1 | /*! |
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2 | \file model.h |
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3 | \brief Contains the Model Class that handles 3D-Models |
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4 | */ |
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5 | |
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6 | #ifndef _MODEL_H |
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7 | #define _MODEL_H |
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8 | |
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9 | #include "material.h" |
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10 | #include "glincl.h" |
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11 | |
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12 | // FORWARD DEFINITION // |
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13 | class Array; |
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14 | class Vector; |
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15 | template<class T> class tList; |
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16 | |
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17 | //! an enumerator fot the different Model Types. |
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18 | /** |
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19 | MODEL_DISPLAY_LIST means, that a DisplayList will be built out of the model. This model will be STATIC, meaning it cannot be changed after initialisation. |
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20 | MODEL_VERTEX_ARRAY means, that a VertexArray will be built out of the model. This moel will be DYNAMIX, meaning that one can change the properties from outside of the model. |
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21 | */ |
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22 | typedef enum MODEL_TYPE {MODEL_DISPLAY_LIST, |
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23 | MODEL_VERTEX_ARRAY}; |
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24 | |
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25 | |
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26 | // definition of different modes for setting up Faces |
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27 | #define VERTEX 0 //!< If Faces are created WITH Vertex-Coordinate |
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28 | #define NORMAL 1 //!< If Faces are created WITH Normals (otherwise autocalculate) |
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29 | #define TEXCOORD 2 //!< If Faces are created WITH TextureCoordinate |
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30 | //! an enumerator for VERTEX_FORMAT |
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31 | typedef enum VERTEX_FORMAT {VERTEX_ONLY = VERTEX, |
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32 | VERTEX_NORMAL = NORMAL, |
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33 | VERTEX_TEXCOORD = TEXCOORD, |
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34 | VERTEX_TEXCOORD_NORMAL = NORMAL | TEXCOORD}; |
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35 | |
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36 | //! Class that handles 3D-Models. it can also read them in and display them. |
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37 | class Model |
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38 | { |
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39 | private: |
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40 | ///////////// |
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41 | // structs // |
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42 | ///////////// |
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43 | //! This is the placeholder of one Vertex beloning to a Face. |
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44 | struct FaceElement |
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45 | { |
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46 | int vertexNumber; //!< The number of the Vertex out of the Array* vertices, this vertex points to. |
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47 | int normalNumber; //!< The number of the Normal out of the Array* normals, this vertex points to. |
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48 | int texCoordNumber; //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to. |
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49 | FaceElement* next; //!< Point to the next FaceElement in this List. |
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50 | }; |
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51 | |
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52 | //! This is the placeholder of a Face belonging to a Group of Faces. |
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53 | struct Face |
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54 | { |
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55 | int vertexCount; //!< The Count of vertices this Face has. |
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56 | FaceElement* firstElem; //!< Points to the first Vertex (FaceElement) of this Face. |
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57 | |
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58 | Material* material; //!< The Material to use. |
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59 | |
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60 | Face* next; //!< Pointer to the next Face. |
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61 | }; |
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62 | |
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63 | //! Group to handle multiple Models per obj-file. |
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64 | struct Group |
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65 | { |
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66 | 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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67 | |
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68 | GLubyte* indices; //!< The indices of the Groups. Needed for vertex-arrays |
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69 | GLuint listNumber; //!< The number of the GL-List this Group gets. |
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70 | Face* firstFace; //!< The first Face in this group. |
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71 | Face* currentFace; //!< The current Face in this Group (the one we are currently working with.) |
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72 | 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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73 | int faceCount; //!< The Number of Faces this Group holds. |
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74 | |
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75 | Group* next; //!< Pointer to the next Group. |
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76 | }; |
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77 | |
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78 | char* name; //!< This is the name of the Model. |
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79 | MODEL_TYPE type; |
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80 | bool finalized; //!< Sets the Object to be finalized. |
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81 | |
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82 | Array* vertices; //!< The Array that handles the Vertices. |
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83 | int verticesCount; //!< A global Counter for vertices. |
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84 | Array* normals; //!< The Array that handles the Normals. |
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85 | Array* vTexture; //!< The Array that handles the VertexTextureCoordinates. |
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86 | |
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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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90 | |
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91 | tList<Material>* materialList; |
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92 | |
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93 | |
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94 | bool initGroup(Group* group); |
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95 | bool initFace (Face* face); |
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96 | |
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97 | bool buildVertexNormals(void); |
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98 | |
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99 | bool importToDisplayList(void); |
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100 | bool addGLElement(FaceElement* elem); |
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101 | |
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102 | bool importToVertexArray(void); |
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103 | |
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104 | bool deleteArrays(void); |
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105 | bool cleanup(void); |
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106 | bool cleanupGroup(Group* group); |
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107 | bool cleanupFace(Face* face); |
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108 | bool cleanupFaceElement(FaceElement* faceElem); |
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109 | |
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110 | |
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111 | protected: |
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112 | 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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113 | |
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114 | Material* findMaterialByName(const char* materialName); |
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115 | |
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116 | void cubeModel(void); |
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117 | |
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118 | public: |
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119 | Model(const char* modelName = NULL, MODEL_TYPE type = MODEL_DISPLAY_LIST); |
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120 | virtual ~Model(void); |
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121 | |
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122 | void setName(const char* name); |
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123 | inline const char* getName() {return this->name;} |
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124 | |
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125 | void draw(void) const; |
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126 | void draw(int groupNumber) const; |
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127 | void draw(char* groupName) const; |
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128 | int getGroupCount() const; |
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129 | |
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130 | Material* addMaterial(Material* material); |
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131 | Material* addMaterial(const char* materialName); |
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132 | |
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133 | bool addGroup(const char* groupString); |
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134 | bool addVertex(const char* vertexString); |
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135 | bool addVertex(float x, float y, float z); |
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136 | bool addFace(const char* faceString); |
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137 | bool addFace(int faceElemCount, VERTEX_FORMAT type, ...); |
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138 | bool addVertexNormal(const char* normalString); |
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139 | bool addVertexNormal(float x, float y, float z); |
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140 | bool addVertexTexture(const char* vTextureString); |
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141 | bool addVertexTexture(float u, float v); |
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142 | bool setMaterial(const char* mtlString); |
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143 | bool setMaterial(Material* mtl); |
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144 | void finalize(void); |
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145 | }; |
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146 | |
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147 | #endif |
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