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第53DMAX模型顯示與控隨著計算機信息處理能力的日益提高,基于3D模型的控制技術在逆向工程、軍3DMAX等工具可以方便地創(chuàng)3DMAX的具體使用,主要介紹如何使用VisualC++6.0、控制并顯示3DMAX3D模型。3DMAX3DMAX是Autodesk公司開發(fā)的用于電腦三維動畫、模型和渲染軟件,全3D成稿時,版本是3dsMax2010。3DMAX軟件建模功能強大,擁有豐富的插件,在角色動畫方面具備很強的優(yōu)勢。同時,3DMAX操作簡單,容易上手,和其他相關軟件配合其版本更替情況參見表5-1。5-1版本更替簡 3ds3ds3ds3ds3DStudioMax適用Windows的第一個版3DStudioMax5章3DMAX顯示與控 3DStudioMax3DStudioMax3dsMax3dsMax3dsMax3dsMax3dsMax對3dsMax支持WindowsVista系3dsMax包含兩個版本:面向游戲開發(fā)、影視特效3dsMax2009;面向設計師及視覺化專業(yè)的3dsMax2009Design版本3dsMax理復雜的場景;強大的創(chuàng)新型創(chuàng)作工具功能可支持包括渲染效 33DAMX3dmax3DS(3DStudio)格式的DirectX3DS.xDIRECTX.x3DSOPENGLMAXASE文件,再ASE3DAMX寫插件或,將3DAMX模型導出成自定3DS文件3DS文件是從3DMAX導出的一種文件,雖然已經(jīng)年代很久了,但由于其與OpenGL、VisualC++的良好結(jié)合性,仍然受到廣大編程者的喜愛。導出3DS文件格)減、聚光區(qū)和FOV的動畫軌跡等。3DS文件是基于“塊”(chunk)chunk3DS3DS實際上是一個層次結(jié)構,包含了成千上萬個chunk,由它們構成了一個復雜靈活的文件系統(tǒng)。如圖5.1所示。1ID,為整數(shù)值,描述的是數(shù)據(jù)塊的信息類別,即該塊是如何組成的。有時候,塊ID也會告知我們它是否含有子塊。第2第3項,可以是數(shù)據(jù),也可以是另一個chunk塊。由于chunk塊可以相互嵌套,因 5章3DMAX顯示與控5.13DS文件塊層次結(jié)5.2chunk個文件的大小。因此,可以通過判斷其ID來識別3DS文件。MAIN3DEDIT3DS和描述關鍵幀數(shù)據(jù)的關鍵幀塊KEYF3DS,參見表5-2。5-2兩個一級子塊的含塊 5-3EDIT3DS的二級 EDITEDITVIEWEDITVIEWEDITEDITEDIT_CONFIG1EDIT_CONFIG27020塊EDIT_OBJECT0結(jié)尾的字符串,描述了該對象的名稱。對象可以是一個網(wǎng)格也可是一個光源或者是一個機參見5.2.3節(jié)的內(nèi)容。KEYF3DS主要包EDIT_VIEW1、KEYF_FRAMESKEYF_OBJDES,見5-45-4KEYF3DS子 幀5章3DMAX顯示與控其中,KEYF_FRAMES子塊8個字節(jié)組成4個字節(jié)描述了開始幀4個對象塊EDIT_OBJECT6NULLTerminatedString用來存放它EDIT_OBJECT的子塊可以是網(wǎng)格、光源或者機等,參見表5-5。5-5EDIT_OBJECT子塊信 OBJ機5-6網(wǎng)格子塊信 TRITRI TRITRI 頂點65535float
5-7頂點塊信 2字4字X坐4字Y坐4字Z坐5.3頂點塊實OpenGLX90度就可以了。紋理出的。圖5.4所示即其中一例。5.4紋理塊實5章3DMAX顯示與控面面塊用來記錄網(wǎng)格對象中所有的面信息。3DS創(chuàng)建的模型以三角形方式存在,這意味3個頂點就可以了。另外,一個模型可以使用多個材質(zhì),這就需要一一些其他信息。因此,一個面需要4WORD來記錄,見表5-8。5-8面列表子塊信 2字2字頂點A2字頂點B2字頂點C2字5.5面塊實式是順時針還是逆時針等信息。面信息的各位意義復雜,最重要的是前三位,如表5-9所5-9面信息位含bit 1AC邊的順序。若為A→C,則223BC邊的順序。若是B→CAB邊的順序。若是A→B例如,如果該值為110=6,則表明排列的方法是A→B→C→A,是逆時針方式存面材NullTerminatedString開始,通過這個唯一的名稱用戶可這些數(shù)據(jù)都使用WORD存放。這里所說的索引是指這些面在面列表中的位置。有少數(shù)頂點可能被多個材質(zhì),如果不做處理的話,這些頂點將被兩個材質(zhì)處理。其實只有最后那個材質(zhì)對應的面上的紋理才是正確的??梢酝ㄟ^這個頂點方式,來保U、V方向的Offset和Tiling,以W方向上的Rotate,問題是如何將原坐標的(X,Y)x1(cosw*(x0ou0.5f)sinw*(y0ou0.5f))*tu0.5fy(sinw*(xo0.5f)sinw*(yo0.5f))*t0.5 這里ou和ovU、VOffsettu和tvU、VTiling。加減0.5是因為Offset將左上角當作原點。3X、Y、Z5-10所示的表5- RGB24位色機子塊共占用8個float型空間,開始的3個float型空間用于表示機的位(X,Y,Z),中間的3個型空間float表示機指向的位置(X,Y,Z),接下來的一個5章3DMAX顯示與控3DS文件類為了使3DS文件的與操作快捷化,這里設計一個C3DSReader類。C3DSReader3DS文件的方方面面,這里僅實現(xiàn)一些必須的功能。新建類#include<math.h>首先C3DSReader類的頭文3DSReader.h中定義一些數(shù)據(jù)結(jié)構等下面#include<math.h>constconstlongSizeofChunksizeof(unsignedshort)+sizeof(long);constintMaxMaterialDictEntries=256; //定義材料符號表constunsignedshort =constunsignedshortCMAGIC =0xc23d;constunsignedshortM3D_VERSION=0x0002;constunsignedshortMDATA =0x3d3d;constunsignedshortMESH_VERSION=0x3d3e;constunsignedshortMAT_ENTRY=0xafff;constunsignedshortMASTER_SCALE=0x0100;constunsignedshortNAMED_OBJECT=0x4000;constunsignedshortMAT_NAME =0xa000;constunsignedshortMAT_AMBIENT=0xa010;constunsignedshortMAT_DIFFUSE=0xa020;constunsignedshortMAT_SPECULAR=0xa030;constunsignedshortMAT_SHININESS=0xa040;constunsignedshortMAT_TRANSPARENCY=0xa050;constunsignedshortMAT_SHADING=0xa100;constunsignedshortN_TRI_OBJECT=0x4100;constunsignedshortPOINT_ARRAY=0x4110;constunsignedshortFACE_ARRAY=0x4120;constunsignedshortMSH_MAT_GROUP=0x4130;constunsignedshortSMOOTH_GROUP=0x4150;constunsignedshortMESH_MATRIX=0x4160;constunsignedshortCOLOR_24 =0x0011;constunsignedshortLIN_COLOR_24=0x0012;constunsignedshortCOLOR_F =0x0010;constunsignedshortINT_PERCENTAGE=0x0030;constunsignedshortFLOAT_PERCENTAGE=0x0031;constunsignedshortN_DIRECT_LIGHT=0x4600;constunsignedshort =constunsignedshort =constunsignedshort =constunsignedshort =constunsignedshort =0xb002;constunsignedconstunsignedshort =0xb002;constunsigned =constunsigned =constunsignedshortPIVOT =0xb013;constunsigned =constunsignedshort =0xb021;constunsigned =#define#defineW_TENS#defineW_CONT#defineW_BIAS#defineW_EASETO#defineW_EASEFROMtypedef{//chunk塊結(jié)unsignedlong}Hunk3DS;structtVector//矢{floatstruct {floattension;floatbias;floateaseto;floateasefrom;longtime;struct{floattension;floatbias;floateaseto;floateasefrom;longtime;floatstruct{floattension;floatbias;floateaseto;floateasefrom;longtime;floatangle;floataxis[3];5章3DMAX顯示與控struct{C3DSReaderC3DSReader類負責處理所有的3DS文件讀入工作,代碼如下:class{virtualchar*nodeName,tVector*pivot,Hunk3DSchunk);intReadKFObjectNode(longfileSize,longnodeStart,longFILE* intReadKFDATA(longfileSize,longkfdataStart,longFILE* intRead3DSChunk(FILE*fp,Hunk3DS&chunk);//將塊的內(nèi)容讀入塊結(jié)構中intRead3DSString(FILE*fpchar*nameintlen256)讀入字符串intReadPercentage(FILE*fp,float&value);//讀入子塊intReadColor(FILE*fp,float&red,float&green,float&blue); FILE //讀入intReadFaceArray(CTriObject*newchild,longunsignedFILE* longfileSizeFILE* //被ReadTriObject函數(shù)調(diào)intReadTriObject(CMaterialDict*matdictlongfileSizeFILE*fp,longtriStart,longtriSize,char*groupName);// longnamedStart,longnamedSize,FILE*fp);//讀入 intReadMatEntry(CMaterialDict*matdictlongfileSize,longmatStart,longmatSize,FILE*fp); intReadMDATA(CMaterialDict*matdict,longfileSizelongmdataStart,longmdataSize,FILE*fp);//讀入Read3DSFile函數(shù)調(diào)用intIs3DSFile(FILE*fp);//3DS文件BOOLReader(char*filename,CTriList*_list);inlineshortReadUByte(FILE*fp,unsignedchar&{return(fread(&value,sizeof(value),1,fp)==1);}inlineshortReadShort(FILE*fp,short&value){return(fread(&value,sizeof(value),1,fp)==inlineinlineshortReadUShort(FILE*fp,unsignedshort&{return(fread(&value,sizeof(value),1,fp)==1);}inlineshortReadLong(FILE*fp,long&value){return(fread(&value,sizeof(value),1,fp)==1);}inlineshortReadULong(FILE*fp,unsignedlong&value){return(fread(&value,sizeof(value),1,fp)==1);}inlineshortReadFloat(FILE*fp,float&value){return(fread(&value,sizeof(value),1,fp)==1);}CTriList*{if(!ReadUShort(fp,chunk.id))returnFALSE;if(!ReadLong(fp,chunk.len))returnFALSE;returnTRUE;}intC3DSReader::Read3DSString(FILE*fp,char*name,intlen/*={intfor(inti=0;(c=fgetc(fp))!=EOF&&c!='\0';{if(i<len)name[i]=c;}if(i<name[i]='\0';name[len-1]='\0';return(c!=EOF);}{Hunk3DS chunkStart= if(!Read3DSChunk(fp,chunk))returnFALSE;if(chunk.id==INT_PERCENTAGE){ if(!ReadShort(fp,svalue))returnFALSE;value=(float)svalue/(float)100.0;returnTRUE;}elseif(chunk.id=={if(!ReadFloat(fp,value))returnFALSE;returnTRUE;}fseek(fp,chunkStart+chunk.len,SEEK_SET);returnFALSE;}5章3DMAX顯示與控intC3DSReader::ReadColor(FILE*fp,float&red,float&green,float&{ chunkStart=f unsignedchar if(!Read3DSChunk(fp,chunk))returnFALSE;switch(chunk.id){caseif(!ReadFloat(fp,red))returnFALSE;if(!ReadFloat(fp,green))returnFALSE;if(!ReadFloat(fp,blue))returnFALSE;caseif(!ReadUByte(fp,tmp))returnFALSE;red=(float)tmp/(float)255.0;if(!ReadUByte(fp,tmp))returnFALSE;green=(float)tmp/(float)255.0;if(!ReadUByte(fp,tmp))returnFALSE;blue=(float)tmp/(float)255.0;fseek(fp,chunkStart+chunk.len,SEEK_SET);returnFALSE;}return}intC3DSReader::ReadPointArray(CTriObject* longfileSize,FILE*fp){unsignedshortcount; if(!ReadUShort(fp,count))returnFALSE;float*x=newfloat[count];float*y=newfloat[count];float*z=newif(x==NULL||y==NULL||z==NULL)returnFALSE;for(inti=0;i<count;i++){if(!ReadFloat(fp,{delete[]x;delete[]y;delete[]z;}x[i]=if(!ReadFloat(fp, delete[]x;delete[]y;delete[]z;}y[i]=if(!ReadFloat(fp, delete[]x;delete[]y;delete[]z;}z[i]=}newchild->setX(x,count);newchild->setY(y,count);newchild->setZ(z,count);returncount;}intC3DSReader::ReadFaceArray(CTriObject*newchild,longunsignedfileSize,FILE*fp){unsignedshortcount=0;unsignedshortvalue=0;BOOLerror=FALSE;int*if(!ReadUShort(fp,count))returnFALSE;fac=newint[count*3];if(fac==NULL)returnfor(inti=0;{if(!ReadUShort(fp,value))error=TRUE;fac[3*i+0]=value;if(!ReadUShort(fp,value))error=TRUE;fac[3*i+1]=value;if(!ReadUShort(fp,value))error=TRUE;fac[3*i+2]=value;ifReadUShort(fpvalue)errorTRUE讀入可見的{delete[]fac;fac=NULL;returnFALSE;}}returncount*3;}intC3DSReader::ReadMeshMatGroup(CTriObject*newchild,CMaterialDict*matdict,longfileSize,FILE*fp){unsignedshortcount,face; 5章3DMAX顯示與控 index=if(!Read3DSString(fp,name,256))returnFALSE;if((lookup=matdict->Lookup(name))!=NULL)index=newchild->addMaterial(lookup);if(!ReadUShort(fp,count))returnFALSE;while(count-->0){if(!ReadUShort(fp,face))returnif(index!=-1)newchild->addMaterialFace(face,}return}intC3DSReader::ReadTriObject(CMaterialDict*matdict,longfileSize,FILE*fp,longtriStart,longtriSize,char*groupName){Hunk3DS chunkStart= verticecount= facecount= matcount=0;staticintid=1;CTriObject*newchild=newwhile(chunkStart<triStart+triSize&&Read3DSChunk(fp,{switch{caseverticecount=ReadPointArray(newchild,fileSize,fp);if(verticecount==FALSE)returnFALSE;casefacecount=ReadFaceArray(newchild,fileSize,fp);if(facecount==FALSE)returnFALSE;caseif(!ReadMeshMatGroup(newchild,matdict,fileSize,fp))returnFALSE;fseek(fp,chunkStart+chunk.len,}chunkStart= } return} intC3DSReader::ReadNamedObject(CMaterialDict*matdict,longfileSize,longnamedStart,longnamedSize,FILE*fp){ Hunk3DSchunk; if(!Read3DSString(fp,groupName,256))returnFALSE;chunkStart=f while(chunkStart<namedStart+namedSize&& {switch{caseN_TRI_OBJECT://ReadTriObject一次就寫入一個對象。填充數(shù)據(jù)if(!ReadTriObject(matdict,fileSize,fp,chunkStart,chunk.len,groupName))fseek(fp,chunkStart+chunk.len,}chunkStart= }return}intC3DSReader::ReadMatEntry(CMaterialDict*matdict,longfileSize,longmatStart,longmatSize,FILE*fp){ chunkStart=f red,green, while(chunkStart<matStart+matSize&&Read3DSChunk(fp,{switch{caseif(!Read3DSString(fp,name,256))returnFALSE;caseif(!ReadColor(fp,red,green,blue))returnFALSE;material.ambientColor[0]=red;material.ambientColor[1]=green;material.ambientColor[2]=blue;caseif(!ReadColor(fp,red,green,blue))returnFALSE;material.diffuseColor[0]=red;5章3DMAX顯示與控material.diffuseColor[1]=green;material.diffuseColor[2]=blue;caseif(!ReadColor(fp,red,green,blue))returnFALSE;material.specularColor[0]=red;material.specularColor[1]=green;material.specularColor[2]=blue;caseif(!ReadPercentage(fp,percentage))returnFALSE;material.shininess=((float)percentage)/100.0f;caseif(!ReadPercentage(fp,percentage))returnFALSE;material.transparency=((float)percentage)/100.0f;fseek(fp,chunkStart+chunk.len,}chunkStart= }returnTRUE;}//讀 intC3DSReader::ReadMDATA(CMaterialDict*matdict,longfileSize,longmdataStart,longmdataSize,FILE*fp){ chunkStart=f unsignedlong while(chunkStart<mdataStart+mdataSize&&Read3DSChunk(fp,{switch{caseif(!ReadULong(fp,version))returnFALSE;casereturnFALSE;caseif(!ReadFloat(fp,scale))returnFALSE;caseif(!ReadNamedObject(matdict,fileSize,chunkStart,chunk.len,fp))fseek(fp,chunkStart+chunk.len,}chunkStart= }return}intC3DSReader::Read3DSFile(longfileSize,longfileStart,longfileLen,FILE*fp){ chunkStart=f *matdict=newCMaterialDict();unsignedlong while(chunkStart<fileStart+fileLen&&Read3DSChunk(fp,{switch{caseif(!ReadULong(fp,version))gotoerror;caseif(!ReadMDATA(matdict,fileSize,chunkStart,chunk.len,fp))gotoerror;if(!ReadKFDATA(fileSize,chunkStart,chunk.len,fp))gotoerror;fseek(fp,chunkStart+chunk.len,}chunkStart= }if(matdict!=NULL)deletematdict;returnTRUE;if(matdict!=NULL)deletematdict;returnFALSE;}{Hunk3DS pos=f {fseek(fp,pos,SEEK_SET);returnFALSE;}fseek(fp,pos,SEEK_SET);return(chunk.id==M3DMAGIC);5章3DMAX顯示與控}BOOLC3DSReader::Reader(char*filename,CTriList*{ Hunk3DSchunk;DaList_list;//DaList將會保存所有的數(shù)if((fp=fopen(filename,"rb"))!={ chunkStart= fseek(fp,0,SEEK_END);fileSize=f fseek(fp,0,SEEK_SET);ifreturnwhile(chunkStart<fileSize&&Read3DSChunk(fp,chunk)){switch{case{}fseek(fp,chunkStart+chunk.len,}chunkStart= }}returnTRUE;} FILE*{ chunkStart=f Hunk3DSchunk; while(chunkStart<kfdataStart+kfdataSize&&Read3DSChunk(fp,{switch{caseif(!Read3DSString(fp,name,256))returnFALSE;if(!ReadLong(fp,kflength))returnFALSE;caseif(!ReadLong(fp,kfstart))returnFALSE;if(!ReadLong(fp,kfend))returnFALSE;caseReadKFObjectNode(fileSize,chunkStart,chunk.len,fp);fseek(fp,chunkStart+chunk.len,SEEK_SET);fseek(fp,chunkStart+chunk.len,}chunkStart= }return}intC3DSReader::ReadKFObjectNode(longfileSize,longnodeStart,longnodeSize,FILE*fp){ chunkStart=f Hunk3DSchunk; while(chunkStart<nodeStart+nodeSize&&Read3DSChunk(fp,{switch{caseif(!ReadShort(fp,nodeid))returnfalse;fseek(fp,chunkStart+chunk.len,SEEK_SET);caseif(!Read3DSString(fp,nodeName,256))returnFALSE;fseek(fp,chunkStart+chunk.len,SEEK_SET);if(!ReadFloat(fp,pivot.x))returnFALSE;if(!ReadFloat(fp,pivot.y))returnFALSE;if(!ReadFloat(fp,pivot.z))returnFALSE;fseek(fp,chunkStart+chunk.len,SEEK_SET);caseif(!ReadKFTrackTag(fileSize,chunkStart,chunk.len,fp,nodeName,&pivot,chunk))return5章3DMAX顯示與控fseek(fp,chunkStart+chunk.len,SEEK_SET);caseif(!ReadKFTrackTag(fileSize,chunkStart,chunk.len,fp,nodeName,&pivot,chunk))returnfseek(fp,chunkStart+chunk.len,SEEK_SET);caseif(!ReadKFTrackTag(fileSize,chunkStart,chunk.len,fp,nodeName,&pivot,chunk))returnfseek(fp,chunkStart+chunk.len,SEEK_SET);fseek(fp,chunkStart+chunk.len,}chunkStart= }return}FILE*fp,char*nodeName,tVector*pivot,Hunk3DSchunk){longnumkeys;shortrflags;shortlongtrtmin,trtmax;CTriObject*current;Keykey;current=DaList->getObjectByName(nodeName);if(current==NULL)returnFALSE;ReadShort(fp,trflags);ReadLong(fp,trtmin);ReadLong(fp,trtmax);ReadLong(fp,numkeys);for(inti=0;i<numkeys;{ReadLong(fp,key.time);ReadShort(fp,rflags);if(rflags&W_CONT)ReadFloat(fp,key.continuity);if(rflags&W_BIAS)ReadFloat(fp,key.bias);if(rflags&W_EASEFROM)ReadFloat(fp,key.easefrom);switch(chunk.id){Poskeypkey;ReadFloat(fp,pkey.pos[0]);ReadFloat(fp,pkey.pos[1]);ReadFloat(fp,pkey.pos[2]);casePoskeyskey;ReadFloat(fp,skey.pos[0]);ReadFloat(fp,skey.pos[1]);ReadFloat(fp,skey.pos[2]);caseRotkeyrkey;ReadFloat(fp,rkey.angle);ReadFloat(fp,rkey.axis[0]);ReadFloat(fp,rkey.axis[1]);ReadFloat(fp,rkey.axis[2]);}}return}CTriList在C3DSReader類中了一個對象成員 CTriList* classclass{virtualCTriObject*getObjectByName(char*name);//獲得當前的對象voidremoveAllObjects(); voiddoAfterMath(); voidInit();intgetNumObjectsreturnnumobjects;};//voiddrawGL();//BOOLadd(CTriObject*_object); intnumobjects;intint//ADD1005章3DMAX顯示與控{free=numobjects=maxobjects=}{for(inti=0;i<numobjects;i++)delete}{if(numobjects<={objects[free]=_object;//將讀入的每個對象指針 在objects[100]中free++;returnTRUE;}elsereturn}void{for(inti=0;i<numobjects;objects[i]- //每個ObjectDraw一}void{free=numobjects=maxobjects=}void{for(inti=0;i<numobjects;i++)}void{for(inti=0;i<numobjects;i++)deleteobjects[i];numobjects=0;free=}{char*for(inti=0;i<numobjects;{objects[i]-if(strcmp(name,objname)==0)return}return}CTriObject CTriObject*objects[100];//建立了一個類型為CTriObject,大小為100的數(shù) class{virtualvoidsetId(int_id);//設置IDvoiddrawGL(); //基本voidsetX(float*_x,intnum){x=_x;numvertices=num;};voidsetY(float*_y,intnum){y=_y;numvertices=num;};voidsetZ(float*_z,intnum){z=_z;numvertices=num;};voidgetX(float*&_x,int&num){_x=x;num=numvertices;};voidgetY(float*&_y,int&num){_y=y;num=numvertices;};voidgetZ(float*&_z,int&num){_z=z;num=numvertices;};voidsetFaces(int*_faces,intnum){faces=_faces;numfaces=num;matfaces=newint[num/3];};intaddMaterial(tMaterial*_material);voidaddMaterialFace(intentry,int{if(nummatfacesapplied<numfaces/3)materialsapplied=FALSE;elsematerialsapplied=TRUE;voidsetName(char*{name=newchar[strlen(_name)];strcpy(name,_name);};voidgetName(char*&_name){_name=name;};{pivot[0]=_pivot->x;pivot[1]=_pivot->y;pivot[2]=_pivot->z;} ormal(intentry,floatout[3]);voidReduceToUnit(floatvector[3]);BOOLnormalapplied; tMaterial*materials;5章3DMAX顯示與控{x=y=z=nx=ny=nz=NULL;matfaces=faces=NULL;materials=NULL;numvertices=numfaces=nummatfacesapplied=0;pivot[0]=0.0f;pivot[1]=0.0f;pivot[2]=0.0f;pivotrot[0]=0.0f;pivotrot[1]=0.0f;pivotrot[2]=0.0f;pivotrot[3]=0.0f;normalapplied=FALSE;materialsapplied=}{delete[]x;delete[]y;delete[]z;delete[]nx;delete[]ny;delete[]nz;delete[]faces;delete[]matfaces;delete[]}void{if(numfaces==0)return;delete[]nx;delete[]ny;delete[]nx=newfloat[numfaces/3];ny=newfloat[numfaces/3];nz=newfloat[numfaces/3];if(nx==NULL||ny==NULL||nz==NULL{delete[]nx;delete[]ny;delete[]normalapplied= }floatfor(inti=0;i<numfaces/3;i++ //getto{ormal(3*i,normal);nx[i]=normal[0];ny[i]=nz[inormal[23個值表示空間某個坐標點,作為當前平面的}normalapplied=} ormal(intentry,floatout[3{floatv1[0]=x[faces[entry]]-x[faces[entry+1]];v1[1]=y[faces[entry]]-y[faces[entry+1]];v1[2]=z[faces[entry]]-z[faces[entry+1]];v2[0]=x[faces[entry+1]]-x[faces[entry+2]];v2[1]=y[faces[entry+1]]-y[faces[entry+2]];v2[2]=z[faces[entry+1]]-z[faces[entry+2]];out[0]=v1[1]*v2[2]-out[1]=v1[2]*v2[0]-out[2]=v1[0]*v2[1]-}voidCTriObject::ReduceToUnit(floatvector[3{floatlength=(float)sqrt((vector[0]*vector[0])+if(length==0.0f)length=//單位化矢量vector[0length;vector[1length;vector[2}void{intif{for(i=0;i<numfaces/3;{ glColor4f(materials[matfaces[i]].diffuseColor[0],5章3DMAX顯示與控glColor3f(0.0f,0.0f,1.0f::glNormal3f(nx[i],ny[i],::glVertex3f(x[faces[j]],y[faces[j]],::glVertex3f(x[faces[j+1]],y[faces[j+1]],::glVertex3f(x[faces[j+2]],y[faces[j+2]],}}{for(i=0;i<numfaces;{glColor3f(materials[matfaces[i/3]].diffuseColor[0],materials[matfaces[i/3]].diffuseColor[2]);glColor3f(0.0f,0.0f,1.0fglVertex3f(x[faces[i]],y[faces[i]],glVertex3f(x[faces[i+1]],y[faces[i+1]],glVertex3f(x[faces[i+2]],y[faces[i+2]],}}}{tMaterial*tmp;if{materials=newtMaterial[nummaterials];if(materials==NULL){nummaterials=0;materialsapplied=FALSE;return-1;}}{tmp=materials=newtMaterial[nummaterials];if(materials==NULL){delete[]tmp;nummaterials=0;materialsapplied=FALSE;return-1;}for(inti=0;i<nummaterials-materials[i]=tmp[i];//將材 }materials[nummaterials-1].shininess=_material->shininess;materials[nummaterials-1].transparency=_material->transparency;materialsapplied=TRUE;}{id=}3DSReader.cpp文件中基于MFC3DS文創(chuàng)建一個SDI創(chuàng)建一SDI工程:My3DSLoader在VisualC++中單擊Project/Settings菜單,再單擊Link頁,在Object/librarymodules的最前面加上OpenGL32.libGLu32.libGLaux.lib。在StdAfx.h#include<gl/gl.h>#include<gl/gl.h>#include<gl/glu.h>在My3DSLoader工程中添加剛創(chuàng)建的3DSReader.h和3DSReader.cpp文件 //標5章3DMAX顯示與控初始化函數(shù),負責初始化openGL{m_pDC=pDC;m_hRC=::wglCreateContext(m_pDC->GetSafeHdc());//生成繪制描述::wglMakeCurrent(m_pDC->GetSafeHdcm_hRC置當前繪制描述表returnTRUE;}Init()void{m_3dsLoaded=FALSE;GLfloatambientLight[]={0.3f,0.3f,0.3f,1.0f};GLfloatdiffuseLight[]={0.7f,0.7f,0.7f,1.0f};GLfloatlightPos[] ={6000.0f,6000.0f,6000.0f,1.0f};glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight);glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);glLightfv(GL_LIGHT0,GL_POSITION,lightPos);glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambientLight);}SetupPixelFormat()BOOL{PIXELFORMATDESCRIPTORpfd= pfd結(jié)構的大 支持 RGBA顏色模 24位顏色深0000,0 0,0,0,0,0,0,32位深度緩0,0,intpixelformat=::ChoosePixelFormat(m_pDC->GetSafeHdc(),&pfd);//選擇像素格);//if(pfd.dwFlags&PFD_NEED_PALETTE){{WORDWORDNumberOfEntries;}logicalPalette={0x300,256BYTEreds[]={0,36,72,109,145,182,218,BYTEgreens[]={0,36,72,109,145,182,218,BYTEblues[]={0,85,170,for(intcolorNum=0;colorNum<256;{greens[(colorNum>>0x03)&0x07];blues[(colorNum>>0x06)&0x03];logicalPalette.aEntries[colorNum].peFlags=0;}m_hPalette=CreatePalette}return}DL::glRotatef(-90.0f,1.0F,0.0F,0.0Fifm_3dsLoaded繪制圖returnTRUE;OnCreate()函數(shù),可以在其中創(chuàng)建OpenGL的繪制描述表,代碼如下:5章3DMAX顯示與控{//初始化OpenGL和設置定時m_pDC=newCClientDC(this);SetTimer(1,20,NULL);return}OnDestroy()voidvoi
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