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 "abstract_model.h" |
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10 | #include "base_object.h" |
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11 | #include "material.h" |
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12 | #include "glincl.h" |
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13 | #include "array.h" |
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14 | |
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15 | |
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16 | // FORWARD DEFINITION // |
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17 | class Vector; |
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18 | template<class T> class Array; |
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19 | template<class T> class tList; |
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20 | |
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21 | |
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22 | //! an enumerator fot the different Model Types. |
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23 | /** |
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24 | 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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25 | 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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26 | * \todo implement this stuff |
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27 | */ |
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28 | typedef enum MODEL_TYPE {MODEL_DISPLAY_LIST, |
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29 | MODEL_VERTEX_ARRAY}; |
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30 | |
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31 | |
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32 | // definition of different modes for setting up Faces |
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33 | #define VERTEX 0 //!< If Faces are created WITH Vertex-Coordinate |
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34 | #define NORMAL 1 //!< If Faces are created WITH Normals (otherwise autocalculate) |
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35 | #define TEXCOORD 2 //!< If Faces are created WITH TextureCoordinate |
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36 | |
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37 | //! an enumerator for VERTEX_FORMAT |
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38 | typedef enum VERTEX_FORMAT { VERTEX_ONLY = VERTEX, |
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39 | VERTEX_NORMAL = NORMAL, |
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40 | VERTEX_TEXCOORD = TEXCOORD, |
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41 | VERTEX_TEXCOORD_NORMAL = NORMAL | TEXCOORD }; |
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42 | |
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43 | //////////////////// |
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44 | /// SUB-ELEMENTS /// |
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45 | //////////////////// |
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46 | //! This is the placeholder of one Vertex beloning to a Face. |
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47 | class ModelFaceElement |
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48 | { |
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49 | public: |
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50 | ModelFaceElement(); |
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51 | ~ModelFaceElement(); |
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52 | |
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53 | int vertexNumber; //!< The number of the Vertex out of the Array* vertices, this vertex points to. |
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54 | int normalNumber; //!< The number of the Normal out of the Array* normals, this vertex points to. |
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55 | int texCoordNumber; //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to. |
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56 | |
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57 | ModelFaceElement* next; //!< Point to the next FaceElement in this List. |
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58 | }; |
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59 | |
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60 | //! This is the placeholder of a Face belonging to a Group of Faces. |
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61 | class ModelFace |
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62 | { |
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63 | public: |
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64 | ModelFace(); |
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65 | ~ModelFace(); |
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66 | |
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67 | unsigned int vertexCount; //!< The Count of vertices this Face has. |
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68 | ModelFaceElement* firstElem; //!< Points to the first Vertex (FaceElement) of this Face. |
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69 | Material* material; //!< The Material to use. |
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70 | |
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71 | ModelFace* next; //!< Pointer to the next Face. |
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72 | }; |
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73 | |
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74 | //! Group to handle multiple Models per obj-file. |
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75 | class ModelGroup |
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76 | { |
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77 | public: |
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78 | ModelGroup(); |
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79 | ~ModelGroup(); |
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80 | |
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81 | void cleanup(); |
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82 | |
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83 | 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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84 | GLubyte* indices; //!< The indices of the Groups. Needed for vertex-arrays |
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85 | GLuint listNumber; //!< The number of the GL-List this Group gets. |
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86 | ModelFace* firstFace; //!< The first Face in this group. |
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87 | ModelFace* currentFace; //!< The current Face in this Group (the one we are currently working with.) |
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88 | 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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89 | int faceCount; //!< The Number of Faces this Group holds. |
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90 | |
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91 | ModelGroup* next; //!< Pointer to the next Group. |
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92 | }; |
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93 | |
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94 | ///////////// |
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95 | /// MODEL /// |
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96 | ///////////// |
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97 | |
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98 | //! Class that handles 3D-Models. it can also read them in and display them. |
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99 | class Model : public AbstractModel |
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100 | { |
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101 | public: |
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102 | Model(const char* modelName = NULL, MODEL_TYPE type = MODEL_DISPLAY_LIST); |
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103 | virtual ~Model(); |
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104 | |
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105 | void draw() const; |
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106 | void draw(int groupNumber) const; |
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107 | void draw(char* groupName) const; |
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108 | |
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109 | /** \returns Count of the Models (Groups) in this File */ |
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110 | inline int getGroupCount() const { return this->groupCount; }; |
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111 | |
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112 | /** \returns a Pointer to the Vertex-Array, if it was deleted it returns NULL */ |
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113 | inline const GLfloat* getVertexArray() const { return this->vertices->getArray(); }; |
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114 | /** \returns the VertexCount of this Model */ |
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115 | inline unsigned int getVertexCount() const { return this->vertexCount; }; |
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116 | |
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117 | /** \returns a Pointer to the Normals-Array, if it was deleted it returns NULL */ |
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118 | inline const GLfloat* getNormalsArray() const { return this->normals->getArray(); }; |
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119 | /** \returns the NormalsCount of this Model */ |
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120 | inline unsigned int getNormalsCount() const { return this->normalCount; }; |
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121 | |
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122 | /** \returns a Pointer to the TexCoord-Array, if it was deleted it returns NULL */ |
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123 | inline const GLfloat* getTexCoordArray() const { return this->vTexture->getArray(); }; |
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124 | /** \returns the TexCoord-Count of this Model */ |
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125 | inline unsigned int getTexCoordCount() const { return this->texCoordCount; }; |
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126 | |
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127 | /** \returns the Count of Faces of this Model */ |
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128 | inline unsigned int getFaceCount() const { return this->faceCount; }; |
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129 | |
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130 | |
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131 | Material* addMaterial(Material* material); |
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132 | Material* addMaterial(const char* materialName); |
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133 | |
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134 | bool addGroup(const char* groupString); |
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135 | bool addVertex(const char* vertexString); |
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136 | bool addVertex(float x, float y, float z); |
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137 | bool addFace(const char* faceString); |
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138 | bool addFace(int faceElemCount, VERTEX_FORMAT type, ...); |
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139 | bool addVertexNormal(const char* normalString); |
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140 | bool addVertexNormal(float x, float y, float z); |
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141 | bool addVertexTexture(const char* vTextureString); |
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142 | bool addVertexTexture(float u, float v); |
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143 | bool setMaterial(const char* mtlString); |
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144 | bool setMaterial(Material* mtl); |
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145 | void finalize(); |
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146 | |
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147 | |
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148 | protected: |
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149 | void cubeModel(); |
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150 | |
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151 | Material* findMaterialByName(const char* materialName); |
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152 | |
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153 | |
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154 | protected: |
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155 | 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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156 | |
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157 | private: |
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158 | bool buildVertexNormals(); |
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159 | |
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160 | bool importToDisplayList(); |
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161 | bool buildTriangleList(); |
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162 | bool addGLElement(ModelFaceElement* elem); |
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163 | |
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164 | bool importToVertexArray(); |
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165 | |
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166 | bool deleteArrays(); |
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167 | bool cleanup(); |
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168 | |
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169 | private: |
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170 | MODEL_TYPE type; //!< A type for the Model |
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171 | bool finalized; //!< Sets the Object to be finalized. |
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172 | |
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173 | unsigned int vertexCount; //!< A modelwide Counter for vertices. |
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174 | unsigned int normalCount; //!< A modelwide Counter for the normals. |
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175 | unsigned int texCoordCount; //!< A modelwide Counter for the texCoord. |
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176 | unsigned int faceCount; //!< A modelwide Counter for the faces |
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177 | unsigned int triangleCount; //!< Number of triangles >= faceCount |
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178 | Array<GLfloat>* vertices; //!< The Array that handles the Vertices. |
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179 | Array<GLfloat>* normals; //!< The Array that handles the Normals. |
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180 | Array<GLfloat>* vTexture; //!< The Array that handles the VertexTextureCoordinates. |
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181 | sTriangleExt* triangles; //!< The Array of triangles in the abstract_model.h style |
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182 | |
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183 | ModelGroup* firstGroup; //!< The first of all groups. |
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184 | ModelGroup* currentGroup; //!< The currentGroup. this is the one we will work with. |
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185 | int groupCount; //!< The Count of Groups. |
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186 | |
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187 | tList<Material>* materialList; //!< A list for all the Materials in this Model |
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188 | }; |
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189 | |
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190 | #endif |
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