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source: orxonox.OLD/branches/powerups/src/lib/graphics/importer/static_model.h @ 6474

Last change on this file since 6474 was 6423, checked in by bensch, 19 years ago

trunk: staticModel now uses vector instead of tArray (more portable)

File size: 5.1 KB
Line 
1/*!
2 * @file static_model.h
3 * @brief Contains the Model Class that handles Static 3D-Models rendered with glList's
4 */
5
6#ifndef _STATIC_MODEL_H
7#define _STATIC_MODEL_H
8
9#include "model.h"
10
11#include "material.h"
12#include "glincl.h"
13#include <vector>
14#include <list>
15
16// FORWARD DECLARATION //
17template<class T> class tArray;
18
19// definition of different modes for setting up Faces
20#define VERTEX 0       //!< If Faces are created WITH Vertex-Coordinate
21#define NORMAL 1       //!< If Faces are created WITH Normals (otherwise autocalculate)
22#define TEXCOORD 2     //!< If Faces are created WITH TextureCoordinate
23
24//! an enumerator for VERTEX_FORMAT
25typedef enum VERTEX_FORMAT {
26  VERTEX_ONLY = VERTEX,
27  VERTEX_NORMAL = NORMAL,
28  VERTEX_TEXCOORD = TEXCOORD,
29  VERTEX_TEXCOORD_NORMAL = NORMAL | TEXCOORD
30};
31
32////////////////////
33/// SUB-ELEMENTS ///
34////////////////////
35//! This is the placeholder of one Vertex beloning to a Face.
36class ModelFaceElement
37{
38 public:
39  ModelFaceElement();
40  ~ModelFaceElement();
41
42  int                 vertexNumber;         //!< The number of the Vertex out of the Array* vertices, this vertex points to.
43  int                 normalNumber;         //!< The number of the Normal out of the Array* normals, this vertex points to.
44  int                 texCoordNumber;       //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to.
45
46  ModelFaceElement*   next;                 //!< Point to the next FaceElement in this List.
47};
48
49//! This is the placeholder of a Face belonging to a Group of Faces.
50class ModelFace
51{
52 public:
53  ModelFace();
54  ~ModelFace();
55
56  unsigned int        vertexCount;     //!< The Count of vertices this Face has.
57  ModelFaceElement*   firstElem;       //!< Points to the first Vertex (FaceElement) of this Face.
58  Material*           material;        //!< The Material to use.
59
60  ModelFace*          next;            //!< Pointer to the next Face.
61};
62
63//! Group to handle multiple Models per obj-file.
64class ModelGroup
65{
66 public:
67  ModelGroup();
68  ~ModelGroup();
69
70  void cleanup();
71
72  char*        name;           //!< the Name of the Group. this is an identifier, that can be accessed via the draw (char* name) function.
73  GLubyte*     indices;        //!< The indices of the Groups. Needed for vertex-arrays
74  GLuint       listNumber;     //!< The number of the GL-List this Group gets.
75  ModelFace*   firstFace;      //!< The first Face in this group.
76  ModelFace*   currentFace;    //!< The current Face in this Group (the one we are currently working with.)
77  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...
78  int          faceCount;      //!< The Number of Faces this Group holds.
79
80  ModelGroup*  next;           //!< Pointer to the next Group.
81};
82
83struct ModelMaterial
84{
85  Material* material;
86  bool external;
87};
88
89/////////////
90/// MODEL ///
91/////////////
92//! Class that handles static 3D-Models.
93/**
94 * it can also read them in and display them.
95 * All the objects are rendered with glLists
96 */
97class StaticModel : public Model
98{
99 public:
100  StaticModel(const char* modelName = NULL);
101  virtual ~StaticModel();
102
103  virtual void draw() const;
104  void draw(int groupNumber) const;
105  void draw(char* groupName) const;
106
107  void rebuild();
108
109  Material* addMaterial(Material* material);
110  Material* addMaterial(const char* materialName);
111
112  bool addGroup(const char* groupString);
113
114  bool addVertex(const char* vertexString);
115  bool addVertex(float x, float y, float z);
116
117  bool addFace(const char* faceString);
118  bool addFace(int faceElemCount, VERTEX_FORMAT type, ...);
119
120  bool addVertexNormal(const char* normalString);
121  bool addVertexNormal(float x, float y, float z);
122
123  bool addVertexTexture(const char* vTextureString);
124  bool addVertexTexture(float u, float v);
125
126  bool setMaterial(const char* mtlString);
127  bool setMaterial(Material* mtl);
128
129  void finalize();
130
131
132 protected:
133  void cubeModel();
134
135  Material* findMaterialByName(const char* materialName);
136
137 protected:
138  float            scaleFactor;     //!< The Factor with which the Model should be scaled. @todo maybe one wants to scale the Model after Initialisation
139
140 private:
141  bool buildVertexNormals();
142
143  bool importToDisplayList();
144  bool buildTriangleList();
145
146  bool addGLElement(ModelFaceElement* elem);
147
148  bool cleanup();
149
150 private:
151  bool                       finalized;       //!< Sets the Object to be finalized.
152
153  unsigned int               faceCount;       //!< A modelwide Counter for the faces
154
155  std::vector<GLfloat>       vertices;        //!< The Array that handles the Vertices.
156  std::vector<GLfloat>       normals;         //!< The Array that handles the Normals.
157  std::vector<GLfloat>       vTexture;        //!< The Array that handles the VertexTextureCoordinates.
158
159  ModelGroup*                firstGroup;      //!< The first of all groups.
160  ModelGroup*                currentGroup;    //!< The currentGroup. this is the one we will work with.
161  int                        groupCount;      //!< The Count of Groups.
162
163  std::list<ModelMaterial*>  materialList;    //!< A list for all the Materials in this Model
164};
165
166#endif
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