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source: orxonox.OLD/branches/2d-recalc/src/lib/graphics/importer/model.h @ 5580

Last change on this file since 5580 was 5321, checked in by bensch, 19 years ago

orxonox/trunk: more error-catchin in the shader

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1/*!
2  \file model.h
3  \brief Contains the Model Class that handles 3D-Models
4*/
5
6#ifndef _MODEL_H
7#define _MODEL_H
8
9#include "abstract_model.h"
10#include "base_object.h"
11#include "material.h"
12#include "glincl.h"
13#include "array.h"
14
15
16// FORWARD DEFINITION //
17template<class T> class Array;
18template<class T> class tList;
19
20
21//! an enumerator fot the different Model Types.
22/**
23   MODEL_DISPLAY_LIST means, that a DisplayList will be built out of the model. This model will be STATIC, meaning it cannot be changed after initialisation.
24   MODEL_VERTEX_ARRAY means, that a VertexArray will be built out of the model. This moel will be DYNAMIX, meaning that one can change the properties from outside of the model.
25 * @todo implement this stuff
26*/
27typedef enum MODEL_TYPE {
28  MODEL_DISPLAY_LIST,
29  MODEL_VERTEX_ARRAY
30};
31
32
33// definition of different modes for setting up Faces
34#define VERTEX 0       //!< If Faces are created WITH Vertex-Coordinate
35#define NORMAL 1       //!< If Faces are created WITH Normals (otherwise autocalculate)
36#define TEXCOORD 2     //!< If Faces are created WITH TextureCoordinate
37
38//! an enumerator for VERTEX_FORMAT
39typedef enum VERTEX_FORMAT {
40  VERTEX_ONLY = VERTEX,
41  VERTEX_NORMAL = NORMAL,
42  VERTEX_TEXCOORD = TEXCOORD,
43  VERTEX_TEXCOORD_NORMAL = NORMAL | TEXCOORD
44};
45
46////////////////////
47/// SUB-ELEMENTS ///
48////////////////////
49//! This is the placeholder of one Vertex beloning to a Face.
50class ModelFaceElement
51{
52 public:
53  ModelFaceElement();
54  ~ModelFaceElement();
55
56  int                 vertexNumber;         //!< The number of the Vertex out of the Array* vertices, this vertex points to.
57  int                 normalNumber;         //!< The number of the Normal out of the Array* normals, this vertex points to.
58  int                 texCoordNumber;       //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to.
59
60  ModelFaceElement*   next;                 //!< Point to the next FaceElement in this List.
61};
62
63//! This is the placeholder of a Face belonging to a Group of Faces.
64class ModelFace
65{
66 public:
67  ModelFace();
68  ~ModelFace();
69
70  unsigned int        vertexCount;     //!< The Count of vertices this Face has.
71  ModelFaceElement*   firstElem;       //!< Points to the first Vertex (FaceElement) of this Face.
72  Material*           material;        //!< The Material to use.
73
74  ModelFace*          next;            //!< Pointer to the next Face.
75};
76
77//! Group to handle multiple Models per obj-file.
78class ModelGroup
79{
80 public:
81  ModelGroup();
82  ~ModelGroup();
83
84  void cleanup();
85
86  char*        name;           //!< the Name of the Group. this is an identifier, that can be accessed via the draw (char* name) function.
87  GLubyte*     indices;        //!< The indices of the Groups. Needed for vertex-arrays
88  GLuint       listNumber;     //!< The number of the GL-List this Group gets.
89  ModelFace*   firstFace;      //!< The first Face in this group.
90  ModelFace*   currentFace;    //!< The current Face in this Group (the one we are currently working with.)
91  int          faceMode;       //!< The Mode the Face is in: initially -1, 0 for FaceList opened, 1 for Material,  3 for triangle, 4 for Quad, 5+ for Poly @todo ENUM...
92  int          faceCount;      //!< The Number of Faces this Group holds.
93
94  ModelGroup*  next;           //!< Pointer to the next Group.
95};
96
97struct ModelMaterial
98{
99  Material* material;
100  bool external;
101};
102
103/////////////
104/// MODEL ///
105/////////////
106//! Class that handles 3D-Models. it can also read them in and display them.
107class Model : public AbstractModel
108{
109 public:
110  Model(const char* modelName = NULL, MODEL_TYPE type = MODEL_DISPLAY_LIST);
111  virtual ~Model();
112
113  void draw() const;
114  void draw(int groupNumber) const;
115  void draw(char* groupName) const;
116
117  /** @returns Count of the Models (Groups) in this File */
118  inline int getGroupCount() const { return this->groupCount; };
119
120  /** @returns a Pointer to the Vertex-Array, if it was deleted it returns NULL */
121  inline const GLfloat* getVertexArray() const { return this->vertices->getArray(); };
122  /** @returns the VertexCount of this Model */
123  inline unsigned int getVertexCount() const { return this->vertexCount; };
124
125  /** @returns a Pointer to the Normals-Array, if it was deleted it returns NULL */
126  inline const GLfloat* getNormalsArray() const { return this->normals->getArray(); };
127  /** @returns the NormalsCount of this Model */
128  inline unsigned int getNormalsCount() const { return this->normalCount; };
129
130  /** @returns a Pointer to the TexCoord-Array, if it was deleted it returns NULL */
131  inline const GLfloat* getTexCoordArray() const { return this->vTexture->getArray(); };
132  /** @returns the TexCoord-Count of this Model */
133  inline unsigned int getTexCoordCount() const { return this->texCoordCount; };
134
135  /** @returns the Count of Faces of this Model */
136  inline unsigned int getFaceCount() const { return this->faceCount; };
137
138
139  Material* addMaterial(Material* material);
140  Material* addMaterial(const char* materialName);
141
142  bool addGroup(const char* groupString);
143  bool addVertex(const char* vertexString);
144  bool addVertex(float x, float y, float z);
145  bool addFace(const char* faceString);
146  bool addFace(int faceElemCount, VERTEX_FORMAT type, ...);
147  bool addVertexNormal(const char* normalString);
148  bool addVertexNormal(float x, float y, float z);
149  bool addVertexTexture(const char* vTextureString);
150  bool addVertexTexture(float u, float v);
151  bool setMaterial(const char* mtlString);
152  bool setMaterial(Material* mtl);
153  void finalize();
154
155
156 protected:
157  void cubeModel();
158
159  Material* findMaterialByName(const char* materialName);
160
161
162 protected:
163  float            scaleFactor;     //!< The Factor with which the Model should be scaled. @todo maybe one wants to scale the Model after Initialisation
164
165 private:
166  bool buildVertexNormals();
167
168  bool importToDisplayList();
169  bool buildTriangleList();
170  bool addGLElement(ModelFaceElement* elem);
171
172  bool importToVertexArray();
173
174  bool deleteArrays();
175  bool cleanup();
176
177 private:
178  MODEL_TYPE             type;            //!< A type for the Model
179  bool                   finalized;       //!< Sets the Object to be finalized.
180
181  unsigned int           vertexCount;     //!< A modelwide Counter for vertices.
182  unsigned int           normalCount;     //!< A modelwide Counter for the normals.
183  unsigned int           texCoordCount;   //!< A modelwide Counter for the texCoord.
184  unsigned int           faceCount;       //!< A modelwide Counter for the faces
185  unsigned int           triangleCount;   //!< Number of triangles >= faceCount
186  Array<GLfloat>*        vertices;        //!< The Array that handles the Vertices.
187  Array<GLfloat>*        normals;         //!< The Array that handles the Normals.
188  Array<GLfloat>*        vTexture;        //!< The Array that handles the VertexTextureCoordinates.
189  sTriangleExt*          triangles;       //!< The Array of triangles in the abstract_model.h style
190
191  ModelGroup*            firstGroup;      //!< The first of all groups.
192  ModelGroup*            currentGroup;    //!< The currentGroup. this is the one we will work with.
193  int                    groupCount;      //!< The Count of Groups.
194
195  tList<ModelMaterial>*  materialList;    //!< A list for all the Materials in this Model
196};
197
198#endif
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