1 | /*! |
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2 | * @file static_model.h |
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3 | * @brief Contains the Model Class that handles Static 3D-Models rendered with glList's |
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4 | */ |
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5 | |
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6 | #ifndef _STATIC_MODEL_DATA_H |
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7 | #define _STATIC_MODEL_DATA_H |
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8 | |
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9 | #include "model.h" |
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10 | |
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11 | #include "material.h" |
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12 | #include <vector> |
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13 | #include "count_pointer.h" |
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14 | |
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15 | |
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16 | // definition of different modes for setting up Faces |
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17 | #define VERTEX 0 //!< If Faces are created WITH Vertex-Coordinate |
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18 | #define NORMAL 1 //!< If Faces are created WITH Normals (otherwise autocalculate) |
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19 | #define TEXCOORD 2 //!< If Faces are created WITH TextureCoordinate |
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20 | |
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21 | //! an enumerator for VERTEX_FORMAT |
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22 | typedef enum VERTEX_FORMAT { |
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23 | VERTEX_ONLY = VERTEX, |
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24 | VERTEX_NORMAL = NORMAL, |
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25 | VERTEX_TEXCOORD = TEXCOORD, |
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26 | VERTEX_TEXCOORD_NORMAL = NORMAL | TEXCOORD |
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27 | }; |
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28 | |
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29 | //////////////////// |
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30 | /// SUB-ELEMENTS /// |
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31 | //////////////////// |
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32 | //! This is the placeholder of one Vertex beloning to a Face. |
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33 | class ModelFaceElement |
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34 | { |
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35 | public: |
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36 | ModelFaceElement(); |
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37 | ~ModelFaceElement(); |
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38 | |
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39 | int vertexNumber; //!< The number of the Vertex out of the Array* vertices, this vertex points to. |
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40 | int normalNumber; //!< The number of the Normal out of the Array* normals, this vertex points to. |
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41 | int texCoordNumber; //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to. |
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42 | |
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43 | ModelFaceElement* next; //!< Point to the next FaceElement in this List. |
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44 | }; |
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45 | |
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46 | //! This is the placeholder of a Face belonging to a Group of Faces. |
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47 | class ModelFace |
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48 | { |
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49 | public: |
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50 | ModelFace(); |
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51 | ~ModelFace(); |
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52 | |
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53 | unsigned int vertexCount; //!< The Count of vertices this Face has. |
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54 | ModelFaceElement* firstElem; //!< Points to the first Vertex (FaceElement) of this Face. |
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55 | Material* material; //!< The Material to use. |
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56 | |
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57 | ModelFace* next; //!< Pointer to the next Face. |
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58 | }; |
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59 | |
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60 | //! Group to handle multiple Models per obj-file. |
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61 | class ModelGroup |
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62 | { |
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63 | public: |
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64 | ModelGroup(); |
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65 | ~ModelGroup(); |
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66 | |
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67 | void cleanup(); |
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68 | |
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69 | std::string name; //!< the Name of the Group. this is an identifier, that can be accessed via the draw (std::string name) function. |
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70 | GLubyte* indices; //!< The indices of the Groups. Needed for vertex-arrays |
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71 | GLuint listNumber; //!< The number of the GL-List this Group gets. |
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72 | ModelFace* firstFace; //!< The first Face in this group. |
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73 | ModelFace* currentFace; //!< The current Face in this Group (the one we are currently working with.) |
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74 | 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... |
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75 | int faceCount; //!< The Number of Faces this Group holds. |
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76 | |
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77 | ModelGroup* next; //!< Pointer to the next Group. |
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78 | }; |
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79 | |
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80 | struct ModelMaterial |
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81 | { |
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82 | Material* material; |
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83 | bool external; |
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84 | }; |
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85 | |
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86 | ///////////// |
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87 | /// MODEL /// |
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88 | ///////////// |
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89 | //! Class that handles static 3D-Models. |
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90 | /** |
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91 | * it can also read them in and display them. |
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92 | * All the objects are rendered with glLists |
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93 | */ |
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94 | class StaticModelData : public BaseObject |
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95 | { |
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96 | ObjectListDeclaration(StaticModelData); |
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97 | public: |
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98 | typedef CountPointer<StaticModelData> Pointer; |
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99 | |
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100 | public: |
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101 | StaticModelData(const std::string& modelName = ""); |
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102 | virtual ~StaticModelData(); |
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103 | |
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104 | void draw() const; |
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105 | void draw(int groupNumber) const; |
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106 | void draw(const std::string& groupName) const; |
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107 | |
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108 | void rebuild(); |
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109 | |
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110 | Material* addMaterial(Material* material); |
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111 | Material* addMaterial(const std::string& materialName); |
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112 | |
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113 | bool addGroup(const std::string& groupString); |
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114 | |
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115 | void setScaleFactor(float scaleFactor) { this->scaleFactor = scaleFactor; }; |
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116 | |
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117 | bool addVertex(const std::string& vertexString); |
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118 | bool addVertex(float x, float y, float z); |
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119 | |
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120 | bool addFace(const std::string& faceString); |
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121 | bool addFace(int faceElemCount, VERTEX_FORMAT type, va_list args); |
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122 | |
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123 | bool addVertexNormal(const std::string& normalString); |
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124 | bool addVertexNormal(float x, float y, float z); |
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125 | |
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126 | bool addVertexTexture(const std::string& vTextureString); |
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127 | bool addVertexTexture(float u, float v); |
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128 | |
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129 | bool setMaterial(const std::string& mtlString); |
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130 | bool setMaterial(Material* mtl); |
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131 | |
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132 | void finalize(); |
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133 | |
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134 | |
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135 | const std::vector<GLfloat>& getVertices() const { return this->vertices; }; |
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136 | const std::vector<GLfloat>& getNormals() const { return this->normals; }; |
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137 | const std::vector<GLfloat>& getTexCoords() const { return this->vTexture; }; |
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138 | const std::vector<sTriangleExt>& getTriangles() const { return this->triangles; }; |
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139 | ///! HACK SOLUTION sTriangleExt should be const in the modelInfo. |
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140 | sTriangleExt* getTrianglesExt() { return &this->triangles[0]; }; |
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141 | |
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142 | float getScaleFactor() const { return scaleFactor; } |
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143 | |
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144 | protected: |
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145 | Material* findMaterialByName(const std::string& materialName); |
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146 | |
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147 | private: |
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148 | bool buildVertexNormals(); |
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149 | |
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150 | bool importToDisplayList(); |
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151 | bool buildTriangleList(); |
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152 | |
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153 | bool addGLElement(ModelFaceElement* elem); |
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154 | |
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155 | bool cleanup(); |
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156 | |
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157 | private: |
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158 | bool finalized; //!< Sets the Object to be finalized. |
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159 | |
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160 | float scaleFactor; //!< The Factor with which the Model should be scaled. @todo maybe one wants to scale the Model after Initialisation |
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161 | |
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162 | unsigned int faceCount; //!< A modelwide Counter for the faces |
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163 | |
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164 | std::vector<GLfloat> vertices; //!< The Array that handles the Vertices. |
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165 | std::vector<GLfloat> normals; //!< The Array that handles the Normals. |
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166 | std::vector<GLfloat> vTexture; //!< The Array that handles the VertexTextureCoordinates. |
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167 | |
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168 | std::vector<sTriangleExt> triangles; //!< The Triangles if built. |
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169 | |
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170 | ModelGroup* firstGroup; //!< The first of all groups. |
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171 | ModelGroup* currentGroup; //!< The currentGroup. this is the one we will work with. |
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172 | int groupCount; //!< The Count of Groups. |
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173 | |
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174 | std::list<ModelMaterial*> materialList; //!< A list for all the Materials in this Model |
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175 | }; |
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176 | |
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177 | #endif /* _STATIC_MODEL_DATA_H */ |
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