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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/importer/model.h @ 3941

Last change on this file since 3941 was 3917, checked in by bensch, 20 years ago

orxonox/trunk: minor

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1/*!
2  \file model.h
3  \brief Contains the Model Class that handles 3D-Models
4*/
5
6#ifndef _MODEL_H
7#define _MODEL_H
8
9#include "material.h"
10#include "glincl.h"
11
12// FORWARD DEFINITION //
13class Array;
14class Vector;
15template<class T> class tList;
16
17//! an enumerator fot the different Model Types.
18/**
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.
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.
21*/
22typedef enum MODEL_TYPE {MODEL_DISPLAY_LIST,
23                         MODEL_VERTEX_ARRAY};
24
25
26// definition of different modes for setting up Faces
27#define VERTEX 0       //!< If Faces are created WITH Vertex-Coordinate
28#define NORMAL 1       //!< If Faces are created WITH Normals (otherwise autocalculate)
29#define TEXCOORD 2     //!< If Faces are created WITH TextureCoordinate
30//! an enumerator for VERTEX_FORMAT
31typedef enum VERTEX_FORMAT {VERTEX_ONLY = VERTEX,
32                    VERTEX_NORMAL = NORMAL,
33                    VERTEX_TEXCOORD = TEXCOORD,
34                    VERTEX_TEXCOORD_NORMAL = NORMAL | TEXCOORD};
35
36//! Class that handles 3D-Models. it can also read them in and display them.
37class Model
38{
39 private:
40  /////////////
41  // structs //
42  /////////////
43  //! This is the placeholder of one Vertex beloning to a Face.
44  struct FaceElement
45  {
46    int vertexNumber;    //!< The number of the Vertex out of the Array* vertices, this vertex points to.
47    int normalNumber;    //!< The number of the Normal out of the Array* normals, this vertex points to.
48    int texCoordNumber;  //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to.
49    FaceElement* next;   //!< Point to the next FaceElement in this List.
50  };
51
52  //! This is the placeholder of a Face belonging to a Group of Faces.
53  struct Face
54  {
55    int vertexCount;        //!< The Count of vertices this Face has.
56    FaceElement* firstElem; //!< Points to the first Vertex (FaceElement) of this Face.
57
58    Material* material;     //!< The Material to use.
59
60    Face* next;             //!< Pointer to the next Face.
61  }; 
62
63  //! Group to handle multiple Models per obj-file.
64  struct Group
65  {
66    char* name;         //!< the Name of the Group. this is an identifier, that can be accessed via the draw (char* name) function.
67
68    GLubyte* indices;   //!< The indices of the Groups. Needed for vertex-arrays
69    GLuint listNumber;  //!< The number of the GL-List this Group gets.
70    Face* firstFace;    //!< The first Face in this group.
71    Face* currentFace;  //!< The current Face in this Group (the one we are currently working with.)
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...
73    int faceCount;      //!< The Number of Faces this Group holds.
74
75    Group* next;        //!< Pointer to the next Group.
76  };
77
78  char* name;            //!< This is the name of the Model.
79  MODEL_TYPE type;
80  bool finalized;        //!< Sets the Object to be finalized.
81
82  Array* vertices;      //!< The Array that handles the Vertices.
83  int verticesCount;    //!< A global Counter for vertices.
84  Array* normals;       //!< The Array that handles the Normals.
85  Array* vTexture;      //!< The Array that handles the VertexTextureCoordinates.
86
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.
90
91  tList<Material>* materialList;
92 
93
94  bool initGroup(Group* group);
95  bool initFace (Face* face);
96
97  bool buildVertexNormals(void);
98
99  bool importToDisplayList(void);
100  bool addGLElement(FaceElement* elem);
101
102  bool importToVertexArray(void);
103
104  bool deleteArrays(void);
105  bool cleanup(void);
106  bool cleanupGroup(Group* group);
107  bool cleanupFace(Face* face);
108  bool cleanupFaceElement(FaceElement* faceElem);
109
110
111 protected:
112  float scaleFactor;    //!< The Factor with which the Model should be scaled. \todo maybe one wants to scale the Model after Initialisation
113
114  Material* findMaterialByName(const char* materialName);
115
116  void cubeModel(void);
117
118 public:
119  Model(const char* modelName = NULL, MODEL_TYPE type = MODEL_DISPLAY_LIST);
120  virtual ~Model(void);
121
122  void setName(const char* name);
123  inline const char* getName() {return this->name;}
124 
125  void draw(void) const;
126  void draw(int groupNumber) const;
127  void draw(char* groupName) const;
128  int getGroupCount() const;
129
130  Material* addMaterial(Material* material);
131  Material* addMaterial(const char* materialName);
132
133  bool addGroup(const char* groupString);
134  bool addVertex(const char* vertexString);
135  bool addVertex(float x, float y, float z);
136  bool addFace(const char* faceString);
137  bool addFace(int faceElemCount, VERTEX_FORMAT type, ...);
138  bool addVertexNormal(const char* normalString);
139  bool addVertexNormal(float x, float y, float z);
140  bool addVertexTexture(const char* vTextureString);
141  bool addVertexTexture(float u, float v);
142  bool setMaterial(const char* mtlString);
143  bool setMaterial(Material* mtl);
144  void finalize(void);
145};
146
147#endif
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