[2823] | 1 | /*! |
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[3360] | 2 | \file model.h |
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| 3 | \brief Contains the Model Class that handles 3D-Models |
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[2823] | 4 | */ |
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| 5 | |
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[3360] | 6 | #ifndef _MODEL_H |
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| 7 | #define _MODEL_H |
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[2773] | 8 | |
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[3196] | 9 | #include "../stdincl.h" |
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[2773] | 10 | |
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[2754] | 11 | #include "array.h" |
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[2776] | 12 | #include "material.h" |
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[3075] | 13 | #include "vector.h" |
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[2748] | 14 | |
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[2823] | 15 | using namespace std; |
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[2804] | 16 | |
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[3398] | 17 | enum PRIMITIVE {PLANE, CUBE, SPHERE, CYLINDER}; |
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[2842] | 18 | |
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[3360] | 19 | //! Class that handles 3D-Models. it can also read them in and display them. |
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| 20 | class Model |
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[2748] | 21 | { |
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| 22 | public: |
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[3396] | 23 | Model(void); |
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[3398] | 24 | Model(PRIMITIVE type); |
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| 25 | Model(char* modelName); |
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[3396] | 26 | virtual ~Model(void); |
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[3398] | 27 | |
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| 28 | void setName(const char* name); |
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[2748] | 29 | |
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[3396] | 30 | void draw(void) const; |
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| 31 | void draw(int groupNumber) const; |
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| 32 | void draw(char* groupName) const; |
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[3063] | 33 | int getGroupCount() const; |
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[2767] | 34 | |
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[3396] | 35 | protected: |
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[3398] | 36 | char* name; //!< This is the name of the Model. |
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| 37 | bool finalized; //!< Sets the Object to be finalized. |
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| 38 | |
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[3186] | 39 | //! This is the placeholder of one Vertex beloning to a Face. |
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[3396] | 40 | struct FaceElement |
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[3063] | 41 | { |
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[3186] | 42 | int vertexNumber; //!< The number of the Vertex out of the Array* vertices, this vertex points to. |
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| 43 | int normalNumber; //!< The number of the Normal out of the Array* normals, this vertex points to. |
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| 44 | int texCoordNumber; //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to. |
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| 45 | FaceElement* next; //!< Point to the next FaceElement in this List. |
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[3063] | 46 | }; |
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| 47 | |
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[3186] | 48 | //! This is the placeholder of a Face belonging to a Group of Faces. |
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| 49 | /** |
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| 50 | \todo take Material to a call for itself. |
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| 51 | |
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| 52 | This can also be a Material-Change switch. |
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| 53 | That means if you want to change a Material inside of a group, |
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| 54 | you can create an empty face and apply a material to it, and the Importer will cahnge Colors |
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| 55 | */ |
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| 56 | struct Face |
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[3063] | 57 | { |
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[3186] | 58 | int vertexCount; //!< The Count of vertices this Face has. |
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| 59 | FaceElement* firstElem; //!< Points to the first Vertex (FaceElement) of this Face. |
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[3063] | 60 | |
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[3186] | 61 | char* materialString; //!< The Name of the Material to which to Change. |
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[3063] | 62 | |
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[3186] | 63 | Face* next; //!< Pointer to the next Face. |
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| 64 | }; |
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[3063] | 65 | |
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[3360] | 66 | //! Group to handle multiple Models per obj-file. |
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[2850] | 67 | struct Group |
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| 68 | { |
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[3186] | 69 | char* name; //!< the Name of the Group. this is an identifier, that can be accessed via the draw (char* name) function. |
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[2850] | 70 | |
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[3186] | 71 | GLuint listNumber; //!< The number of the GL-List this Group gets. |
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| 72 | Face* firstFace; //!< The first Face in this group. |
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| 73 | Face* 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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[2850] | 76 | |
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[3186] | 77 | Group* next; //!< Pointer to the next Group. |
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[3063] | 78 | }; |
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[2850] | 79 | |
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[3063] | 80 | |
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[3186] | 81 | Array* vertices; //!< The Array that handles the Vertices. |
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| 82 | int verticesCount; //!< A global Counter for vertices. |
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| 83 | Array* normals; //!< The Array that handles the Normals. |
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| 84 | Array* vTexture; //!< The Array that handles the VertexTextureCoordinates. |
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[3063] | 85 | |
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[2850] | 86 | |
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[3186] | 87 | Group* firstGroup; //!< The first of all groups. |
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| 88 | Group* currentGroup; //!< The currentGroup. this is the one we will work with. |
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| 89 | int groupCount; //!< The Count of Groups. |
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[2850] | 90 | |
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[3186] | 91 | Material* material; //!< Initial pointer to the Material. This can hold many materials, because Material can be added with Material::addMaterial(..) |
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[3360] | 92 | 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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[2760] | 93 | |
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[3400] | 94 | bool initialize(void); |
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[2850] | 95 | bool initGroup(Group* group); |
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[3066] | 96 | bool initFace (Face* face); |
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| 97 | bool cleanup(void); |
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| 98 | bool cleanupGroup(Group* group); |
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| 99 | bool cleanupFace(Face* face); |
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[3068] | 100 | bool cleanupFaceElement(FaceElement* faceElem); |
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[2850] | 101 | |
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[3398] | 102 | public: |
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[3400] | 103 | bool addGroup(char* groupString); |
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| 104 | bool addVertex(char* vertexString); |
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| 105 | bool addVertex(const float x, const float y, const float z); |
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| 106 | bool addFace(char* faceString); |
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| 107 | bool addFace(const float faceElemCount, ...); |
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| 108 | bool addVertexNormal(char* normalString); |
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| 109 | bool addVertexNormal(const float x, const float y, const float z); |
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| 110 | bool addVertexTexture(char* vTextureString); |
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| 111 | bool addVertexTexture(const float u, const float v); |
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| 112 | bool addUseMtl(char* mtlString); |
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[3398] | 113 | void finalize(void); |
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[2754] | 114 | |
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[3398] | 115 | protected: |
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[3400] | 116 | bool importToGL(void); |
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| 117 | bool addGLElement(FaceElement* elem); |
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[2821] | 118 | |
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[3400] | 119 | bool buildVertexNormals(void); |
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[3075] | 120 | |
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[3400] | 121 | void cubeModel(void); |
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| 122 | void cylinderModel(void); |
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[2748] | 123 | }; |
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[2773] | 124 | |
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| 125 | #endif |
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