTextureAttributeAndModes(0, m_pMaterials[materialIndex].m_texture);
}
}
for ( int j = 0; j < m_pMeshes[i].m_numTriangles; j++ )
{
int triangleIndex = m_pMeshes[i].m_pTriangleIndices[j];
const Triangle* pTri = &m_pTriangles[triangleIndex];
for ( int k = 0; k < 3; k++ )
{
int index = pTri->m_vertexIndices[k];
normalArray->push_back(osg::Vec3(pTri->m_vertexNormals[k][0], pTri->m_vertexNormals[k][1], pTri->m_vertexNormals[k][2]));
textureArray->push_back(osg::Vec2(pTri->m_s[k], pTri->m_t[k]));
vertexArray->push_back(osg::Vec3(m_pVertices[index].m_location[0], m_pVertices[index].m_location[1], m_pVertices[index].m_location[2]));
}
}
geometry->setVertexArray(vertexArray);
geometry->setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);
geometry->setTexCoordArray(0, textureArray, osg::Array::BIND_PER_VERTEX);
geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, vertexArray->size()));
geode->addDrawable(geometry);
}
return geode;
}
void reloadTextures()
{
for ( int i = 0; i < m_numMaterials; i++ )
if ( strlen( m_pMaterials[i].m_pTextureFilename ) > 0 )
m_pMaterials[i].m_texture = LoadGLTexture( m_pMaterials[i].m_pTextureFilename );
else
m_pMaterials[i].m_texture = 0;
}
protected:
int m_numMeshes;
Mesh *m_pMeshes;
int m_numMaterials;
Material *m_pMaterials;
int m_numTriangles;
Triangle *m_pTriangles;
int m_numVertices;
Vertex *m_pVertices;
};
//////////////////////////////////////////////////////////////////////////
#ifdef _MSC_VER
# pragma pack( push, packing )
# pragma pack( 1 )
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error you must byte-align these structures with the appropriate compiler directives
#endif
typedef unsigned short word;
// File header
struct MS3DHeader
{
char m_ID[10];
int m_version;
} PACK_STRUCT;
// Vertex information
struct MS3DVertex
{
char m_flags;
float m_vertex[3];
char m_boneID;
char m_refCount;
} PACK_STRUCT;
// Triangle information
struct MS3DTriangle
{
word m_flags;
word m_vertexIndices[3];
float m_vertexNormals[3][3];
float m_s[3], m_t[3];
char m_smoothingGroup;
char m_groupIndex;
} PACK_STRUCT;
// Material information
struct MS3DMaterial
{
char m_name[32];
float m_ambient[4];
float m_diffuse[4];
float m_specular[4];
float m_emissive[4];
float m_shininess; // 0.0f - 128.0f
float m_transparency; // 0.0f - 1.0f
char m_mode; // 0, 1, 2 is unused now
char m_texture[128];
char m_alphamap[128];
} PACK_STRUCT;
// Joint information
struct MS3DJoint
{
char m_flags;
char m_name[32];
char m_parentName[32];
float m_rotation[3];
float m_translation[3];
word m_numRotationKeyframes;
word m_numTranslationKeyframes;
} PACK_STRUCT;
// Keyframe data
struct MS3DKeyframe
{
float m_time;
float m_parameter[3];
} PACK_STRUCT;
// Default alignment
#ifdef _MSC_VER
# pragma pack( pop, packing )
#endif
#undef PACK_STRUCT
class MilkshapeModel : public Model
{
public:
MilkshapeModel()
{
}
virtual ~MilkshapeModel()
{
}
virtual bool loadModelData( const char *filename )
{
ifstream inputFile( filename, ios::in | ios::binary | ios::_Nocreate );
if ( inputFile.fail())
return false;
inputFile.seekg( 0, ios::end );
long fileSize = inputFile.tellg();
inputFile.seekg( 0, ios::beg );
char *pBuffer = new char[fileSize];
inputFile.read( pBuffer, fileSize );
inputFile.close();
const char *pPtr = pBuffer;
MS3DHeader *pHeader = ( MS3DHeader* )pPtr;
pPtr += sizeof( MS3DHeader );
if ( strncmp( pHeader->m_ID, "MS3D000000", 10 ) != 0 )
return false; // "Not a valid Milkshape3D model file."
if ( pHeader->m_version < 3 || pHeader->m_version > 4 )
return false; // "Unhandled file version. Only Milkshape3D Version 1.3 and 1.4 is supported." );
int nVertices = *( word* )pPtr;
m_numVertices = nVertices;
m_pVertices = new Vertex[nVertices];
pPtr += sizeof( word );
int i;
for ( i = 0; i < nVertices; i++ )
{
MS3DVertex *pVertex = ( MS3DVertex* )pPtr;
m_pVertices[i].m_boneID = pVertex->m_boneID;
memcpy( m_pVertices[i].m_location, pVertex->m_vertex, sizeof( float )*3 );
pPtr += sizeof( MS3DVertex );
}
int nTriangles = *( word* )pPtr;
m_numTriangles = nTriangles;
m_pTriangles = new Triangle[nTriangles];
pPtr += sizeof( word );
for ( i = 0; i < nTriangles; i++ )
{
MS3DTriangle *pTriangle = ( MS3DTriangle* )pPtr;
int vertexIndices[3] = { pTriangle->m_vertexIndices[0], pTriangle->m_vertexIndices[1], pTriangle->m_vertexIndices[2] };
float t[3] = { 1.0f-pTriangle->m_t[0], 1.0f-pTriangle->m_t[1], 1.0f-pTriangle->m_t[2] };
memcpy( m_pTriangles[i].m_vertexNormals, pTriangle->m_vertexNormals, sizeof( float )*3*3 );
memcpy( m_pTriangles[i].m_s, pTriangle->m_s, sizeof( float )*3 );
memcpy( m_pTriangles[i].m_t, t, sizeof( float )*3 );
memcpy( m_pTriangles[i].m_vertexIndices, vertexIndices, sizeof( int )*3 );
pPtr += sizeof( MS3DTriangle );
}
int nGroups = *( word* )pPtr;
m_numMeshes = nGroups;
m_pMeshes = new Mesh[nGroups];
pPtr += sizeof( word );
for ( i = 0; i < nGroups; i++ )
{
pPtr += sizeof( char ); // flags
pPtr += 32; // name
word nTriangles = *( word* )pPtr;
pPtr += sizeof( word );
int *pTriangleIndices = new int[nTriangles];
for ( int j = 0; j < nTriangles; j++ )
{
pTriangleIndices[j] = *( word* )pPtr;
pPtr += sizeof( word );
}
char materialIndex = *( char* )pPtr;
pPtr += sizeof( char );
m_pMeshes[i].m_materialIndex = materialIndex;
m_pMeshes[i].m_numTriangles = nTriangles;
m_pMeshes[i].m_pTriangleIndices = pTriangleIndices;
}
int nMaterials = *( word* )pPtr;
m_numMaterials = nMaterials;
m_pMaterials = new Material[nMaterials];
pPtr += sizeof( word );
for ( i = 0; i < nMaterials; i++ )
{
MS3DMaterial *pMaterial = ( MS3DMaterial* )pPtr;
memcpy( m_pMaterials[i].m_ambient, pMaterial->m_ambient, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_diffuse, pMaterial->m_diffuse, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_specular, pMaterial->m_specular, sizeof( float )*4 );
memcpy( m_pMaterials[i].m_emissive, pMaterial->m_emissive, sizeof( float )*4 );
m_pMaterials[i].m_shininess = pMaterial->m_shininess;
m_pMaterials[i].m_pTextureFilename = new char[strlen( pMaterial->m_texture )+1];
strcpy( m_pMaterials[i].m_pTextureFilename, pMaterial->m_texture );
pPtr += sizeof( MS3DMaterial );
}
reloadTextures();
delete[] pBuffer;
return true;
}
};
class ViewerWidget : public QWidget, public osgViewer::Viewer
{
public:
ViewerWidget(osg::Node *scene = NULL)
{
QWidget* renderWidget = getRenderWidget( createGraphicsWindow(0,0,100,100), scene);
QVBoxLayout* layout = new QVBoxLayout;
layout->addWidget(renderWidget);
layout->setContentsMargins(0, 0, 0, 1);
setLayout( layout );
connect( &_timer, SIGNAL(timeout()), this, SLOT(update()) );
_timer.start( 10 );
}
QWidget* getRenderWidget( osgQt::GraphicsWindowQt* gw, osg::Node* scene )
{
osg::Camera* camera = this->getCamera();
camera->setGraphicsContext( gw );
const osg::GraphicsContext::Traits* traits = gw->getTraits();
camera->setClearColor( osg::Vec4(0.0, 0.0, 0.0, 1.0) );
camera->setViewport( new osg::Viewport(0, 0, traits->width, traits->height) );
camera->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(traits->width)/static_cast<double>(traits->height), 0.1f, 100.0f );
camera->setViewMatrixAsLookAt(osg::Vec3d(75, 75, 75), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));
this->setSceneData( scene );
return gw->getGLWidget();
}
osgQt::GraphicsWindowQt* createGraphicsWindow( int x, int y, int w, int h, const std::string& name="", bool windowDecoration=false )
{
osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->windowName = name;
traits->windowDecoration = windowDecoration;
traits->x = x;
traits->y = y;
traits->width = w;
traits->height = h;
traits->doubleBuffer = true;
traits->alpha = ds->getMinimumNumAlphaBits();
traits->stencil = ds->getMinimumNumStencilBits();
traits->sampleBuffers = ds->getMultiSamples();
traits->samples = ds->getNumMultiSamples();
return new osgQt::GraphicsWindowQt(traits.get());
}
virtual void paintEvent( QPaintEvent* event )
{
frame();
}
protected:
QTimer _timer;
};
osg::Node* buildScene()
{
Model *pModel = new MilkshapeModel();
pModel->loadModelData( "Data/model.ms3d");
pModel->reloadTextures();
osg::Group *root = new osg::Group;
osg::MatrixTransform *rotYMT = new osg::MatrixTransform;
rotYMT->addUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(), osg::Y_AXIS, 2.5));
rotYMT->addChild(pModel->drawGeode());
root->addChild(rotYMT);
return root;
}
int main( int argc, char** argv )
{
QApplication app(argc, argv);
ViewerWidget* viewWidget = new ViewerWidget(buildScene());
viewWidget->setGeometry( 100, 100, 640, 480 );
viewWidget->show();
return app.exec();
}

本文介绍了一种加载Milkshape3D模型的方法,并通过分析其文件格式,实现了模型的加载与显示。代码示例展示了如何解析Milkshape3D文件格式,包括顶点、三角形和材质等信息。

被折叠的 条评论
为什么被折叠?



