1 | #ifndef _3DSTRUCTS_H |
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2 | #define _3DSTRUCTS_H |
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3 | |
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4 | /* STL (Standard Template Library) Vector */ |
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5 | #include <vector> |
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6 | using namespace std; |
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7 | |
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8 | /*########################### Showroom.cpp ########################### |
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9 | # This file includes all of the model structures that are needed to load |
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10 | # in a .3DS file. |
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11 | # $Author: Ben Humphrey (DigiBen), Johannes Bader |
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12 | # $Revision: 1.0 |
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13 | # $Date: 5.5.04 |
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14 | ###################################################################### */ |
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15 | |
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16 | /* This is our 3D point class. |
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17 | This will be used to store the vertices of our model. */ |
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18 | class CVector3 |
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19 | { |
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20 | public: |
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21 | float x, y, z; |
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22 | }; |
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23 | |
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24 | /* This is our 2D point class. |
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25 | This will be used to store the UV coordinates. */ |
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26 | class CVector2 |
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27 | { |
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28 | public: |
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29 | float x, y; |
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30 | }; |
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31 | |
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32 | /* ############## Currently not supported by Showroom */ |
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33 | |
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34 | /* This holds the information for a material. It may be a texture map of a |
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35 | color. Some of these are not used, but I left them because you will want to |
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36 | eventually read in the UV tile ratio and the UV tile offset for some |
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37 | models.*/ |
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38 | struct tMaterialInfo |
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39 | { |
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40 | char strName[255]; /* The texture name */ |
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41 | char strFile[255]; /* The texture file name */ |
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42 | BYTE color[3]; /* The color of the object (R, G, B) */ |
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43 | int texureId; /* the texture ID */ |
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44 | float uTile; /* u tiling of texture (Currently not used) */ |
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45 | float vTile; /* v tiling of texture (Currently not used) */ |
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46 | float uOffset; /* u offset of texture (Currently not used) */ |
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47 | float vOffset; /* v offset of texture (Currently not used) */ |
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48 | } ; |
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49 | |
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50 | |
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51 | /* This is the face structure. This is is used for indexing into the vertex |
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52 | and texture coordinate arrays. From this information we know which vertices |
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53 | from our vertex array go to which face, along with the correct |
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54 | texture coordinates. */ |
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55 | struct tFace |
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56 | { |
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57 | int vertIndex[3]; /* indicies for the verts that make up this triangle */ |
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58 | int coordIndex[3]; /* indicies for the tex coords to texture this face */ |
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59 | }; |
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60 | |
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61 | /* This holds the object information. An object is part of a model */ |
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62 | struct t3dObject |
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63 | { |
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64 | int iNumOfVerts; /* The number of verts in the model */ |
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65 | int iNumOfFaces; /* The number of faces in the model */ |
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66 | char strName[255]; /* The name of the object */ |
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67 | CVector3 *pVerts; /* The object's vertices */ |
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68 | CVector3 *pNormals; /* The object's normals */ |
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69 | CVector2 *pTexVerts; /* The texture's UV coordinates */ |
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70 | tFace *pFaces; /* The faces information of the object */ |
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71 | |
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72 | /* Not used */ |
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73 | int iNumTexVertex; // The number of texture coordinates |
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74 | int materialID; // The texture ID to use, which is the index into our texture array |
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75 | bool bHasTexture; // This is TRUE if there is a texture map for this object |
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76 | }; |
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77 | |
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78 | /* This holds the model information. A model may consist of several |
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79 | objects */ |
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80 | class C3dModel |
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81 | { |
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82 | public: |
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83 | int numOfObjects; /* The number of objects */ |
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84 | vector<t3dObject> pObject; /* The object list for our model */ |
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85 | |
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86 | /* Not yet used */ |
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87 | int numOfMaterials; /* The number of materials */ |
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88 | vector<tMaterialInfo> pMaterials; /* The list of material information |
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89 | (Textures and colors) */ |
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90 | /* Draws the Model, mode = GL_LINE_STRIP etc. */ |
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91 | void Draw( int mode ); |
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92 | void PrintProperties( void ); |
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93 | }; |
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94 | |
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95 | #endif |
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