1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | |
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15 | 2005-07-06: (Patrick) added new function buildTriangleList() |
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16 | */ |
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17 | |
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18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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19 | |
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20 | #include "model.h" |
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21 | |
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22 | #include "stdlibincl.h" |
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23 | #include <stdarg.h> |
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24 | |
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25 | #include "vector.h" |
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26 | |
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27 | using namespace std; |
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28 | |
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29 | |
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30 | //////////////////// |
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31 | /// SUB-Elements /// |
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32 | //////////////////// |
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33 | /** |
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34 | * creates a new ModelFaceElement |
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35 | */ |
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36 | ModelFaceElement::ModelFaceElement() |
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37 | { |
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38 | this->vertexNumber = -1; |
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39 | this->normalNumber = -1; |
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40 | this->texCoordNumber = -1; |
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41 | |
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42 | this->next = NULL; |
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43 | } |
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44 | |
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45 | /** |
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46 | * destroys a ModelFaceElement |
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47 | */ |
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48 | ModelFaceElement::~ModelFaceElement() |
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49 | { |
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50 | if (this->next) |
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51 | delete this->next; |
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52 | } |
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53 | |
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54 | /** |
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55 | * creates a new ModelFace |
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56 | */ |
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57 | ModelFace::ModelFace() |
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58 | { |
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59 | this->vertexCount = 0; |
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60 | |
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61 | this->firstElem = NULL; |
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62 | |
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63 | this->material = NULL; |
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64 | |
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65 | this->next = NULL; |
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66 | } |
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67 | |
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68 | /** |
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69 | * deletes a ModelFace |
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70 | */ |
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71 | ModelFace::~ModelFace() |
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72 | { |
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73 | PRINTF(5)("Cleaning up Face\n"); |
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74 | |
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75 | if (this->firstElem != NULL) |
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76 | delete this->firstElem; |
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77 | |
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78 | if (this->next != NULL) |
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79 | delete this->next; |
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80 | } |
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81 | |
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82 | /** |
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83 | * Creates a new ModelGroup |
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84 | */ |
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85 | ModelGroup::ModelGroup() |
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86 | { |
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87 | PRINTF(4)("Adding new Group\n"); |
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88 | this->name = ""; |
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89 | this->faceMode = -1; |
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90 | this->faceCount = 0; |
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91 | this->next = NULL; |
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92 | this->listNumber = 0; |
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93 | |
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94 | this->firstFace = new ModelFace; |
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95 | this->currentFace = this->firstFace; |
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96 | } |
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97 | |
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98 | /** |
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99 | * deletes a ModelGroup |
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100 | */ |
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101 | ModelGroup::~ModelGroup() |
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102 | { |
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103 | PRINTF(5)("Cleaning up group\n"); |
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104 | if (this->firstFace != NULL) |
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105 | delete this->firstFace; |
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106 | |
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107 | // deleting the glList |
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108 | if (this->listNumber != 0) |
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109 | glDeleteLists(this->listNumber, 1); |
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110 | |
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111 | if (this->name[0] != '\0') |
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112 | delete[] this->name; |
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113 | |
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114 | if (this->next !=NULL) |
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115 | delete this->next; |
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116 | |
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117 | } |
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118 | |
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119 | /** |
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120 | * cleans up a ModelGroup |
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121 | |
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122 | actually does the same as the delete Operator, but does not delete the predecessing group |
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123 | */ |
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124 | void ModelGroup::cleanup() |
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125 | { |
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126 | PRINTF(5)("Cleaning up group\n"); |
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127 | if (this->firstFace) |
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128 | delete this->firstFace; |
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129 | this->firstFace = NULL; |
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130 | if (this->next) |
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131 | this->next->cleanup(); |
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132 | } |
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133 | |
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134 | |
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135 | ///////////// |
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136 | /// MODEL /// |
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137 | ///////////// |
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138 | /** |
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139 | * Creates a 3D-Model. |
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140 | |
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141 | assigns it a Name and a Type |
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142 | */ |
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143 | Model::Model(const char* modelName, MODEL_TYPE type) |
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144 | { |
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145 | this->setClassID(CL_MODEL, "Model"); |
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146 | PRINTF(4)("new 3D-Model is being created\n"); |
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147 | this->setName(modelName); |
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148 | this->type = type; |
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149 | |
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150 | this->finalized = false; |
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151 | // setting the start group; |
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152 | this->currentGroup = this->firstGroup = new ModelGroup; |
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153 | this->groupCount = 0; |
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154 | this->vertexCount = 0; |
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155 | this->normalCount = 0; |
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156 | this->texCoordCount = 0; |
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157 | this->faceCount = 0; |
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158 | this->triangleCount = 0; |
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159 | this->triangles = NULL; |
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160 | this->pModelInfo = NULL; |
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161 | |
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162 | this->scaleFactor = 1; |
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163 | |
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164 | this->vertices = new tArray<GLfloat>(); |
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165 | this->vTexture = new tArray<GLfloat>(); |
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166 | this->normals = new tArray<GLfloat>(); |
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167 | |
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168 | if (this->type == MODEL_VERTEX_ARRAY) |
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169 | glEnableClientState(GL_VERTEX_ARRAY | GL_NORMAL_ARRAY | GL_TEXTURE_COORD_ARRAY); |
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170 | } |
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171 | |
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172 | /** |
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173 | * deletes an Model. |
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174 | |
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175 | Looks if any from model allocated space is still in use, and if so deleted it. |
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176 | */ |
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177 | Model::~Model() |
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178 | { |
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179 | PRINTF(4)("Deleting Model "); |
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180 | if (this->getName()) |
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181 | { |
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182 | PRINT(4)("%s\n", this->getName()); |
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183 | } |
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184 | else |
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185 | { |
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186 | PRINT(4)("\n"); |
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187 | } |
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188 | this->cleanup(); |
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189 | |
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190 | PRINTF(5)("Deleting display Lists.\n"); |
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191 | delete this->firstGroup; |
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192 | |
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193 | // deleting Arrays (if not allready done by finalize) |
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194 | this->deleteArrays(); |
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195 | |
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196 | // deleting the MaterialList |
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197 | PRINTF(5)("Deleting Materials.\n"); |
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198 | |
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199 | //! @todo do we really have to delete this material?? |
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200 | list<ModelMaterial*>::iterator modMat; |
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201 | for(modMat = this->materialList.begin(); modMat != this->materialList.end(); modMat++) |
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202 | { |
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203 | if (!(*modMat)->external) |
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204 | delete (*modMat)->material; |
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205 | delete (*modMat); |
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206 | } |
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207 | delete this->pModelInfo; |
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208 | } |
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209 | |
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210 | /** |
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211 | * Finalizes an Object. This can be done outside of the Class. |
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212 | */ |
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213 | void Model::finalize() |
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214 | { |
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215 | // this creates the display List. |
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216 | this->importToDisplayList(); |
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217 | this->buildTriangleList(); |
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218 | |
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219 | // deletes everything we allocated. |
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220 | //if (this->type == MODEL_DISPLAY_LIST) |
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221 | //this->deleteArrays(); |
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222 | // this->cleanup(); |
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223 | |
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224 | /* load the ModelInfo */ |
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225 | this->pModelInfo = new modelInfo; |
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226 | this->pModelInfo->numVertices = this->vertexCount; |
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227 | this->pModelInfo->pVertices = this->vertices->getArray(); |
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228 | this->pModelInfo->numTriangles = this->triangleCount; |
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229 | this->pModelInfo->pTriangles = this->triangles; |
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230 | this->pModelInfo->numNormals = this->normalCount; |
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231 | this->pModelInfo->pNormals = this->normals->getArray(); |
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232 | this->pModelInfo->numTexCoor = this->vTexture->getCount(); |
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233 | this->pModelInfo->pTexCoor = this->vTexture->getArray(); |
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234 | |
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235 | this->finalized = true; |
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236 | } |
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237 | |
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238 | /** |
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239 | * rebuild the Model from the Information we got. |
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240 | */ |
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241 | void Model::rebuild() |
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242 | { |
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243 | PRINTF(3)("Rebuilding Model '%s'\n", this->getName()); |
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244 | this->finalize(); |
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245 | |
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246 | } |
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247 | |
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248 | ////////// |
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249 | // DRAW // |
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250 | ////////// |
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251 | /** |
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252 | * Draws the Models of all Groups. |
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253 | It does this by just calling the Lists that must have been created earlier. |
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254 | */ |
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255 | void Model::draw () const |
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256 | { |
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257 | |
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258 | PRINTF(4)("drawing the 3D-Models\n"); |
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259 | ModelGroup* tmpGroup = this->firstGroup; |
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260 | while (tmpGroup != NULL) |
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261 | { |
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262 | PRINTF(5)("Drawing model %s\n", tmpGroup->name); |
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263 | glCallList (tmpGroup->listNumber); |
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264 | tmpGroup = tmpGroup->next; |
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265 | } |
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266 | |
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267 | |
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268 | /* const GLfloat* pVertices = NULL; |
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269 | const GLfloat* pNorm = NULL; |
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270 | |
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271 | glBegin(GL_TRIANGLES); |
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272 | for( int i = 0; i < this->triangleCount; ++i) |
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273 | { |
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274 | //printf("int i = %i\n", i); |
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275 | pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[0]]; |
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276 | pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[0]]; |
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277 | glNormal3f(pNorm[0], pNorm[1], pNorm[2]); |
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278 | glVertex3f(pVertices[0], pVertices[1], pVertices[2]); |
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279 | |
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280 | pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[1]]; |
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281 | pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[1]]; |
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282 | glNormal3f(pNorm[0], pNorm[1], pNorm[2]); |
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283 | glVertex3f(pVertices[0], pVertices[1], pVertices[2]); |
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284 | |
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285 | pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[2]]; |
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286 | pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[2]]; |
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287 | glNormal3f(pNorm[0], pNorm[1], pNorm[2]); |
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288 | glVertex3f(pVertices[0], pVertices[1], pVertices[2]); |
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289 | |
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290 | } |
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291 | glEnd();*/ |
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292 | } |
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293 | |
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294 | /** |
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295 | * Draws the Model number groupNumber |
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296 | * @param groupNumber The number of the group that will be displayed. |
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297 | |
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298 | It does this by just calling the List that must have been created earlier. |
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299 | */ |
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300 | void Model::draw (int groupNumber) const |
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301 | { |
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302 | if (groupNumber >= this->groupCount) |
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303 | { |
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304 | PRINTF(2)("You requested model number %i, but this File only contains of %i Models.\n", groupNumber-1, this->groupCount); |
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305 | return; |
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306 | } |
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307 | PRINTF(4)("drawing the requested 3D-Models if found.\n"); |
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308 | ModelGroup* tmpGroup = this->firstGroup; |
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309 | int counter = 0; |
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310 | while (tmpGroup != NULL) |
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311 | { |
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312 | if (counter == groupNumber) |
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313 | { |
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314 | PRINTF(4)("Drawing model number %i named %s\n", counter, tmpGroup->name); |
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315 | glCallList (tmpGroup->listNumber); |
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316 | return; |
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317 | } |
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318 | ++counter; |
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319 | tmpGroup = tmpGroup->next; |
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320 | } |
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321 | PRINTF(2)("Model number %i in %s not Found.\n", groupNumber, this->getName()); |
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322 | return; |
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323 | |
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324 | } |
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325 | |
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326 | /** |
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327 | * Draws the Model with a specific groupName |
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328 | * @param groupName The name of the group that will be displayed. |
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329 | |
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330 | It does this by just calling the List that must have been created earlier. |
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331 | */ |
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332 | void Model::draw (char* groupName) const |
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333 | { |
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334 | PRINTF(4)("drawing the requested 3D-Models if found.\n"); |
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335 | ModelGroup* tmpGroup = this->firstGroup; |
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336 | while (tmpGroup != NULL) |
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337 | { |
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338 | if (!strcmp(tmpGroup->name, groupName)) |
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339 | { |
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340 | PRINTF(4)("Drawing model %s\n", tmpGroup->name); |
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341 | glCallList (tmpGroup->listNumber); |
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342 | return; |
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343 | } |
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344 | tmpGroup = tmpGroup->next; |
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345 | } |
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346 | PRINTF(2)("Model Named %s in %s not Found.\n", groupName, this->getName()); |
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347 | return; |
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348 | } |
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349 | |
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350 | ////////// |
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351 | // INIT // |
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352 | ////////// |
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353 | /** |
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354 | * deletes all the arrays |
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355 | */ |
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356 | bool Model::deleteArrays() |
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357 | { |
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358 | if (this->vertices) |
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359 | delete this->vertices; |
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360 | if (this->vTexture) |
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361 | delete this->vTexture; |
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362 | if (this->normals) |
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363 | delete this->normals; |
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364 | if (this->triangles) |
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365 | delete[] this->triangles; |
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366 | |
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367 | this->vertices = NULL; |
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368 | this->vTexture = NULL; |
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369 | this->normals = NULL; |
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370 | this->triangles = NULL; |
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371 | this->triangleCount = 0; |
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372 | } |
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373 | |
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374 | /** |
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375 | * finalizes an Model. |
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376 | * This funcion is needed, to delete all the Lists, and arrays that are no more |
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377 | * needed because they are already imported into openGL. |
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378 | * This will be applied at the end of the importing Process. |
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379 | */ |
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380 | bool Model::cleanup() |
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381 | { |
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382 | PRINTF(4)("cleaning up the 3D-Model to save Memory.\n"); |
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383 | this->firstGroup->cleanup(); |
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384 | return true; |
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385 | } |
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386 | |
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387 | ////////// |
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388 | // MESH // |
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389 | ////////// |
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390 | /** |
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391 | * adds a new Material to the Material List |
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392 | * @param material the Material to add |
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393 | * @returns the added material |
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394 | * |
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395 | * this also tells this Model, that all the Materials are handled externally |
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396 | * with this option set the Materials will not be deleted with the Model. |
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397 | */ |
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398 | Material* Model::addMaterial(Material* material) |
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399 | { |
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400 | if (material == NULL) |
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401 | return NULL; |
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402 | ModelMaterial* modMat = new ModelMaterial; |
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403 | modMat->external = true; |
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404 | modMat->material = material; |
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405 | this->materialList.push_back(modMat); |
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406 | return modMat->material; |
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407 | } |
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408 | |
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409 | /** |
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410 | * adds a new Material to the Material List |
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411 | * @param materialName the name of the Material to add |
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412 | * @returns the added material |
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413 | */ |
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414 | Material* Model::addMaterial(const char* materialName) |
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415 | { |
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416 | ModelMaterial* modMat = new ModelMaterial; |
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417 | modMat->external = false; |
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418 | modMat->material = new Material(materialName); |
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419 | |
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420 | // adding material to the List of materials |
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421 | this->materialList.push_back(modMat); |
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422 | return modMat->material; |
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423 | } |
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424 | |
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425 | /** |
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426 | * finds a Material by its name and returns it |
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427 | * @param materialName the Name of the material to search for. |
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428 | * @returns the Material if found, NULL otherwise |
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429 | */ |
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430 | Material* Model::findMaterialByName(const char* materialName) |
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431 | { |
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432 | list<ModelMaterial*>::iterator modMat; |
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433 | for (modMat = this->materialList.begin(); modMat != this->materialList.end(); modMat++) |
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434 | if (!strcmp((*modMat)->material->getName(), materialName)) |
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435 | return (*modMat)->material; |
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436 | return NULL; |
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437 | } |
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438 | |
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439 | /** |
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440 | * parses a group String |
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441 | * @param groupString the new Group to create |
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442 | |
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443 | This function initializes a new Group. |
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444 | With it you should be able to create Models with more than one SubModel inside |
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445 | */ |
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446 | bool Model::addGroup(const char* groupString) |
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447 | { |
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448 | PRINTF(5)("Read Group: %s.\n", groupString); |
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449 | if (this->groupCount != 0 && this->currentGroup->faceCount > 0) |
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450 | { |
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451 | // finalizeGroup(currentGroup); |
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452 | this->currentGroup = this->currentGroup->next = new ModelGroup; |
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453 | } |
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454 | // setting the group name if not default. |
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455 | if (strcmp(groupString, "default")) |
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456 | { |
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457 | this->currentGroup->name = new char [strlen(groupString)+1]; |
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458 | strcpy(this->currentGroup->name, groupString); |
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459 | } |
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460 | ++this->groupCount; |
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461 | } |
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462 | |
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463 | /** |
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464 | * parses a vertex-String |
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465 | * @param vertexString The String that will be parsed. |
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466 | |
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467 | If a vertex line is found this function will inject it into the vertex-Array |
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468 | */ |
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469 | bool Model::addVertex (const char* vertexString) |
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470 | { |
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471 | float subbuffer1; |
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472 | float subbuffer2; |
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473 | float subbuffer3; |
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474 | sscanf (vertexString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3); |
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475 | this->vertices->addEntry(subbuffer1*scaleFactor, subbuffer2*scaleFactor, subbuffer3*scaleFactor); |
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476 | this->vertexCount++; |
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477 | return true; |
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478 | } |
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479 | |
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480 | /** |
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481 | * parses a vertex-String |
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482 | * @param x the X-coordinate of the Vertex to add. |
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483 | * @param y the Y-coordinate of the Vertex to add. |
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484 | * @param z the Z-coordinate of the Vertex to add. |
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485 | |
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486 | */ |
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487 | bool Model::addVertex(float x, float y, float z) |
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488 | { |
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489 | PRINTF(5)("reading in a vertex: %f %f %f\n", x, y, z); |
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490 | this->vertices->addEntry(x*scaleFactor, y*scaleFactor, z*scaleFactor); |
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491 | this->vertexCount++; |
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492 | return true; |
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493 | } |
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494 | |
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495 | /** |
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496 | * parses a vertexNormal-String |
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497 | * @param normalString The String that will be parsed. |
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498 | |
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499 | If a vertexNormal line is found this function will inject it into the vertexNormal-Array |
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500 | */ |
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501 | bool Model::addVertexNormal (const char* normalString) |
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502 | { |
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503 | float subbuffer1; |
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504 | float subbuffer2; |
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505 | float subbuffer3; |
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506 | sscanf (normalString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3); |
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507 | this->normals->addEntry(subbuffer1, subbuffer2, subbuffer3); |
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508 | this->normalCount++; |
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509 | return true; |
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510 | } |
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511 | |
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512 | /** |
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513 | * adds a VertexNormal. |
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514 | * @param x The x coordinate of the Normal. |
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515 | * @param y The y coordinate of the Normal. |
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516 | * @param z The z coordinate of the Normal. |
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517 | |
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518 | If a vertexNormal line is found this function will inject it into the vertexNormal-Array |
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519 | */ |
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520 | bool Model::addVertexNormal(float x, float y, float z) |
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521 | { |
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522 | PRINTF(5)("found vertex-Normal %f, %f, %f\n", x, y, z); |
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523 | this->normals->addEntry(x, y, z); |
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524 | this->normalCount++; |
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525 | return true; |
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526 | } |
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527 | |
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528 | /** |
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529 | * parses a vertexTextureCoordinate-String |
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530 | * @param vTextureString The String that will be parsed. |
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531 | |
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532 | If a vertexTextureCoordinate line is found, |
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533 | this function will inject it into the vertexTexture-Array |
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534 | |
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535 | !! WARNING THIS IS DIFFERNT FROM addVervexTexture(float, float); because it changes the second entry to 1-v !! |
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536 | */ |
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537 | bool Model::addVertexTexture (const char* vTextureString) |
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538 | { |
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539 | float subbuffer1; |
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540 | float subbuffer2; |
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541 | sscanf (vTextureString, "%f %f", &subbuffer1, &subbuffer2); |
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542 | this->vTexture->addEntry(subbuffer1); |
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543 | this->vTexture->addEntry(1 - subbuffer2); |
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544 | this->texCoordCount++; |
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545 | return true; |
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546 | } |
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547 | |
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548 | /** |
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549 | * adds a Texture Coordinate |
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550 | * @param u The u coordinate of the TextureCoordinate. |
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551 | * @param v The y coordinate of the TextureCoordinate. |
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552 | |
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553 | If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array |
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554 | */ |
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555 | bool Model::addVertexTexture(float u, float v) |
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556 | { |
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557 | PRINTF(5)("found vertex-Texture %f, %f\n", u, v); |
---|
558 | this->vTexture->addEntry(u); |
---|
559 | this->vTexture->addEntry(v); |
---|
560 | this->texCoordCount++; |
---|
561 | return true; |
---|
562 | } |
---|
563 | |
---|
564 | /** |
---|
565 | * parses a face-string |
---|
566 | * @param faceString The String that will be parsed. |
---|
567 | |
---|
568 | If a face line is found this function will add it to the glList. |
---|
569 | |
---|
570 | String is different from the argument addFace, in this that the first Vertex/Normal/Texcoord is 1 instead of 0 |
---|
571 | */ |
---|
572 | bool Model::addFace (const char* faceString) |
---|
573 | { |
---|
574 | if (this->currentGroup->faceCount >0) |
---|
575 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
---|
576 | |
---|
577 | ModelFaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new ModelFaceElement; |
---|
578 | tmpElem->next = NULL; |
---|
579 | while(strcmp (faceString, "\0")) |
---|
580 | { |
---|
581 | if (this->currentGroup->currentFace->vertexCount>0) |
---|
582 | tmpElem = tmpElem->next = new ModelFaceElement; |
---|
583 | tmpElem->next = NULL; |
---|
584 | |
---|
585 | char tmpValue [50]; |
---|
586 | int tmpLen; |
---|
587 | char* vertex = NULL; |
---|
588 | char* texture = NULL; |
---|
589 | char* normal = NULL; |
---|
590 | |
---|
591 | sscanf (faceString, "%s", tmpValue); |
---|
592 | tmpLen = strlen(tmpValue); |
---|
593 | vertex = tmpValue; |
---|
594 | |
---|
595 | if ((texture = strstr (vertex, "/")) != NULL) |
---|
596 | { |
---|
597 | texture[0] = '\0'; |
---|
598 | texture ++; |
---|
599 | |
---|
600 | if ((normal = strstr (texture, "/")) !=NULL) |
---|
601 | { |
---|
602 | normal[0] = '\0'; |
---|
603 | normal ++; |
---|
604 | } |
---|
605 | } |
---|
606 | if (vertex) |
---|
607 | tmpElem->vertexNumber = atoi(vertex)-1; |
---|
608 | if (texture) |
---|
609 | tmpElem->texCoordNumber = atoi(texture)-1; |
---|
610 | if (normal) |
---|
611 | tmpElem->normalNumber = atoi(normal)-1; |
---|
612 | |
---|
613 | faceString += tmpLen; |
---|
614 | if (strcmp (faceString, "\0")) |
---|
615 | faceString++; |
---|
616 | this->currentGroup->currentFace->vertexCount++; |
---|
617 | } |
---|
618 | |
---|
619 | this->currentGroup->faceCount += this->currentGroup->currentFace->vertexCount -2; |
---|
620 | this->faceCount += this->currentGroup->currentFace->vertexCount -2; |
---|
621 | } |
---|
622 | |
---|
623 | /** |
---|
624 | * adds a new Face |
---|
625 | * @param faceElemCount the number of Vertices to add to the Face. |
---|
626 | * @param type The information Passed with each Vertex |
---|
627 | */ |
---|
628 | bool Model::addFace(int faceElemCount, VERTEX_FORMAT type, ...) |
---|
629 | { |
---|
630 | if (this->currentGroup->faceCount > 0) |
---|
631 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
---|
632 | |
---|
633 | ModelFaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new ModelFaceElement; |
---|
634 | |
---|
635 | va_list itemlist; |
---|
636 | va_start (itemlist, type); |
---|
637 | |
---|
638 | for (int i = 0; i < faceElemCount; i++) |
---|
639 | { |
---|
640 | if (this->currentGroup->currentFace->vertexCount > 0) |
---|
641 | tmpElem = tmpElem->next = new ModelFaceElement; |
---|
642 | |
---|
643 | tmpElem->vertexNumber = va_arg (itemlist, int); |
---|
644 | if (type & TEXCOORD) |
---|
645 | tmpElem->texCoordNumber = va_arg (itemlist, int); |
---|
646 | if (type & NORMAL) |
---|
647 | tmpElem->normalNumber = va_arg(itemlist, int); |
---|
648 | this->currentGroup->currentFace->vertexCount++; |
---|
649 | } |
---|
650 | va_end(itemlist); |
---|
651 | |
---|
652 | this->currentGroup->faceCount += this->currentGroup->currentFace->vertexCount - 2; |
---|
653 | this->faceCount += this->currentGroup->currentFace->vertexCount -2; |
---|
654 | } |
---|
655 | |
---|
656 | /** |
---|
657 | * Function that selects a material, if changed in the obj file. |
---|
658 | * @param matString the Material that will be set. |
---|
659 | */ |
---|
660 | bool Model::setMaterial(const char* matString) |
---|
661 | { |
---|
662 | if (this->currentGroup->faceCount > 0) |
---|
663 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
---|
664 | |
---|
665 | this->currentGroup->currentFace->material = this->findMaterialByName(matString); |
---|
666 | |
---|
667 | if (this->currentGroup->faceCount == 0) |
---|
668 | this->currentGroup->faceCount ++; |
---|
669 | } |
---|
670 | |
---|
671 | /** |
---|
672 | * Function that selects a material, if changed in the obj file. |
---|
673 | * @param mtl the Material that will be set. |
---|
674 | */ |
---|
675 | bool Model::setMaterial(Material* mtl) |
---|
676 | { |
---|
677 | if (this->currentGroup->faceCount > 0) |
---|
678 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
---|
679 | |
---|
680 | this->currentGroup->currentFace->material = mtl; |
---|
681 | |
---|
682 | if (this->currentGroup->faceCount == 0) |
---|
683 | this->currentGroup->faceCount ++; |
---|
684 | } |
---|
685 | |
---|
686 | /** |
---|
687 | * A routine that is able to create normals. |
---|
688 | |
---|
689 | The algorithm does the following: |
---|
690 | 1. It calculates creates Vectors for each normale, and sets them to zero. |
---|
691 | 2. It then Walks through a) all the Groups b) all the Faces c) all the FaceElements |
---|
692 | 3. It searches for a points two neighbours per Face, takes Vecotrs to them calculates FaceNormals and adds it to the Points Normal. |
---|
693 | 4. It goes through all the normale-Points and calculates the VertexNormale and includes it in the normals-Array. |
---|
694 | */ |
---|
695 | bool Model::buildVertexNormals () |
---|
696 | { |
---|
697 | PRINTF(4)("Normals are being calculated.\n"); |
---|
698 | |
---|
699 | Vector* normArray = new Vector [vertices->getCount()/3]; |
---|
700 | for (int i=0; i<vertices->getCount()/3;i++) |
---|
701 | normArray[i] = Vector(.0,.0,.0); |
---|
702 | |
---|
703 | int firstTouch; |
---|
704 | int secondTouch; |
---|
705 | Vector prevV; |
---|
706 | Vector nextV; |
---|
707 | Vector curV; |
---|
708 | |
---|
709 | ModelGroup* tmpGroup = firstGroup; |
---|
710 | while (tmpGroup) |
---|
711 | { |
---|
712 | ModelFace* tmpFace = tmpGroup->firstFace; |
---|
713 | while (tmpFace) |
---|
714 | { |
---|
715 | if (tmpFace->firstElem) |
---|
716 | { |
---|
717 | ModelFaceElement* firstElem = tmpFace->firstElem; |
---|
718 | ModelFaceElement* prevElem; |
---|
719 | ModelFaceElement* curElem = firstElem; |
---|
720 | ModelFaceElement* nextElem; |
---|
721 | ModelFaceElement* lastElem; |
---|
722 | // find last Element of the Chain. !! IMPORTANT:the last Element of the Chain must point to NULL, or it will resolv into an infinity-loop. |
---|
723 | while (curElem) |
---|
724 | { |
---|
725 | prevElem = curElem; |
---|
726 | curElem = curElem->next; |
---|
727 | } |
---|
728 | lastElem = prevElem; |
---|
729 | |
---|
730 | curElem = firstElem; |
---|
731 | for (int j=0; j<tmpFace->vertexCount; j++) |
---|
732 | { |
---|
733 | if (!(nextElem = curElem->next)) |
---|
734 | nextElem = firstElem; |
---|
735 | curElem->normalNumber = curElem->vertexNumber; |
---|
736 | |
---|
737 | curV = Vector (vertices->getArray()[curElem->vertexNumber*3], vertices->getArray()[curElem->vertexNumber*3+1], vertices->getArray()[curElem->vertexNumber*3+2]); |
---|
738 | prevV = Vector (vertices->getArray()[prevElem->vertexNumber*3], vertices->getArray()[prevElem->vertexNumber*3+1], vertices->getArray()[prevElem->vertexNumber*3+2]) - curV; |
---|
739 | nextV = Vector (vertices->getArray()[nextElem->vertexNumber*3], vertices->getArray()[nextElem->vertexNumber*3+1], vertices->getArray()[nextElem->vertexNumber*3+2]) - curV; |
---|
740 | normArray[curElem->vertexNumber] = normArray[curElem->vertexNumber] + nextV.cross(prevV); |
---|
741 | |
---|
742 | prevElem = curElem; |
---|
743 | curElem = curElem->next; |
---|
744 | } |
---|
745 | } |
---|
746 | tmpFace = tmpFace->next; |
---|
747 | } |
---|
748 | tmpGroup = tmpGroup->next; |
---|
749 | } |
---|
750 | |
---|
751 | for (int i=0; i < vertices->getCount()/3;i++) |
---|
752 | { |
---|
753 | normArray[i].normalize(); |
---|
754 | PRINTF(5)("Found Normale number %d: (%f; %f, %f).\n", i, normArray[i].x, normArray[i].y, normArray[i].z); |
---|
755 | |
---|
756 | this->addVertexNormal(normArray[i].x, normArray[i].y, normArray[i].z); |
---|
757 | |
---|
758 | } |
---|
759 | delete []normArray; |
---|
760 | } |
---|
761 | |
---|
762 | //////////// |
---|
763 | // openGL // |
---|
764 | //////////// |
---|
765 | /** |
---|
766 | * reads and includes the Faces/Materials into the openGL state Machine |
---|
767 | */ |
---|
768 | bool Model::importToDisplayList() |
---|
769 | { |
---|
770 | // finalize the Arrays |
---|
771 | this->vertices->finalizeArray(); |
---|
772 | this->vTexture->finalizeArray(); |
---|
773 | if (normals->getCount() == 0) // vertices-Array must be built for this |
---|
774 | this->buildVertexNormals(); |
---|
775 | this->normals->finalizeArray(); |
---|
776 | |
---|
777 | this->currentGroup = this->firstGroup; |
---|
778 | |
---|
779 | while (this->currentGroup != NULL) |
---|
780 | { |
---|
781 | |
---|
782 | // creating a glList for the Group |
---|
783 | if ((this->currentGroup->listNumber = glGenLists(1)) == 0) |
---|
784 | { |
---|
785 | PRINTF(2)("glList could not be created for this Model\n"); |
---|
786 | return false; |
---|
787 | } |
---|
788 | glNewList (this->currentGroup->listNumber, GL_COMPILE); |
---|
789 | |
---|
790 | // Putting Faces to GL |
---|
791 | ModelFace* tmpFace = this->currentGroup->firstFace; |
---|
792 | while (tmpFace != NULL) |
---|
793 | { |
---|
794 | if (tmpFace->vertexCount == 0 && tmpFace->material != NULL) |
---|
795 | { |
---|
796 | if (this->currentGroup->faceMode != -1) |
---|
797 | glEnd(); |
---|
798 | this->currentGroup->faceMode = 0; |
---|
799 | Material* tmpMat; |
---|
800 | if (tmpFace->material != NULL) |
---|
801 | { |
---|
802 | tmpFace->material->select(); |
---|
803 | PRINTF(5)("using material %s for coming Faces.\n", tmpFace->material->getName()); |
---|
804 | } |
---|
805 | } |
---|
806 | |
---|
807 | else if (tmpFace->vertexCount == 3) |
---|
808 | { |
---|
809 | if (this->currentGroup->faceMode != 3) |
---|
810 | { |
---|
811 | if (this->currentGroup->faceMode != -1) |
---|
812 | glEnd(); |
---|
813 | glBegin(GL_TRIANGLES); |
---|
814 | } |
---|
815 | |
---|
816 | this->currentGroup->faceMode = 3; |
---|
817 | PRINTF(5)("found triag.\n"); |
---|
818 | } |
---|
819 | |
---|
820 | else if (tmpFace->vertexCount == 4) |
---|
821 | { |
---|
822 | if (this->currentGroup->faceMode != 4) |
---|
823 | { |
---|
824 | if (this->currentGroup->faceMode != -1) |
---|
825 | glEnd(); |
---|
826 | glBegin(GL_QUADS); |
---|
827 | } |
---|
828 | this->currentGroup->faceMode = 4; |
---|
829 | PRINTF(5)("found quad.\n"); |
---|
830 | } |
---|
831 | |
---|
832 | else if (tmpFace->vertexCount > 4) |
---|
833 | { |
---|
834 | if (this->currentGroup->faceMode != -1) |
---|
835 | glEnd(); |
---|
836 | glBegin(GL_POLYGON); |
---|
837 | PRINTF(5)("Polygon with %i faces found.", tmpFace->vertexCount); |
---|
838 | this->currentGroup->faceMode = tmpFace->vertexCount; |
---|
839 | } |
---|
840 | |
---|
841 | ModelFaceElement* tmpElem = tmpFace->firstElem; |
---|
842 | while (tmpElem != NULL) |
---|
843 | { |
---|
844 | // PRINTF(2)("%s\n", tmpElem->value); |
---|
845 | this->addGLElement(tmpElem); |
---|
846 | tmpElem = tmpElem->next; |
---|
847 | } |
---|
848 | tmpFace = tmpFace->next; |
---|
849 | } |
---|
850 | glEnd(); |
---|
851 | glEndList(); |
---|
852 | |
---|
853 | this->currentGroup = this->currentGroup->next; |
---|
854 | } |
---|
855 | } |
---|
856 | |
---|
857 | /** |
---|
858 | * reads and includes the Faces/Materials into the openGL state Machine |
---|
859 | */ |
---|
860 | bool Model::importToVertexArray() |
---|
861 | { |
---|
862 | // finalize the Arrays |
---|
863 | this->vertices->finalizeArray(); |
---|
864 | this->vTexture->finalizeArray(); |
---|
865 | if (normals->getCount() == 0) // vertices-Array must be built for this |
---|
866 | this->buildVertexNormals(); |
---|
867 | this->normals->finalizeArray(); |
---|
868 | |
---|
869 | this->currentGroup = this->firstGroup; |
---|
870 | glVertexPointer(3, GL_FLOAT, 0, this->vertices->getArray()); |
---|
871 | glNormalPointer(3, 0, this->normals->getArray()); |
---|
872 | glTexCoordPointer(2, GL_FLOAT, 0, this->vTexture->getArray()); |
---|
873 | } |
---|
874 | |
---|
875 | |
---|
876 | |
---|
877 | /** |
---|
878 | * builds an array of triangles, that can later on be used for obb separation and octree separation |
---|
879 | */ |
---|
880 | bool Model::buildTriangleList() |
---|
881 | { |
---|
882 | if( unlikely(this->triangles != NULL)) |
---|
883 | return true; |
---|
884 | /* make sure, that all the arrays are finalized */ |
---|
885 | if( unlikely(!this->vertices->isFinalized())) |
---|
886 | this->vertices->finalizeArray(); |
---|
887 | if( unlikely(!this->vTexture->isFinalized())) |
---|
888 | this->vTexture->finalizeArray(); |
---|
889 | if( normals->getCount() == 0) // vertices-Array must be built for this |
---|
890 | this->buildVertexNormals(); |
---|
891 | if( unlikely(!this->normals->isFinalized())) |
---|
892 | this->normals->finalizeArray(); |
---|
893 | |
---|
894 | |
---|
895 | int index = 0; //!< the counter for the triangle array |
---|
896 | ModelFaceElement* tmpElem; //!< the temporary faceelement reference |
---|
897 | ModelFace* tmpFace; //!< the temporary face referece |
---|
898 | |
---|
899 | /* count the number of triangles */ |
---|
900 | /* now iterate through all groups and build up the triangle list */ |
---|
901 | this->triangleCount = 0; |
---|
902 | this->currentGroup = this->firstGroup; |
---|
903 | while( this->currentGroup != NULL) |
---|
904 | { |
---|
905 | tmpFace = this->currentGroup->firstFace; |
---|
906 | while( tmpFace != NULL) |
---|
907 | { |
---|
908 | |
---|
909 | /* if its a triangle just add it to the list */ |
---|
910 | if( tmpFace->vertexCount == 3) |
---|
911 | { |
---|
912 | ++this->triangleCount; |
---|
913 | } /* if the polygon is a quad */ |
---|
914 | else if( tmpFace->vertexCount == 4) |
---|
915 | { |
---|
916 | this->triangleCount += 2; |
---|
917 | } |
---|
918 | else if( tmpFace->vertexCount > 4) |
---|
919 | { |
---|
920 | PRINTF(1)("This model (%s) got over 4 vertices per face <=> conflicts in the CD engine!\n", this->getName()); |
---|
921 | //exit(0); |
---|
922 | } |
---|
923 | tmpFace = tmpFace->next; |
---|
924 | } |
---|
925 | this->currentGroup = this->currentGroup->next; |
---|
926 | } |
---|
927 | |
---|
928 | PRINTF(3)("got %i triangles, %i vertices\n", this->triangleCount, this->vertexCount); |
---|
929 | |
---|
930 | |
---|
931 | /* write MODELINFO structure */ |
---|
932 | |
---|
933 | /* allocate memory for the new triangle structures */ |
---|
934 | if( (this->triangles = new sTriangleExt[this->triangleCount]) == NULL) |
---|
935 | { |
---|
936 | PRINTF(1)("Could not allocate memory for triangle list\n"); |
---|
937 | return false; |
---|
938 | } |
---|
939 | |
---|
940 | /* now iterate through all groups and build up the triangle list */ |
---|
941 | this->currentGroup = this->firstGroup; |
---|
942 | while( this->currentGroup != NULL) |
---|
943 | { |
---|
944 | // Putting Faces to GL |
---|
945 | tmpFace = this->currentGroup->firstFace; |
---|
946 | while( tmpFace != NULL) |
---|
947 | { |
---|
948 | tmpElem = tmpFace->firstElem; |
---|
949 | |
---|
950 | /* if its a triangle just add it to the list */ |
---|
951 | if( tmpFace->vertexCount == 3) |
---|
952 | { |
---|
953 | for( int j = 0; j < 3; ++j) |
---|
954 | { |
---|
955 | this->triangles[index].indexToVertices[j] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
956 | this->triangles[index].indexToNormals[j] = (unsigned int)tmpElem->normalNumber * 3; |
---|
957 | this->triangles[index].indexToTexCoor[j] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
958 | tmpElem = tmpElem->next; |
---|
959 | } |
---|
960 | ++index; |
---|
961 | } /* if the polygon is a quad */ |
---|
962 | else if( tmpFace->vertexCount == 4) |
---|
963 | { |
---|
964 | |
---|
965 | this->triangles[index].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
966 | this->triangles[index].indexToNormals[0] = (unsigned int)tmpElem->normalNumber * 3; |
---|
967 | this->triangles[index].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
968 | |
---|
969 | this->triangles[index + 1].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
970 | this->triangles[index + 1].indexToNormals[0] = (unsigned int)tmpElem->normalNumber * 3; |
---|
971 | this->triangles[index + 1].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
972 | tmpElem = tmpElem->next; |
---|
973 | |
---|
974 | this->triangles[index].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
975 | this->triangles[index].indexToNormals[1] = (unsigned int)tmpElem->normalNumber * 3; |
---|
976 | this->triangles[index].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
977 | tmpElem = tmpElem->next; |
---|
978 | |
---|
979 | this->triangles[index].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
980 | this->triangles[index].indexToNormals[2] = (unsigned int)tmpElem->normalNumber * 3; |
---|
981 | this->triangles[index].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
982 | |
---|
983 | this->triangles[index + 1].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
984 | this->triangles[index + 1].indexToNormals[2] = (unsigned int)tmpElem->normalNumber * 3; |
---|
985 | this->triangles[index + 1].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
986 | tmpElem = tmpElem->next; |
---|
987 | |
---|
988 | this->triangles[index + 1].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
989 | this->triangles[index + 1].indexToNormals[1] = (unsigned int)tmpElem->normalNumber * 3; |
---|
990 | this->triangles[index + 1].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
991 | |
---|
992 | index += 2; |
---|
993 | } |
---|
994 | tmpFace = tmpFace->next; |
---|
995 | } |
---|
996 | this->currentGroup = this->currentGroup->next; |
---|
997 | } |
---|
998 | return true; |
---|
999 | } |
---|
1000 | |
---|
1001 | |
---|
1002 | /** |
---|
1003 | * Adds a Face-element (one vertex of a face) with all its information. |
---|
1004 | * @param elem The FaceElement to add to the OpenGL-environment. |
---|
1005 | |
---|
1006 | It does this by searching: |
---|
1007 | 1. The Vertex itself |
---|
1008 | 2. The VertexNormale |
---|
1009 | 3. The VertexTextureCoordinate |
---|
1010 | merging this information, the face will be drawn. |
---|
1011 | */ |
---|
1012 | bool Model::addGLElement (ModelFaceElement* elem) |
---|
1013 | { |
---|
1014 | PRINTF(5)("importing grafical Element to openGL.\n"); |
---|
1015 | |
---|
1016 | if (elem->texCoordNumber != -1) |
---|
1017 | { |
---|
1018 | if (likely(elem->texCoordNumber < this->texCoordCount)) |
---|
1019 | glTexCoord2fv(this->vTexture->getArray() + elem->texCoordNumber * 2); |
---|
1020 | else |
---|
1021 | PRINTF(2)("TextureCoordinate %d is not in the List (max: %d)\nThe Model might be incomplete\n", |
---|
1022 | elem->texCoordNumber, this->texCoordCount); |
---|
1023 | } |
---|
1024 | if (elem->normalNumber != -1) |
---|
1025 | { |
---|
1026 | if (likely(elem->normalNumber < this->normalCount)) |
---|
1027 | glNormal3fv(this->normals->getArray() + elem->normalNumber * 3); |
---|
1028 | else |
---|
1029 | PRINTF(2)("Normal %d is not in the List (max: %d)\nThe Model might be incomplete", |
---|
1030 | elem->normalNumber, this->normalCount); |
---|
1031 | } |
---|
1032 | if (elem->vertexNumber != -1) |
---|
1033 | { |
---|
1034 | if (likely(elem->vertexNumber < this->vertexCount)) |
---|
1035 | glVertex3fv(this->vertices->getArray() + elem->vertexNumber * 3); |
---|
1036 | else |
---|
1037 | PRINTF(2)("Vertex %d is not in the List (max: %d)\nThe Model might be incomplete", |
---|
1038 | elem->vertexNumber, this->vertexCount); |
---|
1039 | } |
---|
1040 | |
---|
1041 | } |
---|
1042 | |
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1043 | /** |
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1044 | * Includes a default model |
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1045 | |
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1046 | This will inject a Cube, because this is the most basic model. |
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1047 | */ |
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1048 | void Model::cubeModel() |
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1049 | { |
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1050 | this->addVertex (-0.5, -0.5, 0.5); |
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1051 | this->addVertex (0.5, -0.5, 0.5); |
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1052 | this->addVertex (-0.5, 0.5, 0.5); |
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1053 | this->addVertex (0.5, 0.5, 0.5); |
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1054 | this->addVertex (-0.5, 0.5, -0.5); |
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1055 | this->addVertex (0.5, 0.5, -0.5); |
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1056 | this->addVertex (-0.5, -0.5, -0.5); |
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1057 | this->addVertex (0.5, -0.5, -0.5); |
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1058 | |
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1059 | this->addVertexTexture (0.0, 0.0); |
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1060 | this->addVertexTexture (1.0, 0.0); |
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1061 | this->addVertexTexture (0.0, 1.0); |
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1062 | this->addVertexTexture (1.0, 1.0); |
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1063 | this->addVertexTexture (0.0, 2.0); |
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1064 | this->addVertexTexture (1.0, 2.0); |
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1065 | this->addVertexTexture (0.0, 3.0); |
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1066 | this->addVertexTexture (1.0, 3.0); |
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1067 | this->addVertexTexture (0.0, 4.0); |
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1068 | this->addVertexTexture (1.0, 4.0); |
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1069 | this->addVertexTexture (2.0, 0.0); |
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1070 | this->addVertexTexture (2.0, 1.0); |
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1071 | this->addVertexTexture (-1.0, 0.0); |
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1072 | this->addVertexTexture (-1.0, 1.0); |
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1073 | |
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1074 | this->addVertexNormal (0.0, 0.0, 1.0); |
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1075 | this->addVertexNormal (0.0, 0.0, 1.0); |
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1076 | this->addVertexNormal (0.0, 0.0, 1.0); |
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1077 | this->addVertexNormal (0.0, 0.0, 1.0); |
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1078 | this->addVertexNormal (0.0, 1.0, 0.0); |
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1079 | this->addVertexNormal (0.0, 1.0, 0.0); |
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1080 | this->addVertexNormal (0.0, 1.0, 0.0); |
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1081 | this->addVertexNormal (0.0, 1.0, 0.0); |
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1082 | this->addVertexNormal (0.0, 0.0, -1.0); |
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1083 | this->addVertexNormal (0.0, 0.0, -1.0); |
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1084 | this->addVertexNormal (0.0, 0.0, -1.0); |
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1085 | this->addVertexNormal (0.0, 0.0, -1.0); |
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1086 | this->addVertexNormal (0.0, -1.0, 0.0); |
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1087 | this->addVertexNormal (0.0, -1.0, 0.0); |
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1088 | this->addVertexNormal (0.0, -1.0, 0.0); |
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1089 | this->addVertexNormal (0.0, -1.0, 0.0); |
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1090 | this->addVertexNormal (1.0, 0.0, 0.0); |
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1091 | this->addVertexNormal (1.0, 0.0, 0.0); |
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1092 | this->addVertexNormal (1.0, 0.0, 0.0); |
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1093 | this->addVertexNormal (1.0, 0.0, 0.0); |
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1094 | this->addVertexNormal (-1.0, 0.0, 0.0); |
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1095 | this->addVertexNormal (-1.0, 0.0, 0.0); |
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1096 | this->addVertexNormal (-1.0, 0.0, 0.0); |
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1097 | this->addVertexNormal (-1.0, 0.0, 0.0); |
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1098 | |
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1099 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 0,0,0, 1,1,1, 3,3,2, 2,2,3); |
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1100 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 2,2,4, 3,3,5, 5,5,6, 4,4,7); |
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1101 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 4,4,8, 5,5,9, 7,7,10, 6,6,11); |
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1102 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,6,12, 7,7,13, 1,9,14, 0,8,15); |
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1103 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 1,1,16, 7,10,17, 5,11,18, 3,3,19); |
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1104 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,12,20, 0,0,21, 2,2,22, 4,13,23); |
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1105 | } |
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