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source: orxonox.OLD/orxonox/branches/shadows/src/importer/model.cc @ 3698

Last change on this file since 3698 was 3400, checked in by bensch, 20 years ago

orxonox/trunk: model: extended funtionality, now one can also use float values instead of char*

File size: 21.7 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#include "model.h"
17#include <math.h>
18
19using namespace std;
20
21/**
22   \brief Creates a 3D-Model.
23
24   This only initializes a 3D-Model, but does not cleanup the Faces.
25*/
26Model::Model(void)
27{
28  this->initialize();
29}
30
31/**
32   \brief Creates a 3D-Model of Primitive-Type type
33
34   if you want to just display a Cube/Sphere/Cylinder/... without any material.
35   
36   \todo implement Cube/Sphere/Cylinder/...
37*/
38Model::Model(PRIMITIVE type)
39{
40  this->initialize();
41
42  switch (type)
43    {
44    default:
45    case CUBE:
46      this->cubeModel();
47      break;
48    case SPHERE:
49      break;
50    case CYLINDER:
51      break;
52
53    }
54  this->importToGL ();
55
56  this->cleanup();
57}
58
59/**
60   \brief Creates a 3D-Model. and assigns it a Name.
61*/
62Model::Model(char* modelName)
63{
64  this->initialize();
65  this->setName(modelName);
66}
67
68/**
69   \brief deletes an Model.
70
71   Looks if any from model allocated space is still in use, and if so deleted it.
72*/
73Model::~Model(void)
74{
75  PRINTF(3)("Deleting Model ");
76  if (this->name)
77    {
78      PRINT(3)("%s\n", this->name);
79      delete []this->name;
80    }
81  else
82      PRINT(3)("\n");
83
84  PRINTF(3)("Deleting display Lists.\n");
85  Group* walker = this->firstGroup;
86  while (walker != NULL)
87    {
88      glDeleteLists (walker->listNumber, 1);
89      Group* delWalker = walker;
90      walker = walker->next;
91      delete delWalker;
92    }
93
94  PRINTF(3)("Deleting Materials.\n");
95  if (this->material)
96    delete this->material;
97}
98
99/**
100   \brief Finalizes an Object. This can be done outside of the Class.
101*/
102void Model::finalize(void)
103{
104  this->importToGL ();
105 
106  this->cleanup();
107
108  this->finalized = true;
109}
110
111/**
112   \brief Draws the Models of all Groups.
113   It does this by just calling the Lists that must have been created earlier.
114*/
115void Model::draw (void) const
116{
117  PRINTF(2)("drawing the 3D-Models\n"); 
118  Group* walker = this->firstGroup;
119  while (walker != NULL)
120    {
121      PRINTF(3)("Drawing model %s\n", walker->name);
122      glCallList (walker->listNumber);
123      walker = walker->next;
124    }
125}
126
127/**
128   \brief Draws the Model number groupNumber
129   \param groupNumber The number of the group that will be displayed.
130
131   It does this by just calling the List that must have been created earlier.
132*/
133void Model::draw (int groupNumber) const 
134{
135  if (groupNumber >= this->groupCount)
136    {
137      PRINTF(1)("You requested model number %i, but this File only contains of %i Models.\n", groupNumber-1, this->groupCount);
138      return;
139    }
140  PRINTF(2)("drawing the requested 3D-Models if found.\n"); 
141  Group* walker = this->firstGroup;
142  int counter = 0;
143  while (walker != NULL)
144    {
145      if (counter == groupNumber)
146        {
147          PRINTF(2)("Drawing model number %i named %s\n", counter, walker->name);
148          glCallList (walker->listNumber);
149          return;
150        }
151      ++counter;
152      walker = walker->next;
153    }
154  PRINTF(1)("Model number %i in %s not Found.\n", groupNumber, this->name);
155  return;
156
157}
158
159/**
160   \brief Draws the Model with a specific groupName
161   \param groupName The name of the group that will be displayed.
162
163   It does this by just calling the List that must have been created earlier.
164*/
165void Model::draw (char* groupName) const
166{
167  PRINTF(2)("drawing the requested 3D-Models if found.\n"); 
168  Group* walker = this->firstGroup;
169  while (walker != NULL)
170    {
171      if (!strcmp(walker->name, groupName))
172        {
173          PRINTF(2)("Drawing model %s\n", walker->name);
174          glCallList (walker->listNumber);
175          return;
176        }
177      walker = walker->next;
178    }
179  PRINTF(1)("Model Named %s in %s not Found.\n", groupName, this->name);
180  return;
181}
182
183/**
184   \returns Count of the Models in this File
185*/
186int Model::getGroupCount (void) const
187{
188  return this->groupCount;
189}
190
191/**
192    \brief initializes the Model.
193
194    This Function initializes all the needed arrays, Lists and clientStates.
195    It also defines default values.
196*/
197bool Model::initialize (void)
198{
199  PRINTF(2)("new 3D-Model is being created\n"); 
200
201  this->name = NULL;
202  this->finalized = false;
203  // setting the start group;
204  this->firstGroup = new Group;
205  this->currentGroup = this->firstGroup;
206  this->groupCount = 0;
207 
208  this->initGroup (this->currentGroup);
209  this->scaleFactor = 1;
210  this->material = new Material();
211
212  this->vertices = new Array();
213  this->vTexture = new Array();
214  this->normals = new Array();
215
216  return true;
217}
218
219void Model::setName(const char* name)
220{
221  if (this->name) 
222    delete this->name;
223  this->name = new char[strlen(name)+1];
224  strcpy(this->name, name);
225}
226/**
227   \brief initializes a new Group model
228   \param group the group that should be initialized.
229   \todo Maybe Group should be a Class, because it does a lot of stuff
230   
231*/
232bool Model::initGroup(Group* group)
233{
234  PRINTF(3)("Adding new Group\n");
235  group->name = "";
236  group->faceMode = -1;
237  group->faceCount = 0; 
238  group->next = NULL;
239
240  group->firstFace = new Face;
241  this->initFace (group->firstFace);
242  group->currentFace = group->firstFace;
243}
244
245/**
246   \brief initializes a new Face. (sets default Values)
247   \param face The face to initialize
248*/
249bool Model::initFace (Face* face)
250{
251  face->vertexCount = 0;
252
253  face->firstElem = NULL;
254 
255  face->materialString = NULL;
256 
257  face->next = NULL;
258
259  return true;
260}
261
262/**
263   \brief finalizes an Model.
264   This funcion is needed, to delete all the Lists, and arrays that are no more needed because they are already imported into openGL. This will be applied at the end of the importing Process.
265*/
266bool Model::cleanup(void)
267{
268  PRINTF(3)("cleaning up the 3D-Model to save Memory.\n");
269
270  if (this->vertices)
271    delete this->vertices;
272  if (this->vTexture)
273    delete this->vTexture;
274  if (this->normals)
275    delete this->normals;
276
277  this->cleanupGroup(this->firstGroup);
278  return true; 
279}
280
281/**
282   \brief Cleans up all groups starting from group.
283   \param group the first Group to clean
284*/
285bool Model::cleanupGroup (Group* group)
286{
287  PRINTF(3)("Cleaning up group\n");
288  if (group->firstFace != NULL)
289    {
290      cleanupFace (group->firstFace);
291      delete group->firstFace;
292    }
293
294  if (group->next !=NULL)
295    cleanupGroup (group->next);
296  return true;
297}
298
299/**
300   \brief Cleans up all Faces starting from face until NULL is reached.
301   \param face the first face to clean.
302*/
303bool Model::cleanupFace (Face* face)
304{
305  PRINTF(3)("Cleaning up Face\n");
306
307  if (face->materialString != NULL)
308      delete []face->materialString;
309  if (face->firstElem != NULL)
310    {
311      this->cleanupFaceElement(face->firstElem);
312      delete face->firstElem;
313    }
314     
315  if (face->next != NULL)
316    {
317      this->cleanupFace (face->next);
318      delete face->next;
319    }
320     
321}
322
323
324/**
325   \brief Cleans up all FaceElements starting from faceElem.
326   \param faceElem the first FaceElement to clean.
327*/
328bool Model::cleanupFaceElement(FaceElement* faceElem)
329{
330  if (faceElem->next != NULL)
331    {
332      this->cleanupFaceElement (faceElem->next);
333      delete faceElem->next;
334    }
335}
336
337/**
338   \brief parses a group String
339   \param groupString the new Group to create
340
341   This function initializes a new Group.
342   With it you should be able to import .obj-files with more than one Models inside.
343*/
344bool Model::addGroup (char* groupString)
345{
346  PRINTF(3)("Read Group: %s.\n", groupString);
347  if (this->groupCount != 0 && this->currentGroup->faceCount>0)
348    {
349      //      finalizeGroup(currentGroup);
350      this->currentGroup = this->currentGroup->next = new Group;
351      this->initGroup(this->currentGroup);
352    }
353  // setting the group name if not default.
354  if (strcmp(groupString, "default"))
355    {
356      this->currentGroup->name = new char [strlen(groupString)+1];
357      strcpy(this->currentGroup->name, groupString);
358    }
359  ++this->groupCount;
360
361}
362
363/**
364   \brief parses a vertex-String
365   \param vertexString The String that will be parsed.
366
367   If a vertex line is found this function will inject it into the vertex-Array
368*/
369bool Model::addVertex (char* vertexString)
370{
371  float subbuffer1;
372  float subbuffer2;
373  float subbuffer3;
374  sscanf (vertexString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3);
375  PRINTF(3)("reading in a vertex: %f %f %f\n", &subbuffer1, &subbuffer2, &subbuffer3);
376  this->vertices->addEntry(subbuffer1*scaleFactor, subbuffer2*scaleFactor, subbuffer3*scaleFactor);
377  return true;
378}
379
380/**
381   \brief parses a vertex-String
382   \param x the X-coordinate of the Vertex to add.
383   \param y the Y-coordinate of the Vertex to add.
384   \param z the Z-coordinate of the Vertex to add.
385   
386*/
387bool Model::addVertex(const float x, const float y, const float z)
388{
389  PRINTF(4)("reading in a vertex: %f %f %f\n", x, y, z);
390  this->vertices->addEntry(x*scaleFactor, y*scaleFactor, z*scaleFactor);
391  return true;
392}
393
394/**
395   \brief parses a face-string
396   \param faceString The String that will be parsed.
397
398   If a face line is found this function will add it to the glList.
399*/
400bool Model::addFace (char* faceString)
401{
402  if (this->currentGroup->faceCount >0)
403    this->currentGroup->currentFace = this->currentGroup->currentFace->next = new Face;
404  this->initFace (this->currentGroup->currentFace);
405
406  FaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new FaceElement;
407  tmpElem->next = NULL;
408  while(strcmp (faceString, "\0"))
409    {
410      if (this->currentGroup->currentFace->vertexCount>0)
411          tmpElem = tmpElem->next = new FaceElement;
412      tmpElem->next = NULL;
413
414      char tmpValue [50];
415      int tmpLen;
416      char* vertex = NULL;
417      char* texture = NULL;
418      char* normal = NULL;
419
420      sscanf (faceString, "%s", tmpValue);
421      tmpLen = strlen(tmpValue);
422      vertex = tmpValue;
423
424      if ((texture = strstr (vertex, "/")) != NULL)
425        {
426          texture[0] = '\0';
427          texture ++;
428         
429          if ((normal = strstr (texture, "/")) !=NULL)
430            {
431              normal[0] = '\0';
432              normal ++;
433            }     
434        }
435      if (vertex)
436        tmpElem->vertexNumber = atoi(vertex)-1;
437      else
438        tmpElem->vertexNumber = -1;
439      if (texture)
440        tmpElem->texCoordNumber = atoi(texture)-1;
441      else
442        tmpElem->texCoordNumber = -1;
443      if (normal)
444        tmpElem->normalNumber = atoi(normal)-1;
445      else
446        tmpElem->normalNumber = -1;
447
448      faceString += tmpLen;
449      if (strcmp (faceString, "\0"))
450        faceString++;
451      this->currentGroup->currentFace->vertexCount++;
452    }
453
454  this->currentGroup->faceCount += this->currentGroup->currentFace->vertexCount -2;
455}
456
457/**
458   \brief imports a new Face.
459   \param faceElemCount The Cout of Vertices this Face has.
460   \param ... The Elements by number.
461
462   \todo hmmpf... this also has to parse normals and vertices... sounds like stress...
463*/
464bool Model::addFace(const float faceElemCount, ...)
465{
466  // TODO
467
468}
469
470/**
471   \brief parses a vertexNormal-String
472   \param normalString The String that will be parsed.
473
474   If a vertexNormal line is found this function will inject it into the vertexNormal-Array
475*/
476bool Model::addVertexNormal (char* normalString)
477{
478  float subbuffer1;
479  float subbuffer2;
480  float subbuffer3;
481  sscanf (normalString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3);
482  PRINTF(3)("found vertex-Normal %f, %f, %f\n", &subbuffer1,&subbuffer2,&subbuffer3);
483  this->normals->addEntry(subbuffer1, subbuffer2, subbuffer3);
484  return true;
485}
486
487/**
488   \brief adds a VertexNormal.
489   \param x The x coordinate of the Normal.
490   \param y The y coordinate of the Normal.
491   \param z The z coordinate of the Normal.
492
493   If a vertexNormal line is found this function will inject it into the vertexNormal-Array
494*/
495bool Model::addVertexNormal(const float x, const float y, const float z)
496{
497  PRINTF(3)("found vertex-Normal %f, %f, %f\n", x, y, z);
498  this->normals->addEntry(x, y, z);
499}
500
501/**
502   \brief parses a vertexTextureCoordinate-String
503   \param vTextureString The String that will be parsed.
504
505   If a vertexTextureCoordinate line is found,
506   this function will inject it into the vertexTexture-Array
507*/
508bool Model::addVertexTexture (char* vTextureString)
509{
510  float subbuffer1;
511  float subbuffer2;
512  sscanf (vTextureString, "%f %f", &subbuffer1, &subbuffer2);
513  PRINTF(3)("found vertex-Texture %f, %f\n", &subbuffer1, &subbuffer2);
514  this->vTexture->addEntry(subbuffer1);
515  this->vTexture->addEntry(subbuffer2);
516  return true;
517}
518
519/**
520   \brief adds a Texture Coordinate
521   \param u The u coordinate of the TextureCoordinate.
522   \param v The y coordinate of the TextureCoordinate.
523
524   If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array
525*/
526bool Model::addVertexTexture(const float u, const float v)
527{
528  PRINTF(3)("found vertex-Texture %f, %f\n", u, v);
529  this->vTexture->addEntry(u);
530  this->vTexture->addEntry(v);
531}
532
533/**
534   \brief Function that selects a material, if changed in the obj file.
535   \param matString the Material that will be set.
536*/
537bool Model::addUseMtl (char* matString)
538{
539  /*
540  if (!this->mtlFileName)
541    {
542      PRINTF(4)("Not using new defined material, because no mtlFile found yet\n");
543      return false;
544    }
545  */     
546  if (this->currentGroup->faceCount >0)
547    this->currentGroup->currentFace = this->currentGroup->currentFace->next = new Face;
548  this->initFace (this->currentGroup->currentFace);
549 
550  this->currentGroup->currentFace->materialString = new char[strlen(matString)+1];
551  strcpy (this->currentGroup->currentFace->materialString, matString);
552 
553  if (this->currentGroup->faceCount == 0)
554    this->currentGroup->faceCount ++;
555
556}
557
558/**
559   \brief reads and includes the Faces/Materials into the openGL state Machine
560*/
561bool Model::importToGL (void)
562{
563
564  // finalize the Arrays
565  this->vertices->finalizeArray();
566  this->vTexture->finalizeArray();
567  if (normals->getCount() == 0) // vertices-Array must be uilt for this
568    this->buildVertexNormals();
569  this->normals->finalizeArray();
570
571  this->currentGroup = this->firstGroup;
572
573  while (this->currentGroup != NULL)
574    {
575
576      // creating a glList for the Group
577      if ((this->currentGroup->listNumber = glGenLists(1)) == 0)
578        {
579          PRINTF(1)("list could not be created for this Model\n");
580          return false;
581        }
582      glNewList (this->currentGroup->listNumber, GL_COMPILE);
583
584      // Putting Faces to GL
585      Face* tmpFace = this->currentGroup->firstFace;
586      while (tmpFace != NULL)
587        {
588          if (tmpFace->vertexCount == 0 && tmpFace->materialString != NULL)
589            {
590              if (this->currentGroup->faceMode != -1)
591                glEnd();
592              this->currentGroup->faceMode = 0;
593              Material* tmpMat;
594              if ((tmpMat = material->search(tmpFace->materialString)) != NULL)
595                {
596                  tmpMat->select();
597                  PRINTF(2)("using material %s for coming Faces.\n", tmpFace->materialString);
598                }
599              else 
600                PRINTF(1)("material %s not found.\n", tmpFace->materialString);
601
602
603            }
604
605          else if (tmpFace->vertexCount == 3)
606            {
607              if (this->currentGroup->faceMode != 3)
608                {
609                  if (this->currentGroup->faceMode != -1)
610                    glEnd();
611                  glBegin(GL_TRIANGLES);
612                }
613             
614              this->currentGroup->faceMode = 3;
615              PRINTF(3)("found triag.\n");
616            }
617         
618          else if (tmpFace->vertexCount == 4)
619            {
620              if (this->currentGroup->faceMode != 4)
621                {
622                  if (this->currentGroup->faceMode != -1)
623                    glEnd();
624                  glBegin(GL_QUADS);
625                }
626              this->currentGroup->faceMode = 4;
627              PRINTF(3)("found quad.\n");
628            }
629         
630          else if (tmpFace->vertexCount > 4)
631            {
632              if (this->currentGroup->faceMode != -1)
633                glEnd();
634              glBegin(GL_POLYGON);
635              PRINTF(3)("Polygon with %i faces found.", tmpFace->vertexCount);
636              this->currentGroup->faceMode = tmpFace->vertexCount;
637            }
638         
639          FaceElement* tmpElem = tmpFace->firstElem;
640          while (tmpElem != NULL)
641            {
642              //      PRINTF(2)("%s\n", tmpElem->value);
643              this->addGLElement(tmpElem);
644              tmpElem = tmpElem->next;
645            }
646          tmpFace = tmpFace->next;
647        }
648      glEnd();
649      glEndList();
650
651      this->currentGroup = this->currentGroup->next;
652    } 
653}
654
655/**
656   \brief Adds a Face-element (one vertex of a face) with all its information.
657   \param elem The FaceElement to add to the OpenGL-environment.
658
659   It does this by searching:
660   1. The Vertex itself
661   2. The VertexNormale
662   3. The VertexTextureCoordinate
663   merging this information, the face will be drawn.
664*/
665bool Model::addGLElement (FaceElement* elem)
666{
667  PRINTF(3)("importing grafical Element to openGL.\n");
668
669  if (elem->texCoordNumber != -1)
670    glTexCoord2fv(this->vTexture->getArray() + elem->texCoordNumber * 2);
671  if (elem->normalNumber != -1)
672    glNormal3fv(this->normals->getArray() + elem->normalNumber * 3);
673  if (elem->vertexNumber != -1)
674    glVertex3fv(this->vertices->getArray() + elem->vertexNumber * 3);
675
676}
677
678/**
679   \brief A routine that is able to create normals.
680
681   The algorithm does the following:
682   1. It calculates creates Vectors for each normale, and sets them to zero.
683   2. It then Walks through a) all the Groups b) all the Faces c) all the FaceElements
684   3. It searches for a points two neighbours per Face, takes Vecotrs to them calculates FaceNormals and adds it to the Points Normal.
685   4. It goes through all the normale-Points and calculates the VertexNormale and includes it in the normals-Array.
686*/
687bool Model::buildVertexNormals ()
688{
689 
690  PRINTF(2)("Normals are being calculated.\n");
691
692  Vector* normArray = new Vector [vertices->getCount()/3];
693  for (int i=0; i<vertices->getCount()/3;i++)
694    normArray[i] = Vector(.0,.0,.0);
695 
696  int firstTouch;
697  int secondTouch;
698  Vector prevV;
699  Vector nextV;
700  Vector curV;
701
702  Group* tmpGroup = firstGroup;
703  while (tmpGroup)
704    {
705      Face* tmpFace = tmpGroup->firstFace;
706      while (tmpFace)
707        {
708          if (tmpFace->firstElem)
709            {
710              FaceElement* firstElem = tmpFace->firstElem;
711              FaceElement* prevElem;
712              FaceElement* curElem = firstElem;
713              FaceElement* nextElem;
714              FaceElement* lastElem;
715              // 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.
716              while (curElem)
717                {
718                  prevElem = curElem;
719                  curElem = curElem->next;
720                }
721              lastElem = prevElem;
722             
723              curElem = firstElem;
724              for (int j=0; j<tmpFace->vertexCount; j++)
725                {
726                  if (!(nextElem = curElem->next))
727                    nextElem = firstElem;
728                  curElem->normalNumber = curElem->vertexNumber;
729                 
730                  curV = Vector (vertices->getArray()[curElem->vertexNumber*3], vertices->getArray()[curElem->vertexNumber*3+1], vertices->getArray()[curElem->vertexNumber*3+2]);
731                  prevV = Vector (vertices->getArray()[prevElem->vertexNumber*3], vertices->getArray()[prevElem->vertexNumber*3+1], vertices->getArray()[prevElem->vertexNumber*3+2]) - curV;
732                  nextV = Vector (vertices->getArray()[nextElem->vertexNumber*3], vertices->getArray()[nextElem->vertexNumber*3+1], vertices->getArray()[nextElem->vertexNumber*3+2]) - curV;
733                  normArray[curElem->vertexNumber] = normArray[curElem->vertexNumber] + nextV.cross(prevV);
734
735                  prevElem = curElem;
736                  curElem = curElem->next;
737                }
738            }
739          tmpFace = tmpFace->next;
740        }
741      tmpGroup = tmpGroup->next;
742    }
743
744  for (int i=0; i<vertices->getCount()/3;i++)
745    {
746      normArray[i].normalize();
747      PRINTF(3)("Found Normale number %d: (%f; %f, %f).\n", i, normArray[i].x, normArray[i].y, normArray[i].z);
748
749      this->normals->addEntry(normArray[i].x, normArray[i].y, normArray[i].z);
750
751    }
752  delete []normArray; 
753 
754}
755
756
757/**
758   \brief Includes a default model
759
760   This will inject a Cube, because this is the most basic model.
761*/
762void Model::cubeModel(void)
763{
764  this->addVertex ("-0.5 -0.5 0.5");
765  this->addVertex ("0.5 -0.5 0.5");
766  this->addVertex ("-0.5 0.5 0.5");
767  this->addVertex ("0.5 0.5 0.5");
768  this->addVertex ("-0.5 0.5 -0.5");
769  this->addVertex ("0.5 0.5 -0.5");
770  this->addVertex ("-0.5 -0.5 -0.5");
771  this->addVertex ("0.5 -0.5 -0.5");
772
773  this->addVertexTexture ("0.0 0.0");
774  this->addVertexTexture ("1.0 0.0");
775  this->addVertexTexture ("0.0 1.0");
776  this->addVertexTexture ("1.0 1.0");
777  this->addVertexTexture ("0.0 2.0");
778  this->addVertexTexture ("1.0 2.0");
779  this->addVertexTexture ("0.0 3.0");
780  this->addVertexTexture ("1.0 3.0");
781  this->addVertexTexture ("0.0 4.0");
782  this->addVertexTexture ("1.0 4.0");
783  this->addVertexTexture ("2.0 0.0");
784  this->addVertexTexture ("2.0 1.0");
785  this->addVertexTexture ("-1.0 0.0");
786  this->addVertexTexture ("-1.0 1.0");
787
788  this->addVertexNormal ("0.0 0.0 1.0");
789  this->addVertexNormal ("0.0 0.0 1.0");
790  this->addVertexNormal ("0.0 0.0 1.0");
791  this->addVertexNormal ("0.0 0.0 1.0");
792  this->addVertexNormal ("0.0 1.0 0.0");
793  this->addVertexNormal ("0.0 1.0 0.0");
794  this->addVertexNormal ("0.0 1.0 0.0");
795  this->addVertexNormal ("0.0 1.0 0.0");
796  this->addVertexNormal ("0.0 0.0 -1.0");
797  this->addVertexNormal ("0.0 0.0 -1.0");
798  this->addVertexNormal ("0.0 0.0 -1.0");
799  this->addVertexNormal ("0.0 0.0 -1.0");
800  this->addVertexNormal ("0.0 -1.0 0.0");
801  this->addVertexNormal ("0.0 -1.0 0.0");
802  this->addVertexNormal ("0.0 -1.0 0.0");
803  this->addVertexNormal ("0.0 -1.0 0.0");
804  this->addVertexNormal ("1.0 0.0 0.0");
805  this->addVertexNormal ("1.0 0.0 0.0");
806  this->addVertexNormal ("1.0 0.0 0.0");
807  this->addVertexNormal ("1.0 0.0 0.0");
808  this->addVertexNormal ("-1.0 0.0 0.0");
809  this->addVertexNormal ("-1.0 0.0 0.0");
810  this->addVertexNormal ("-1.0 0.0 0.0");
811  this->addVertexNormal ("-1.0 0.0 0.0");
812
813  /* normaleLess-testingMode
814  this->addFace ("1 2 4 3");
815  this->addFace ("3 4 6 5");
816  this->addFace ("5 6 8 7");
817  this->addFace ("7 8 2 1");
818  this->addFace ("2 8 6 4");
819  this->addFace ("7 1 3 5");
820  */
821
822  this->addFace ("1/1/1 2/2/2 4/4/3 3/3/4");
823  this->addFace ("3/3/5 4/4/6 6/6/7 5/5/8");
824  this->addFace ("5/5/9 6/6/10 8/8/11 7/7/12");
825  this->addFace ("7/7/13 8/8/14 2/10/15 1/9/16");
826  this->addFace ("2/2/17 8/11/18 6/12/19 4/4/20");
827  this->addFace ("7/13/21 1/1/22 3/3/23 5/14/24");
828
829}
830
831
832void Model::cylinderModel()
833{
834  int detailLevel = 10;
835  float size;
836  for (int i = 0; i < detailLevel; i++)
837    {
838      this->addVertex(sin((float)i/detailLevel), -size/2, cos((float)i/detailLevel));
839    }
840}
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