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source: orxonox.OLD/orxonox/trunk/src/importer/model.h @ 3401

Last change on this file since 3401 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: 4.2 KB
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[2823]1/*!
[3360]2  \file model.h
3  \brief Contains the Model Class that handles 3D-Models
[2823]4*/
5
[3360]6#ifndef _MODEL_H
7#define _MODEL_H
[2773]8
[3196]9#include "../stdincl.h"
[2773]10
[2754]11#include "array.h"
[2776]12#include "material.h"
[3075]13#include "vector.h"
[2748]14
[2823]15using namespace std;
[2804]16
[3398]17enum PRIMITIVE {PLANE, CUBE, SPHERE, CYLINDER};
[2842]18
[3360]19//! Class that handles 3D-Models. it can also read them in and display them.
20class Model
[2748]21{
22 public:
[3396]23  Model(void);
[3398]24  Model(PRIMITIVE type);
25  Model(char* modelName);
[3396]26  virtual ~Model(void);
[3398]27
28  void setName(const char* name);
[2748]29 
[3396]30  void draw(void) const;
31  void draw(int groupNumber) const;
32  void draw(char* groupName) const;
[3063]33  int getGroupCount() const;
[2767]34
[3396]35 protected:
[3398]36  char* name;            //!< This is the name of the Model.
37  bool finalized;        //!< Sets the Object to be finalized.
38 
[3186]39  //! This is the placeholder of one Vertex beloning to a Face.
[3396]40  struct FaceElement
[3063]41  {
[3186]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    FaceElement* next;   //!< Point to the next FaceElement in this List.
[3063]46  };
47
[3186]48  //! This is the placeholder of a Face belonging to a Group of Faces.
49  /**
50     \todo take Material to a call for itself.
51
52     This can also be a Material-Change switch.
53     That means if you want to change a Material inside of a group,
54     you can create an empty face and apply a material to it, and the Importer will cahnge Colors
55  */
56  struct Face
[3063]57  {
[3186]58    int vertexCount;        //!< The Count of vertices this Face has.
59    FaceElement* firstElem; //!< Points to the first Vertex (FaceElement) of this Face.
[3063]60
[3186]61    char* materialString;   //!< The Name of the Material to which to Change.
[3063]62
[3186]63    Face* next;             //!< Pointer to the next Face.
64  }; 
[3063]65
[3360]66  //! Group to handle multiple Models per obj-file.
[2850]67  struct Group
68  {
[3186]69    char* name;         //!< the Name of the Group. this is an identifier, that can be accessed via the draw (char* name) function.
[2850]70
[3186]71    GLuint listNumber;  //!< The number of the GL-List this Group gets.
72    Face* firstFace;    //!< The first Face in this group.
73    Face* currentFace;  //!< The current Face in this Group (the one we are currently working with.)
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...
75    int faceCount;      //!< The Number of Faces this Group holds.
[2850]76
[3186]77    Group* next;        //!< Pointer to the next Group.
[3063]78  };
[2850]79
[3063]80
[3186]81  Array* vertices;      //!< The Array that handles the Vertices.
82  int verticesCount;    //!< A global Counter for vertices.
83  Array* normals;       //!< The Array that handles the Normals.
84  Array* vTexture;      //!< The Array that handles the VertexTextureCoordinates.
[3063]85
[2850]86 
[3186]87  Group* firstGroup;    //!< The first of all groups.
88  Group* currentGroup;  //!< The currentGroup. this is the one we will work with.
89  int groupCount;       //!< The Count of Groups.
[2850]90
[3186]91  Material* material;   //!< Initial pointer to the Material. This can hold many materials, because Material can be added with Material::addMaterial(..)
[3360]92  float scaleFactor;    //!< The Factor with which the Model should be scaled. \todo maybe one wants to scale the Model after Initialisation
[2760]93
[3400]94  bool initialize(void);
[2850]95  bool initGroup(Group* group);
[3066]96  bool initFace (Face* face);
97  bool cleanup(void);
98  bool cleanupGroup(Group* group);
99  bool cleanupFace(Face* face);
[3068]100  bool cleanupFaceElement(FaceElement* faceElem);
[2850]101
[3398]102 public:
[3400]103  bool addGroup(char* groupString);
104  bool addVertex(char* vertexString);
105  bool addVertex(const float x, const float y, const float z);
106  bool addFace(char* faceString);
107  bool addFace(const float faceElemCount, ...);
108  bool addVertexNormal(char* normalString);
109  bool addVertexNormal(const float x, const float y, const float z);
110  bool addVertexTexture(char* vTextureString);
111  bool addVertexTexture(const float u, const float v);
112  bool addUseMtl(char* mtlString);
[3398]113  void finalize(void);
[2754]114
[3398]115 protected:
[3400]116  bool importToGL(void);
117  bool addGLElement(FaceElement* elem);
[2821]118
[3400]119  bool buildVertexNormals(void);
[3075]120
[3400]121  void cubeModel(void);
122  void cylinderModel(void);
[2748]123};
[2773]124
125#endif
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