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第53DMAX模型显示与控随着计算机信息处理能力的日益提高,基于3D模型的控制技术在逆向工程、军3DMAX等工具可以方便地创3DMAX的具体使用,主要介绍如何使用VisualC++6.0、控制并显示3DMAX3D模型。3DMAX3DMAX是Autodesk公司开发的用于电脑三维动画、模型和渲染软件,全3D成稿时,版本是3dsMax2010。3DMAX软件建模功能强大,拥有丰富的插件,在角色动画方面具备很强的优势。同时,3DMAX操作简单,容易上手,和其他相关软件配合其版本更替情况参见表5-1。5-1版本更替简 3ds3ds3ds3ds3DStudioMax适用Windows的第一个版3DStudioMax5章3DMAX显示与控 3DStudioMax3DStudioMax3dsMax3dsMax3dsMax3dsMax3dsMax对3dsMax支持WindowsVista系3dsMax包含两个版本:面向游戏开发、影视特效3dsMax2009;面向设计师及视觉化专业的3dsMax2009Design版本3dsMax理复杂的场景;强大的创新型创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写插件或,将3DAMX模型导出成自定3DS文件3DS文件是从3DMAX导出的一种文件,虽然已经年代很久了,但由于其与OpenGL、VisualC++的良好结合性,仍然受到广大编程者的喜爱。导出3DS文件格)减、聚光区和FOV的动画轨迹等。3DS文件是基于“块”(chunk)chunk3DS3DS实际上是一个层次结构,包含了成千上万个chunk,由它们构成了一个复杂灵活的文件系统。如图5.1所示。1ID,为整数值,描述的是数据块的信息类别,即该块是如何组成的。有时候,块ID也会告知我们它是否含有子块。第2第3项,可以是数据,也可以是另一个chunk块。由于chunk块可以相互嵌套,因 5章3DMAX显示与控5.13DS文件块层次结5.2chunk个文件的大小。因此,可以通过判断其ID来识别3DS文件。MAIN3DEDIT3DS和描述关键帧数据的关键帧块KEYF3DS,参见表5-2。5-2两个一级子块的含块 5-3EDIT3DS的二级 EDITEDITVIEWEDITVIEWEDITEDITEDIT_CONFIG1EDIT_CONFIG27020块EDIT_OBJECT0结尾的字符串,描述了该对象的名称。对象可以是一个网格也可是一个光源或者是一个机参见5.2.3节的内容。KEYF3DS主要包EDIT_VIEW1、KEYF_FRAMESKEYF_OBJDES,见5-45-4KEYF3DS子 帧5章3DMAX显示与控其中,KEYF_FRAMES子块8个字节组成4个字节描述了开始帧4个对象块EDIT_OBJECT6NULLTerminatedString用来存放它EDIT_OBJECT的子块可以是网格、光源或者机等,参见表5-5。5-5EDIT_OBJECT子块信 OBJ机5-6网格子块信 TRITRI TRITRI 顶点65535float
5-7顶点块信 2字4字X坐4字Y坐4字Z坐5.3顶点块实OpenGLX90度就可以了。纹理出的。图5.4所示即其中一例。5.4纹理块实5章3DMAX显示与控面面块用来记录网格对象中所有的面信息。3DS创建的模型以三角形方式存在,这意味3个顶点就可以了。另外,一个模型可以使用多个材质,这就需要一一些其他信息。因此,一个面需要4WORD来记录,见表5-8。5-8面列表子块信 2字2字顶点A2字顶点B2字顶点C2字5.5面块实式是顺时针还是逆时针等信息。面信息的各位意义复杂,最重要的是前三位,如表5-9所5-9面信息位含bit 1AC边的顺序。若为A→C,则223BC边的顺序。若是B→CAB边的顺序。若是A→B例如,如果该值为110=6,则表明排列的方法是A→B→C→A,是逆时针方式存面材NullTerminatedString开始,通过这个唯一的名称用户可这些数据都使用WORD存放。这里所说的索引是指这些面在面列表中的位置。有少数顶点可能被多个材质,如果不做处理的话,这些顶点将被两个材质处理。其实只有最后那个材质对应的面上的纹理才是正确的。可以通过这个顶点方式,来保U、V方向的Offset和Tiling,以W方向上的Rotate,问题是如何将原坐标的(X,Y)x1(cosw*(x0ou0.5f)sinw*(y0ou0.5f))*tu0.5fy(sinw*(xo0.5f)sinw*(yo0.5f))*t0.5 这里ou和ovU、VOffsettu和tvU、VTiling。加减0.5是因为Offset将左上角当作原点。3X、Y、Z5-10所示的表5- RGB24位色机子块共占用8个float型空间,开始的3个float型空间用于表示机的位(X,Y,Z),中间的3个型空间float表示机指向的位置(X,Y,Z),接下来的一个5章3DMAX显示与控3DS文件类为了使3DS文件的与操作快捷化,这里设计一个C3DSReader类。C3DSReader3DS文件的方方面面,这里仅实现一些必须的功能。新建类#include<math.h>首先C3DSReader类的头文3DSReader.h中定义一些数据结构等下面#include<math.h>constconstlongSizeofChunksizeof(unsignedshort)+sizeof(long);constintMaxMaterialDictEntries=256; //定义材料符号表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块结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显示与控struct{C3DSReaderC3DSReader类负责处理所有的3DS文件读入工作,代码如下:class{virtualchar*nodeName,tVector*pivot,Hunk3DSchunk);intReadKFObjectNode(longfileSize,longnodeStart,longFILE* intReadKFDATA(longfileSize,longkfdataStart,longFILE* intRead3DSChunk(FILE*fp,Hunk3DS&chunk);//将块的内容读入块结构中intRead3DSString(FILE*fpchar*nameintlen256)读入字符串intReadPercentage(FILE*fp,float&value);//读入子块intReadColor(FILE*fp,float&red,float&green,float&blue); FILE //读入intReadFaceArray(CTriObject*newchild,longunsignedFILE* longfileSizeFILE* //被ReadTriObject函数调intReadTriObject(CMaterialDict*matdictlongfileSizeFILE*fp,longtriStart,longtriSize,char*groupName);// longnamedStart,longnamedSize,FILE*fp);//读入 intReadMatEntry(CMaterialDict*matdictlongfileSize,longmatStart,longmatSize,FILE*fp); intReadMDATA(CMaterialDict*matdict,longfileSizelongmdataStart,longmdataSize,FILE*fp);//读入Read3DSFile函数调用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显示与控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读入可见的{delete[]fac;fac=NULL;returnFALSE;}}returncount*3;}intC3DSReader::ReadMeshMatGroup(CTriObject*newchild,CMaterialDict*matdict,longfileSize,FILE*fp){unsignedshortcount,face; 5章3DMAX显示与控 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一次就写入一个对象。填充数据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显示与控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;}//读 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显示与控}BOOLC3DSReader::Reader(char*filename,CTriList*{ Hunk3DSchunk;DaList_list;//DaList将会保存所有的数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显示与控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类中了一个对象成员 CTriList* classclass{virtualCTriObject*getObjectByName(char*name);//获得当前的对象voidremoveAllObjects(); voiddoAfterMath(); voidInit();intgetNumObjectsreturnnumobjects;};//voiddrawGL();//BOOLadd(CTriObject*_object); intnumobjects;intint//ADD1005章3DMAX显示与控{free=numobjects=maxobjects=}{for(inti=0;i<numobjects;i++)delete}{if(numobjects<={objects[free]=_object;//将读入的每个对象指针 在objects[100]中free++;returnTRUE;}elsereturn}void{for(inti=0;i<numobjects;objects[i]- //每个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];//建立了一个类型为CTriObject,大小为100的数 class{virtualvoidsetId(int_id);//设置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显示与控{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个值表示空间某个坐标点,作为当前平面的}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=//单位化矢量vector[0length;vector[1length;vector[2}void{intif{for(i=0;i<numfaces/3;{ glColor4f(materials[matfaces[i]].diffuseColor[0],5章3DMAX显示与控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];//将材 }materials[nummaterials-1].shininess=_material->shininess;materials[nummaterials-1].transparency=_material->transparency;materialsapplied=TRUE;}{id=}3DSReader.cpp文件中基于MFC3DS文创建一个SDI创建一SDI工程:My3DSLoader在VisualC++中单击Project/Settings菜单,再单击Link页,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工程中添加刚创建的3DSReader.h和3DSReader.cpp文件 //标5章3DMAX显示与控初始化函数,负责初始化openGL{m_pDC=pDC;m_hRC=::wglCreateContext(m_pDC->GetSafeHdc());//生成绘制描述::wglMakeCurrent(m_pDC->GetSafeHdcm_hRC置当前绘制描述表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结构的大 支持 RGBA颜色模 24位颜色深0000,0 0,0,0,0,0,0,32位深度缓0,0,intpixelformat=::ChoosePixelFormat(m_pDC->GetSafeHdc(),&pfd);//选择像素格);//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绘制图returnTRUE;OnCreate()函数,可以在其中创建OpenGL的绘制描述表,代码如下:5章3DMAX显示与控{//初始化OpenGL和设置定时m_pDC=newCClientDC(this);SetTimer(1,20,NULL);return}OnDestroy()voidvoi
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