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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/importer/model.h @ 4054

Last change on this file since 4054 was 4038, checked in by bensch, 20 years ago

orxonox/trunk: seg-fault-prevention, and cleanup of model.cc

File size: 5.5 KB
Line 
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////////////////////
37/// SUB-ELEMENTS ///
38////////////////////
39//! This is the placeholder of one Vertex beloning to a Face.
40class ModelFaceElement
41{
42 public:
43  ModelFaceElement();
44  ~ModelFaceElement();
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  ModelFaceElement* 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.
53class ModelFace
54{
55 public:
56  ModelFace();
57  ~ModelFace();
58
59  int vertexCount;                //!< The Count of vertices this Face has.
60  ModelFaceElement* firstElem;    //!< Points to the first Vertex (FaceElement) of this Face.
61 
62  Material* material;             //!< The Material to use.
63 
64  ModelFace* next;                //!< Pointer to the next Face.
65}; 
66
67//! Group to handle multiple Models per obj-file.
68class ModelGroup
69{
70 public:
71  ModelGroup();
72  ~ModelGroup();
73
74  void cleanup();
75
76  char* name;                 //!< the Name of the Group. this is an identifier, that can be accessed via the draw (char* name) function.
77 
78  GLubyte* indices;           //!< The indices of the Groups. Needed for vertex-arrays
79  GLuint listNumber;          //!< The number of the GL-List this Group gets.
80  ModelFace* firstFace;       //!< The first Face in this group.
81  ModelFace* currentFace;     //!< The current Face in this Group (the one we are currently working with.)
82  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...
83  int faceCount;              //!< The Number of Faces this Group holds.
84 
85  ModelGroup* next;           //!< Pointer to the next Group.
86};
87
88/////////////
89/// MODEL ///
90/////////////
91
92//! Class that handles 3D-Models. it can also read them in and display them.
93class Model
94{
95 private:
96
97  char* name;                 //!< This is the name of the Model.
98  MODEL_TYPE type;            //!< A type for the Model
99  bool finalized;             //!< Sets the Object to be finalized.
100
101  Array* vertices;            //!< The Array that handles the Vertices.
102  int verticesCount;          //!< A global Counter for vertices.
103  Array* normals;             //!< The Array that handles the Normals.
104  Array* vTexture;            //!< The Array that handles the VertexTextureCoordinates.
105
106  ModelGroup* firstGroup;     //!< The first of all groups.
107  ModelGroup* currentGroup;   //!< The currentGroup. this is the one we will work with.
108  int groupCount;             //!< The Count of Groups.
109
110  tList<Material>* materialList;//!< A list for all the Materials in this Model
111 
112  bool buildVertexNormals(void);
113
114  bool importToDisplayList(void);
115  bool addGLElement(ModelFaceElement* elem);
116
117  bool importToVertexArray(void);
118
119  bool deleteArrays(void);
120  bool cleanup(void);
121
122
123 protected:
124  float scaleFactor;    //!< The Factor with which the Model should be scaled. \todo maybe one wants to scale the Model after Initialisation
125
126  Material* findMaterialByName(const char* materialName);
127
128  void cubeModel(void);
129
130 public:
131  Model(const char* modelName = NULL, MODEL_TYPE type = MODEL_DISPLAY_LIST);
132  virtual ~Model(void);
133
134  void setName(const char* name);
135  /** \returns the Name of the Model */
136  inline const char* getName() {return this->name;}
137 
138  void draw(void) const;
139  void draw(int groupNumber) const;
140  void draw(char* groupName) const;
141
142  /** \returns Count of the Models (Groups) in this File */
143  inline int getGroupCount(void) const {return this->groupCount;}
144
145  Material* addMaterial(Material* material);
146  Material* addMaterial(const char* materialName);
147
148  bool addGroup(const char* groupString);
149  bool addVertex(const char* vertexString);
150  bool addVertex(float x, float y, float z);
151  bool addFace(const char* faceString);
152  bool addFace(int faceElemCount, VERTEX_FORMAT type, ...);
153  bool addVertexNormal(const char* normalString);
154  bool addVertexNormal(float x, float y, float z);
155  bool addVertexTexture(const char* vTextureString);
156  bool addVertexTexture(float u, float v);
157  bool setMaterial(const char* mtlString);
158  bool setMaterial(Material* mtl);
159  void finalize(void);
160};
161
162#endif
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