implemented SM to MESH file conversion

added extra console messages to indicate what is being done
This commit is contained in:
gered 2010-06-23 22:32:24 -04:00
parent 5b7f26aeaa
commit 05470a99b5
3 changed files with 109 additions and 4 deletions

View file

@ -41,6 +41,8 @@ int main(int argc, char **argv)
if (extension == ".obj")
{
printf("Using OBJ converter.\n");
Obj *obj = new Obj();
if (!obj->Load(file, "./"))
{
@ -55,6 +57,8 @@ int main(int argc, char **argv)
}
else if (extension == ".md2")
{
printf("Using MD2 converter.\n");
Md2 *md2 = new Md2();
if (!md2->Load(file))
{
@ -69,8 +73,10 @@ int main(int argc, char **argv)
}
else if (extension == ".sm")
{
printf("Using SM converer.\n");
StaticModel *sm = new StaticModel();
if (!sm->Load(file, "./"))
if (!sm->Load(file))
{
printf("Error loading SM file.\n\n");
return 1;
@ -87,6 +93,8 @@ int main(int argc, char **argv)
return 1;
}
printf("Finished converting to %s\n", meshFile.c_str());
return 0;
}

View file

@ -28,7 +28,7 @@ void StaticModel::Release()
delete[] m_normals;
}
bool StaticModel::Load(const std::string &file, const std::string &texturePath)
bool StaticModel::Load(const std::string &file)
{
FILE *fp;
unsigned short numMaterials;
@ -97,7 +97,7 @@ bool StaticModel::Load(const std::string &file, const std::string &texturePath)
if (c)
texture += c;
} while (c != '\0');
m_materials[i].material->SetTexture(texturePath + texture);
m_materials[i].material->SetTexture(texture);
}
// Read in triangle definitions (all are indexes into raw data following)
@ -217,6 +217,103 @@ bool StaticModel::ConvertToMesh(const std::string &file)
unsigned char version = 1;
fwrite(&version, 1, 1, fp);
// vertices chunk
fputs("VTX", fp);
long numVertices = m_numVertices;
long sizeofVertices = (sizeof(float) * 3) * numVertices + sizeof(long);
fwrite(&sizeofVertices, sizeof(long), 1, fp);
fwrite(&numVertices, sizeof(long), 1, fp);
for (long i = 0; i < numVertices; ++i)
{
const Vector3 *vector = &m_vertices[i];
fwrite(&vector->x, sizeof(float), 1, fp);
fwrite(&vector->y, sizeof(float), 1, fp);
fwrite(&vector->z, sizeof(float), 1, fp);
}
// normals chunk
fputs("NRL", fp);
long numNormals = m_numNormals;
long sizeofNormals = (sizeof(float) * 3) * numNormals + sizeof(long);
fwrite(&sizeofNormals, sizeof(long), 1, fp);
fwrite(&numNormals, sizeof(long), 1, fp);
for (long i = 0; i < numNormals; ++i)
{
const Vector3 *normal = &m_normals[i];
fwrite(&normal->x, sizeof(float), 1, fp);
fwrite(&normal->y, sizeof(float), 1, fp);
fwrite(&normal->z, sizeof(float), 1, fp);
}
// texture coordinates chunk
fputs("TXT", fp);
long numTexCoords = m_numTexCoords;
long sizeofTexCoords = (sizeof(float) * 2) * numTexCoords + sizeof(long);
fwrite(&sizeofTexCoords, sizeof(long), 1, fp);
fwrite(&numTexCoords, sizeof(long), 1, fp);
for (long i = 0; i < numTexCoords; ++i)
{
const Vector2 *texCoord = &m_texCoords[i];
fwrite(&texCoord->x, sizeof(float), 1, fp);
fwrite(&texCoord->y, sizeof(float), 1, fp);
}
// materials chunk
fputs("MTL", fp);
long numMaterials = m_numMaterials;
// figure out the size of all the material texture filename strings
long sizeofNames = 0;
for (int i = 0; i < numMaterials; ++i)
sizeofNames += m_materials[i].material->GetTexture().length() + 1;
long sizeofMaterials = numMaterials + sizeof(long);
fwrite(&sizeofMaterials, sizeof(long), 1, fp);
fwrite(&numMaterials, sizeof(long), 1, fp);
for (long i = 0; i < numMaterials; ++i)
{
const SmMaterial *material = &m_materials[i];
fputs(material->material->GetTexture().c_str(), fp);
fwrite("\0", 1, 1, fp);
}
// triangles chunk
fputs("TRI", fp);
long numPolys = m_numPolygons;
long sizeofPolys = ((sizeof(long) * 3) * 3 + sizeof(long)) * numPolys + sizeof(long);
fwrite(&sizeofPolys, sizeof(long), 1, fp);
fwrite(&numPolys, sizeof(long), 1, fp);
for (long i = 0; i < numPolys; ++i)
{
const SmPolygon *triangle = &m_polygons[i];
long data;
data = triangle->vertices[0];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->vertices[1];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->vertices[2];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->normals[0];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->normals[1];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->normals[2];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->texcoords[0];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->texcoords[1];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->texcoords[2];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->material;
fwrite(&data, sizeof(long), 1, fp);
}
fclose(fp);
return true;
}

View file

@ -44,7 +44,7 @@ public:
virtual ~StaticModel() { Release(); }
void Release();
bool Load(const std::string &file, const std::string &texturePath);
bool Load(const std::string &file);
bool ConvertToMesh(const std::string &file);
SmMaterial* GetMaterial(unsigned short index) { return &m_materials[index]; }