[4577] | 1 | /* |
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[2823] | 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Benjamin Grauer |
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| 13 | co-programmer: ... |
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[4793] | 14 | |
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| 15 | 2005-07-06: (Patrick) added new function buildTriangleList() |
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[2823] | 16 | */ |
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| 17 | |
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[3590] | 18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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| 19 | |
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[3360] | 20 | #include "model.h" |
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[3427] | 21 | |
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[5427] | 22 | #include "stdlibincl.h" |
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[3418] | 23 | #include <stdarg.h> |
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[3398] | 24 | |
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[3473] | 25 | #include "vector.h" |
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[3427] | 26 | |
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[3140] | 27 | using namespace std; |
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[2776] | 28 | |
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[4022] | 29 | |
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| 30 | //////////////////// |
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| 31 | /// SUB-Elements /// |
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| 32 | //////////////////// |
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[4023] | 33 | /** |
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[4836] | 34 | * creates a new ModelFaceElement |
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[4023] | 35 | */ |
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[4022] | 36 | ModelFaceElement::ModelFaceElement() |
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[4038] | 37 | { |
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[4109] | 38 | this->vertexNumber = -1; |
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| 39 | this->normalNumber = -1; |
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[4577] | 40 | this->texCoordNumber = -1; |
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[4109] | 41 | |
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[4038] | 42 | this->next = NULL; |
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| 43 | } |
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[4022] | 44 | |
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[4023] | 45 | /** |
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[4836] | 46 | * destroys a ModelFaceElement |
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[4023] | 47 | */ |
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[4022] | 48 | ModelFaceElement::~ModelFaceElement() |
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| 49 | { |
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[4038] | 50 | if (this->next) |
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[4022] | 51 | delete this->next; |
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| 52 | } |
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| 53 | |
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[4023] | 54 | /** |
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[4836] | 55 | * creates a new ModelFace |
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[4023] | 56 | */ |
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[4022] | 57 | ModelFace::ModelFace() |
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| 58 | { |
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| 59 | this->vertexCount = 0; |
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| 60 | |
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| 61 | this->firstElem = NULL; |
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[4577] | 62 | |
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[4022] | 63 | this->material = NULL; |
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[4577] | 64 | |
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[4022] | 65 | this->next = NULL; |
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| 66 | } |
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| 67 | |
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[4023] | 68 | /** |
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[4836] | 69 | * deletes a ModelFace |
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[4023] | 70 | */ |
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[4022] | 71 | ModelFace::~ModelFace() |
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| 72 | { |
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| 73 | PRINTF(5)("Cleaning up Face\n"); |
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| 74 | |
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| 75 | if (this->firstElem != NULL) |
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[4038] | 76 | delete this->firstElem; |
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[4577] | 77 | |
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[4022] | 78 | if (this->next != NULL) |
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[4038] | 79 | delete this->next; |
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[4022] | 80 | } |
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| 81 | |
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[4023] | 82 | /** |
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[4836] | 83 | * Creates a new ModelGroup |
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[4023] | 84 | */ |
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[4022] | 85 | ModelGroup::ModelGroup() |
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| 86 | { |
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| 87 | PRINTF(4)("Adding new Group\n"); |
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| 88 | this->name = ""; |
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| 89 | this->faceMode = -1; |
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[4577] | 90 | this->faceCount = 0; |
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[4022] | 91 | this->next = NULL; |
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[5216] | 92 | this->listNumber = 0; |
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[4577] | 93 | |
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[4022] | 94 | this->firstFace = new ModelFace; |
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| 95 | this->currentFace = this->firstFace; |
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| 96 | } |
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| 97 | |
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[4023] | 98 | /** |
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[4836] | 99 | * deletes a ModelGroup |
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[4023] | 100 | */ |
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[4022] | 101 | ModelGroup::~ModelGroup() |
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| 102 | { |
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| 103 | PRINTF(5)("Cleaning up group\n"); |
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| 104 | if (this->firstFace != NULL) |
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[4038] | 105 | delete this->firstFace; |
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[4022] | 106 | |
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[5217] | 107 | // deleting the glList |
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| 108 | if (this->listNumber != 0) |
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| 109 | glDeleteLists(this->listNumber, 1); |
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| 110 | |
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[5218] | 111 | if (this->name[0] != '\0') |
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| 112 | delete[] this->name; |
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| 113 | |
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[4022] | 114 | if (this->next !=NULL) |
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| 115 | delete this->next; |
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[5216] | 116 | |
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[4022] | 117 | } |
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| 118 | |
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[4023] | 119 | /** |
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[4836] | 120 | * cleans up a ModelGroup |
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[4023] | 121 | |
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| 122 | actually does the same as the delete Operator, but does not delete the predecessing group |
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| 123 | */ |
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[4746] | 124 | void ModelGroup::cleanup() |
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[4022] | 125 | { |
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[4023] | 126 | PRINTF(5)("Cleaning up group\n"); |
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[4022] | 127 | if (this->firstFace) |
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| 128 | delete this->firstFace; |
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| 129 | this->firstFace = NULL; |
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| 130 | if (this->next) |
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| 131 | this->next->cleanup(); |
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| 132 | } |
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| 133 | |
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| 134 | |
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| 135 | ///////////// |
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| 136 | /// MODEL /// |
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| 137 | ///////////// |
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[2842] | 138 | /** |
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[4836] | 139 | * Creates a 3D-Model. |
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[4022] | 140 | |
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| 141 | assigns it a Name and a Type |
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[3398] | 142 | */ |
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[3916] | 143 | Model::Model(const char* modelName, MODEL_TYPE type) |
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[3398] | 144 | { |
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[5790] | 145 | this->setClassID(CL_MODEL, "Model"); |
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[4577] | 146 | PRINTF(4)("new 3D-Model is being created\n"); |
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[3398] | 147 | this->setName(modelName); |
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[3916] | 148 | this->type = type; |
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[3909] | 149 | |
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| 150 | this->finalized = false; |
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| 151 | // setting the start group; |
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[4022] | 152 | this->currentGroup = this->firstGroup = new ModelGroup; |
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[3909] | 153 | this->groupCount = 0; |
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[4106] | 154 | this->vertexCount = 0; |
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| 155 | this->normalCount = 0; |
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| 156 | this->texCoordCount = 0; |
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[4677] | 157 | this->faceCount = 0; |
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[4798] | 158 | this->triangleCount = 0; |
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| 159 | this->triangles = NULL; |
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[4804] | 160 | this->pModelInfo = NULL; |
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[4577] | 161 | |
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[3909] | 162 | this->scaleFactor = 1; |
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| 163 | |
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[5390] | 164 | this->vertices = new tArray<GLfloat>(); |
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| 165 | this->vTexture = new tArray<GLfloat>(); |
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| 166 | this->normals = new tArray<GLfloat>(); |
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[3909] | 167 | |
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[3917] | 168 | if (this->type == MODEL_VERTEX_ARRAY) |
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| 169 | glEnableClientState(GL_VERTEX_ARRAY | GL_NORMAL_ARRAY | GL_TEXTURE_COORD_ARRAY); |
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[3398] | 170 | } |
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| 171 | |
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| 172 | /** |
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[4836] | 173 | * deletes an Model. |
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[3186] | 174 | |
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[3360] | 175 | Looks if any from model allocated space is still in use, and if so deleted it. |
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[2847] | 176 | */ |
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[4746] | 177 | Model::~Model() |
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[2847] | 178 | { |
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[3548] | 179 | PRINTF(4)("Deleting Model "); |
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[4577] | 180 | if (this->getName()) |
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[5790] | 181 | { |
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| 182 | PRINT(4)("%s\n", this->getName()); |
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| 183 | } |
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[3396] | 184 | else |
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[5790] | 185 | { |
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| 186 | PRINT(4)("\n"); |
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| 187 | } |
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| 188 | this->cleanup(); |
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[3396] | 189 | |
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[3911] | 190 | PRINTF(5)("Deleting display Lists.\n"); |
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[4038] | 191 | delete this->firstGroup; |
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[3140] | 192 | |
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[4580] | 193 | // deleting Arrays (if not allready done by finalize) |
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[3916] | 194 | this->deleteArrays(); |
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| 195 | |
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[3915] | 196 | // deleting the MaterialList |
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[5304] | 197 | PRINTF(5)("Deleting Materials.\n"); |
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[4038] | 198 | |
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[4834] | 199 | //! @todo do we really have to delete this material?? |
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[5774] | 200 | list<ModelMaterial*>::iterator modMat; |
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| 201 | for(modMat = this->materialList.begin(); modMat != this->materialList.end(); modMat++) |
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[5304] | 202 | { |
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[5774] | 203 | if (!(*modMat)->external) |
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| 204 | delete (*modMat)->material; |
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| 205 | delete (*modMat); |
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[4834] | 206 | } |
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[4806] | 207 | delete this->pModelInfo; |
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[2847] | 208 | } |
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| 209 | |
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[2842] | 210 | /** |
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[4836] | 211 | * Finalizes an Object. This can be done outside of the Class. |
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[3398] | 212 | */ |
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[4746] | 213 | void Model::finalize() |
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[3398] | 214 | { |
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[3916] | 215 | // this creates the display List. |
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| 216 | this->importToDisplayList(); |
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[4791] | 217 | this->buildTriangleList(); |
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[3916] | 218 | |
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| 219 | // deletes everything we allocated. |
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[4580] | 220 | //if (this->type == MODEL_DISPLAY_LIST) |
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| 221 | //this->deleteArrays(); |
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[5790] | 222 | // this->cleanup(); |
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[3398] | 223 | |
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[4804] | 224 | /* load the ModelInfo */ |
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| 225 | this->pModelInfo = new modelInfo; |
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| 226 | this->pModelInfo->numVertices = this->vertexCount; |
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| 227 | this->pModelInfo->pVertices = this->vertices->getArray(); |
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| 228 | this->pModelInfo->numTriangles = this->triangleCount; |
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| 229 | this->pModelInfo->pTriangles = this->triangles; |
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| 230 | this->pModelInfo->numNormals = this->normalCount; |
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| 231 | this->pModelInfo->pNormals = this->normals->getArray(); |
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| 232 | this->pModelInfo->numTexCoor = this->vTexture->getCount(); |
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| 233 | this->pModelInfo->pTexCoor = this->vTexture->getArray(); |
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| 234 | |
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[3398] | 235 | this->finalized = true; |
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| 236 | } |
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| 237 | |
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[5790] | 238 | /** |
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| 239 | * rebuild the Model from the Information we got. |
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| 240 | */ |
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| 241 | void Model::rebuild() |
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| 242 | { |
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| 243 | PRINTF(3)("Rebuilding Model '%s'\n", this->getName()); |
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| 244 | this->finalize(); |
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| 245 | |
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| 246 | } |
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| 247 | |
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[3912] | 248 | ////////// |
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| 249 | // DRAW // |
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| 250 | ////////// |
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[3398] | 251 | /** |
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[4836] | 252 | * Draws the Models of all Groups. |
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[2851] | 253 | It does this by just calling the Lists that must have been created earlier. |
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[2842] | 254 | */ |
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[4746] | 255 | void Model::draw () const |
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[2748] | 256 | { |
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[4803] | 257 | |
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[4577] | 258 | PRINTF(4)("drawing the 3D-Models\n"); |
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[4038] | 259 | ModelGroup* tmpGroup = this->firstGroup; |
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| 260 | while (tmpGroup != NULL) |
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[2850] | 261 | { |
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[4038] | 262 | PRINTF(5)("Drawing model %s\n", tmpGroup->name); |
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| 263 | glCallList (tmpGroup->listNumber); |
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| 264 | tmpGroup = tmpGroup->next; |
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[2850] | 265 | } |
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[4799] | 266 | |
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[4803] | 267 | |
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| 268 | /* const GLfloat* pVertices = NULL; |
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[4802] | 269 | const GLfloat* pNorm = NULL; |
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[4799] | 270 | |
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| 271 | glBegin(GL_TRIANGLES); |
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| 272 | for( int i = 0; i < this->triangleCount; ++i) |
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| 273 | { |
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[4802] | 274 | //printf("int i = %i\n", i); |
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| 275 | pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[0]]; |
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[4799] | 276 | pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[0]]; |
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[4802] | 277 | glNormal3f(pNorm[0], pNorm[1], pNorm[2]); |
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[4799] | 278 | glVertex3f(pVertices[0], pVertices[1], pVertices[2]); |
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| 279 | |
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[4802] | 280 | pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[1]]; |
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[4799] | 281 | pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[1]]; |
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[4802] | 282 | glNormal3f(pNorm[0], pNorm[1], pNorm[2]); |
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[4799] | 283 | glVertex3f(pVertices[0], pVertices[1], pVertices[2]); |
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| 284 | |
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[4802] | 285 | pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[2]]; |
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[4799] | 286 | pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[2]]; |
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[4802] | 287 | glNormal3f(pNorm[0], pNorm[1], pNorm[2]); |
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[4799] | 288 | glVertex3f(pVertices[0], pVertices[1], pVertices[2]); |
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| 289 | |
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| 290 | } |
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[4803] | 291 | glEnd();*/ |
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[2748] | 292 | } |
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[2754] | 293 | |
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[2842] | 294 | /** |
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[4836] | 295 | * Draws the Model number groupNumber |
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| 296 | * @param groupNumber The number of the group that will be displayed. |
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[3186] | 297 | |
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[2851] | 298 | It does this by just calling the List that must have been created earlier. |
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| 299 | */ |
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[4577] | 300 | void Model::draw (int groupNumber) const |
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[2851] | 301 | { |
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[3195] | 302 | if (groupNumber >= this->groupCount) |
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[2852] | 303 | { |
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[3548] | 304 | PRINTF(2)("You requested model number %i, but this File only contains of %i Models.\n", groupNumber-1, this->groupCount); |
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[2852] | 305 | return; |
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| 306 | } |
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[4577] | 307 | PRINTF(4)("drawing the requested 3D-Models if found.\n"); |
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[4038] | 308 | ModelGroup* tmpGroup = this->firstGroup; |
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[2851] | 309 | int counter = 0; |
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[4038] | 310 | while (tmpGroup != NULL) |
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[2851] | 311 | { |
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| 312 | if (counter == groupNumber) |
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[4577] | 313 | { |
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| 314 | PRINTF(4)("Drawing model number %i named %s\n", counter, tmpGroup->name); |
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| 315 | glCallList (tmpGroup->listNumber); |
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| 316 | return; |
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| 317 | } |
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[2851] | 318 | ++counter; |
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[4038] | 319 | tmpGroup = tmpGroup->next; |
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[2851] | 320 | } |
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[4577] | 321 | PRINTF(2)("Model number %i in %s not Found.\n", groupNumber, this->getName()); |
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[2851] | 322 | return; |
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| 323 | |
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| 324 | } |
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[2852] | 325 | |
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| 326 | /** |
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[4836] | 327 | * Draws the Model with a specific groupName |
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| 328 | * @param groupName The name of the group that will be displayed. |
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[3186] | 329 | |
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[2852] | 330 | It does this by just calling the List that must have been created earlier. |
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| 331 | */ |
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[3360] | 332 | void Model::draw (char* groupName) const |
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[2851] | 333 | { |
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[4577] | 334 | PRINTF(4)("drawing the requested 3D-Models if found.\n"); |
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[4038] | 335 | ModelGroup* tmpGroup = this->firstGroup; |
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| 336 | while (tmpGroup != NULL) |
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[2851] | 337 | { |
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[4038] | 338 | if (!strcmp(tmpGroup->name, groupName)) |
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[4577] | 339 | { |
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| 340 | PRINTF(4)("Drawing model %s\n", tmpGroup->name); |
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| 341 | glCallList (tmpGroup->listNumber); |
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| 342 | return; |
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| 343 | } |
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[4038] | 344 | tmpGroup = tmpGroup->next; |
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[2851] | 345 | } |
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[4577] | 346 | PRINTF(2)("Model Named %s in %s not Found.\n", groupName, this->getName()); |
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[2851] | 347 | return; |
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| 348 | } |
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| 349 | |
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[3912] | 350 | ////////// |
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| 351 | // INIT // |
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| 352 | ////////// |
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[2851] | 353 | /** |
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[4836] | 354 | * deletes all the arrays |
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[3066] | 355 | */ |
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[4746] | 356 | bool Model::deleteArrays() |
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[3066] | 357 | { |
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[3195] | 358 | if (this->vertices) |
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| 359 | delete this->vertices; |
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| 360 | if (this->vTexture) |
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| 361 | delete this->vTexture; |
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| 362 | if (this->normals) |
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| 363 | delete this->normals; |
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[4798] | 364 | if (this->triangles) |
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[5211] | 365 | delete[] this->triangles; |
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[4038] | 366 | |
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[3916] | 367 | this->vertices = NULL; |
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| 368 | this->vTexture = NULL; |
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| 369 | this->normals = NULL; |
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[5211] | 370 | this->triangles = NULL; |
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| 371 | this->triangleCount = 0; |
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[3916] | 372 | } |
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[3066] | 373 | |
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[3916] | 374 | /** |
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[4836] | 375 | * finalizes an Model. |
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[4834] | 376 | * This funcion is needed, to delete all the Lists, and arrays that are no more |
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| 377 | * needed because they are already imported into openGL. |
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| 378 | * This will be applied at the end of the importing Process. |
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[3916] | 379 | */ |
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[4746] | 380 | bool Model::cleanup() |
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[3916] | 381 | { |
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| 382 | PRINTF(4)("cleaning up the 3D-Model to save Memory.\n"); |
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[4022] | 383 | this->firstGroup->cleanup(); |
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[4577] | 384 | return true; |
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[3066] | 385 | } |
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| 386 | |
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[3912] | 387 | ////////// |
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| 388 | // MESH // |
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| 389 | ////////// |
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[3068] | 390 | /** |
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[5308] | 391 | * adds a new Material to the Material List |
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[4836] | 392 | * @param material the Material to add |
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| 393 | * @returns the added material |
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[4834] | 394 | * |
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| 395 | * this also tells this Model, that all the Materials are handled externally |
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| 396 | * with this option set the Materials will not be deleted with the Model. |
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[5304] | 397 | */ |
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[3913] | 398 | Material* Model::addMaterial(Material* material) |
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| 399 | { |
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[5308] | 400 | if (material == NULL) |
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| 401 | return NULL; |
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[5304] | 402 | ModelMaterial* modMat = new ModelMaterial; |
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| 403 | modMat->external = true; |
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| 404 | modMat->material = material; |
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[5774] | 405 | this->materialList.push_back(modMat); |
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[5304] | 406 | return modMat->material; |
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[3913] | 407 | } |
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| 408 | |
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| 409 | /** |
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[4836] | 410 | * adds a new Material to the Material List |
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| 411 | * @param materialName the name of the Material to add |
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| 412 | * @returns the added material |
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[3913] | 413 | */ |
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| 414 | Material* Model::addMaterial(const char* materialName) |
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| 415 | { |
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[5304] | 416 | ModelMaterial* modMat = new ModelMaterial; |
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| 417 | modMat->external = false; |
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[5308] | 418 | modMat->material = new Material(materialName); |
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[3913] | 419 | |
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| 420 | // adding material to the List of materials |
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[5774] | 421 | this->materialList.push_back(modMat); |
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[5304] | 422 | return modMat->material; |
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[3913] | 423 | } |
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| 424 | |
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[3914] | 425 | /** |
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[4836] | 426 | * finds a Material by its name and returns it |
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| 427 | * @param materialName the Name of the material to search for. |
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| 428 | * @returns the Material if found, NULL otherwise |
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[3914] | 429 | */ |
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[3913] | 430 | Material* Model::findMaterialByName(const char* materialName) |
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| 431 | { |
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[5774] | 432 | list<ModelMaterial*>::iterator modMat; |
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| 433 | for (modMat = this->materialList.begin(); modMat != this->materialList.end(); modMat++) |
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| 434 | if (!strcmp((*modMat)->material->getName(), materialName)) |
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| 435 | return (*modMat)->material; |
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[3913] | 436 | return NULL; |
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| 437 | } |
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| 438 | |
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| 439 | /** |
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[4836] | 440 | * parses a group String |
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| 441 | * @param groupString the new Group to create |
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[3186] | 442 | |
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[4577] | 443 | This function initializes a new Group. |
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[4022] | 444 | With it you should be able to create Models with more than one SubModel inside |
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[3066] | 445 | */ |
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[4038] | 446 | bool Model::addGroup(const char* groupString) |
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[3066] | 447 | { |
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[3548] | 448 | PRINTF(5)("Read Group: %s.\n", groupString); |
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[4022] | 449 | if (this->groupCount != 0 && this->currentGroup->faceCount > 0) |
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[3066] | 450 | { |
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[5218] | 451 | // finalizeGroup(currentGroup); |
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[4022] | 452 | this->currentGroup = this->currentGroup->next = new ModelGroup; |
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[3066] | 453 | } |
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[3140] | 454 | // setting the group name if not default. |
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| 455 | if (strcmp(groupString, "default")) |
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| 456 | { |
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[3195] | 457 | this->currentGroup->name = new char [strlen(groupString)+1]; |
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| 458 | strcpy(this->currentGroup->name, groupString); |
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[3140] | 459 | } |
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[3195] | 460 | ++this->groupCount; |
---|
[3066] | 461 | } |
---|
| 462 | |
---|
| 463 | /** |
---|
[4836] | 464 | * parses a vertex-String |
---|
| 465 | * @param vertexString The String that will be parsed. |
---|
[3186] | 466 | |
---|
[2842] | 467 | If a vertex line is found this function will inject it into the vertex-Array |
---|
| 468 | */ |
---|
[3909] | 469 | bool Model::addVertex (const char* vertexString) |
---|
[2767] | 470 | { |
---|
[3071] | 471 | float subbuffer1; |
---|
| 472 | float subbuffer2; |
---|
| 473 | float subbuffer3; |
---|
| 474 | sscanf (vertexString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3); |
---|
[3195] | 475 | this->vertices->addEntry(subbuffer1*scaleFactor, subbuffer2*scaleFactor, subbuffer3*scaleFactor); |
---|
[4106] | 476 | this->vertexCount++; |
---|
[2767] | 477 | return true; |
---|
| 478 | } |
---|
| 479 | |
---|
[2842] | 480 | /** |
---|
[4836] | 481 | * parses a vertex-String |
---|
| 482 | * @param x the X-coordinate of the Vertex to add. |
---|
| 483 | * @param y the Y-coordinate of the Vertex to add. |
---|
| 484 | * @param z the Z-coordinate of the Vertex to add. |
---|
[4577] | 485 | |
---|
[3400] | 486 | */ |
---|
[3894] | 487 | bool Model::addVertex(float x, float y, float z) |
---|
[3400] | 488 | { |
---|
[3548] | 489 | PRINTF(5)("reading in a vertex: %f %f %f\n", x, y, z); |
---|
[3400] | 490 | this->vertices->addEntry(x*scaleFactor, y*scaleFactor, z*scaleFactor); |
---|
[4106] | 491 | this->vertexCount++; |
---|
[3400] | 492 | return true; |
---|
| 493 | } |
---|
| 494 | |
---|
| 495 | /** |
---|
[4836] | 496 | * parses a vertexNormal-String |
---|
| 497 | * @param normalString The String that will be parsed. |
---|
[3912] | 498 | |
---|
| 499 | If a vertexNormal line is found this function will inject it into the vertexNormal-Array |
---|
| 500 | */ |
---|
| 501 | bool Model::addVertexNormal (const char* normalString) |
---|
| 502 | { |
---|
| 503 | float subbuffer1; |
---|
| 504 | float subbuffer2; |
---|
| 505 | float subbuffer3; |
---|
| 506 | sscanf (normalString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3); |
---|
| 507 | this->normals->addEntry(subbuffer1, subbuffer2, subbuffer3); |
---|
[4106] | 508 | this->normalCount++; |
---|
[3912] | 509 | return true; |
---|
| 510 | } |
---|
| 511 | |
---|
| 512 | /** |
---|
[4836] | 513 | * adds a VertexNormal. |
---|
| 514 | * @param x The x coordinate of the Normal. |
---|
| 515 | * @param y The y coordinate of the Normal. |
---|
| 516 | * @param z The z coordinate of the Normal. |
---|
[3912] | 517 | |
---|
| 518 | If a vertexNormal line is found this function will inject it into the vertexNormal-Array |
---|
| 519 | */ |
---|
| 520 | bool Model::addVertexNormal(float x, float y, float z) |
---|
| 521 | { |
---|
| 522 | PRINTF(5)("found vertex-Normal %f, %f, %f\n", x, y, z); |
---|
| 523 | this->normals->addEntry(x, y, z); |
---|
[4106] | 524 | this->normalCount++; |
---|
| 525 | return true; |
---|
[3912] | 526 | } |
---|
| 527 | |
---|
| 528 | /** |
---|
[4836] | 529 | * parses a vertexTextureCoordinate-String |
---|
| 530 | * @param vTextureString The String that will be parsed. |
---|
[3912] | 531 | |
---|
| 532 | If a vertexTextureCoordinate line is found, |
---|
| 533 | this function will inject it into the vertexTexture-Array |
---|
[4357] | 534 | |
---|
| 535 | !! WARNING THIS IS DIFFERNT FROM addVervexTexture(float, float); because it changes the second entry to 1-v !! |
---|
[3912] | 536 | */ |
---|
| 537 | bool Model::addVertexTexture (const char* vTextureString) |
---|
| 538 | { |
---|
| 539 | float subbuffer1; |
---|
| 540 | float subbuffer2; |
---|
| 541 | sscanf (vTextureString, "%f %f", &subbuffer1, &subbuffer2); |
---|
| 542 | this->vTexture->addEntry(subbuffer1); |
---|
[4357] | 543 | this->vTexture->addEntry(1 - subbuffer2); |
---|
[4106] | 544 | this->texCoordCount++; |
---|
[3912] | 545 | return true; |
---|
| 546 | } |
---|
| 547 | |
---|
| 548 | /** |
---|
[4836] | 549 | * adds a Texture Coordinate |
---|
| 550 | * @param u The u coordinate of the TextureCoordinate. |
---|
| 551 | * @param v The y coordinate of the TextureCoordinate. |
---|
[3912] | 552 | |
---|
| 553 | If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array |
---|
| 554 | */ |
---|
| 555 | bool Model::addVertexTexture(float u, float v) |
---|
| 556 | { |
---|
| 557 | PRINTF(5)("found vertex-Texture %f, %f\n", u, v); |
---|
| 558 | this->vTexture->addEntry(u); |
---|
| 559 | this->vTexture->addEntry(v); |
---|
[4106] | 560 | this->texCoordCount++; |
---|
| 561 | return true; |
---|
[3912] | 562 | } |
---|
| 563 | |
---|
| 564 | /** |
---|
[4836] | 565 | * parses a face-string |
---|
| 566 | * @param faceString The String that will be parsed. |
---|
[3186] | 567 | |
---|
[2842] | 568 | If a face line is found this function will add it to the glList. |
---|
[4112] | 569 | |
---|
| 570 | String is different from the argument addFace, in this that the first Vertex/Normal/Texcoord is 1 instead of 0 |
---|
[2842] | 571 | */ |
---|
[3909] | 572 | bool Model::addFace (const char* faceString) |
---|
[2767] | 573 | { |
---|
[3195] | 574 | if (this->currentGroup->faceCount >0) |
---|
[4022] | 575 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
---|
[2767] | 576 | |
---|
[4022] | 577 | ModelFaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new ModelFaceElement; |
---|
[3068] | 578 | tmpElem->next = NULL; |
---|
[2934] | 579 | while(strcmp (faceString, "\0")) |
---|
[2767] | 580 | { |
---|
[3195] | 581 | if (this->currentGroup->currentFace->vertexCount>0) |
---|
[4577] | 582 | tmpElem = tmpElem->next = new ModelFaceElement; |
---|
[2934] | 583 | tmpElem->next = NULL; |
---|
| 584 | |
---|
[3064] | 585 | char tmpValue [50]; |
---|
[3072] | 586 | int tmpLen; |
---|
| 587 | char* vertex = NULL; |
---|
| 588 | char* texture = NULL; |
---|
| 589 | char* normal = NULL; |
---|
| 590 | |
---|
[3063] | 591 | sscanf (faceString, "%s", tmpValue); |
---|
[3072] | 592 | tmpLen = strlen(tmpValue); |
---|
| 593 | vertex = tmpValue; |
---|
[2934] | 594 | |
---|
[3072] | 595 | if ((texture = strstr (vertex, "/")) != NULL) |
---|
[4577] | 596 | { |
---|
| 597 | texture[0] = '\0'; |
---|
| 598 | texture ++; |
---|
| 599 | |
---|
| 600 | if ((normal = strstr (texture, "/")) !=NULL) |
---|
| 601 | { |
---|
| 602 | normal[0] = '\0'; |
---|
| 603 | normal ++; |
---|
| 604 | } |
---|
| 605 | } |
---|
[3072] | 606 | if (vertex) |
---|
[4577] | 607 | tmpElem->vertexNumber = atoi(vertex)-1; |
---|
[3072] | 608 | if (texture) |
---|
[4577] | 609 | tmpElem->texCoordNumber = atoi(texture)-1; |
---|
[3072] | 610 | if (normal) |
---|
[4577] | 611 | tmpElem->normalNumber = atoi(normal)-1; |
---|
[3072] | 612 | |
---|
| 613 | faceString += tmpLen; |
---|
[2934] | 614 | if (strcmp (faceString, "\0")) |
---|
[4577] | 615 | faceString++; |
---|
[3195] | 616 | this->currentGroup->currentFace->vertexCount++; |
---|
[2934] | 617 | } |
---|
| 618 | |
---|
[3195] | 619 | this->currentGroup->faceCount += this->currentGroup->currentFace->vertexCount -2; |
---|
[4677] | 620 | this->faceCount += this->currentGroup->currentFace->vertexCount -2; |
---|
[2754] | 621 | } |
---|
[2768] | 622 | |
---|
[2842] | 623 | /** |
---|
[4836] | 624 | * adds a new Face |
---|
| 625 | * @param faceElemCount the number of Vertices to add to the Face. |
---|
| 626 | * @param type The information Passed with each Vertex |
---|
[3400] | 627 | */ |
---|
[3895] | 628 | bool Model::addFace(int faceElemCount, VERTEX_FORMAT type, ...) |
---|
[3400] | 629 | { |
---|
[4022] | 630 | if (this->currentGroup->faceCount > 0) |
---|
| 631 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
---|
[4577] | 632 | |
---|
[4022] | 633 | ModelFaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new ModelFaceElement; |
---|
[4577] | 634 | |
---|
[3418] | 635 | va_list itemlist; |
---|
| 636 | va_start (itemlist, type); |
---|
| 637 | |
---|
| 638 | for (int i = 0; i < faceElemCount; i++) |
---|
| 639 | { |
---|
[4106] | 640 | if (this->currentGroup->currentFace->vertexCount > 0) |
---|
[4577] | 641 | tmpElem = tmpElem->next = new ModelFaceElement; |
---|
[3418] | 642 | |
---|
[4112] | 643 | tmpElem->vertexNumber = va_arg (itemlist, int); |
---|
[3657] | 644 | if (type & TEXCOORD) |
---|
[4577] | 645 | tmpElem->texCoordNumber = va_arg (itemlist, int); |
---|
[3657] | 646 | if (type & NORMAL) |
---|
[4577] | 647 | tmpElem->normalNumber = va_arg(itemlist, int); |
---|
[3418] | 648 | this->currentGroup->currentFace->vertexCount++; |
---|
| 649 | } |
---|
| 650 | va_end(itemlist); |
---|
| 651 | |
---|
| 652 | this->currentGroup->faceCount += this->currentGroup->currentFace->vertexCount - 2; |
---|
[4677] | 653 | this->faceCount += this->currentGroup->currentFace->vertexCount -2; |
---|
[3400] | 654 | } |
---|
| 655 | |
---|
| 656 | /** |
---|
[5308] | 657 | * Function that selects a material, if changed in the obj file. |
---|
[4836] | 658 | * @param matString the Material that will be set. |
---|
[3066] | 659 | */ |
---|
[3913] | 660 | bool Model::setMaterial(const char* matString) |
---|
[3063] | 661 | { |
---|
[3801] | 662 | if (this->currentGroup->faceCount > 0) |
---|
[4022] | 663 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
---|
[4577] | 664 | |
---|
[3914] | 665 | this->currentGroup->currentFace->material = this->findMaterialByName(matString); |
---|
[3801] | 666 | |
---|
| 667 | if (this->currentGroup->faceCount == 0) |
---|
| 668 | this->currentGroup->faceCount ++; |
---|
| 669 | } |
---|
| 670 | |
---|
| 671 | /** |
---|
[5308] | 672 | * Function that selects a material, if changed in the obj file. |
---|
[4836] | 673 | * @param mtl the Material that will be set. |
---|
[3801] | 674 | */ |
---|
[3913] | 675 | bool Model::setMaterial(Material* mtl) |
---|
[3801] | 676 | { |
---|
| 677 | if (this->currentGroup->faceCount > 0) |
---|
[4022] | 678 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
---|
[4577] | 679 | |
---|
[3801] | 680 | this->currentGroup->currentFace->material = mtl; |
---|
| 681 | |
---|
[3195] | 682 | if (this->currentGroup->faceCount == 0) |
---|
| 683 | this->currentGroup->faceCount ++; |
---|
[3063] | 684 | } |
---|
| 685 | |
---|
[3066] | 686 | /** |
---|
[4836] | 687 | * A routine that is able to create normals. |
---|
[3912] | 688 | |
---|
| 689 | The algorithm does the following: |
---|
| 690 | 1. It calculates creates Vectors for each normale, and sets them to zero. |
---|
| 691 | 2. It then Walks through a) all the Groups b) all the Faces c) all the FaceElements |
---|
| 692 | 3. It searches for a points two neighbours per Face, takes Vecotrs to them calculates FaceNormals and adds it to the Points Normal. |
---|
| 693 | 4. It goes through all the normale-Points and calculates the VertexNormale and includes it in the normals-Array. |
---|
| 694 | */ |
---|
| 695 | bool Model::buildVertexNormals () |
---|
[4577] | 696 | { |
---|
[3912] | 697 | PRINTF(4)("Normals are being calculated.\n"); |
---|
| 698 | |
---|
| 699 | Vector* normArray = new Vector [vertices->getCount()/3]; |
---|
| 700 | for (int i=0; i<vertices->getCount()/3;i++) |
---|
| 701 | normArray[i] = Vector(.0,.0,.0); |
---|
[4577] | 702 | |
---|
[3912] | 703 | int firstTouch; |
---|
| 704 | int secondTouch; |
---|
| 705 | Vector prevV; |
---|
| 706 | Vector nextV; |
---|
| 707 | Vector curV; |
---|
| 708 | |
---|
[4022] | 709 | ModelGroup* tmpGroup = firstGroup; |
---|
[3912] | 710 | while (tmpGroup) |
---|
| 711 | { |
---|
[4022] | 712 | ModelFace* tmpFace = tmpGroup->firstFace; |
---|
[3912] | 713 | while (tmpFace) |
---|
[4577] | 714 | { |
---|
| 715 | if (tmpFace->firstElem) |
---|
| 716 | { |
---|
| 717 | ModelFaceElement* firstElem = tmpFace->firstElem; |
---|
| 718 | ModelFaceElement* prevElem; |
---|
| 719 | ModelFaceElement* curElem = firstElem; |
---|
| 720 | ModelFaceElement* nextElem; |
---|
| 721 | ModelFaceElement* lastElem; |
---|
| 722 | // find last Element of the Chain. !! IMPORTANT:the last Element of the Chain must point to NULL, or it will resolv into an infinity-loop. |
---|
| 723 | while (curElem) |
---|
| 724 | { |
---|
| 725 | prevElem = curElem; |
---|
| 726 | curElem = curElem->next; |
---|
| 727 | } |
---|
| 728 | lastElem = prevElem; |
---|
[3912] | 729 | |
---|
[4577] | 730 | curElem = firstElem; |
---|
| 731 | for (int j=0; j<tmpFace->vertexCount; j++) |
---|
| 732 | { |
---|
| 733 | if (!(nextElem = curElem->next)) |
---|
| 734 | nextElem = firstElem; |
---|
| 735 | curElem->normalNumber = curElem->vertexNumber; |
---|
| 736 | |
---|
| 737 | curV = Vector (vertices->getArray()[curElem->vertexNumber*3], vertices->getArray()[curElem->vertexNumber*3+1], vertices->getArray()[curElem->vertexNumber*3+2]); |
---|
| 738 | prevV = Vector (vertices->getArray()[prevElem->vertexNumber*3], vertices->getArray()[prevElem->vertexNumber*3+1], vertices->getArray()[prevElem->vertexNumber*3+2]) - curV; |
---|
| 739 | nextV = Vector (vertices->getArray()[nextElem->vertexNumber*3], vertices->getArray()[nextElem->vertexNumber*3+1], vertices->getArray()[nextElem->vertexNumber*3+2]) - curV; |
---|
| 740 | normArray[curElem->vertexNumber] = normArray[curElem->vertexNumber] + nextV.cross(prevV); |
---|
| 741 | |
---|
| 742 | prevElem = curElem; |
---|
| 743 | curElem = curElem->next; |
---|
| 744 | } |
---|
| 745 | } |
---|
| 746 | tmpFace = tmpFace->next; |
---|
| 747 | } |
---|
[3912] | 748 | tmpGroup = tmpGroup->next; |
---|
| 749 | } |
---|
| 750 | |
---|
[4108] | 751 | for (int i=0; i < vertices->getCount()/3;i++) |
---|
[3912] | 752 | { |
---|
| 753 | normArray[i].normalize(); |
---|
| 754 | PRINTF(5)("Found Normale number %d: (%f; %f, %f).\n", i, normArray[i].x, normArray[i].y, normArray[i].z); |
---|
[4577] | 755 | |
---|
[4108] | 756 | this->addVertexNormal(normArray[i].x, normArray[i].y, normArray[i].z); |
---|
[3912] | 757 | |
---|
| 758 | } |
---|
[4577] | 759 | delete []normArray; |
---|
[3912] | 760 | } |
---|
| 761 | |
---|
| 762 | //////////// |
---|
| 763 | // openGL // |
---|
| 764 | //////////// |
---|
| 765 | /** |
---|
[4836] | 766 | * reads and includes the Faces/Materials into the openGL state Machine |
---|
[3066] | 767 | */ |
---|
[4746] | 768 | bool Model::importToDisplayList() |
---|
[3063] | 769 | { |
---|
| 770 | // finalize the Arrays |
---|
[3195] | 771 | this->vertices->finalizeArray(); |
---|
| 772 | this->vTexture->finalizeArray(); |
---|
[3426] | 773 | if (normals->getCount() == 0) // vertices-Array must be built for this |
---|
[3195] | 774 | this->buildVertexNormals(); |
---|
| 775 | this->normals->finalizeArray(); |
---|
[3063] | 776 | |
---|
[3195] | 777 | this->currentGroup = this->firstGroup; |
---|
[3063] | 778 | |
---|
[3195] | 779 | while (this->currentGroup != NULL) |
---|
[3063] | 780 | { |
---|
| 781 | |
---|
| 782 | // creating a glList for the Group |
---|
[3195] | 783 | if ((this->currentGroup->listNumber = glGenLists(1)) == 0) |
---|
[4577] | 784 | { |
---|
| 785 | PRINTF(2)("glList could not be created for this Model\n"); |
---|
| 786 | return false; |
---|
| 787 | } |
---|
[3195] | 788 | glNewList (this->currentGroup->listNumber, GL_COMPILE); |
---|
[3063] | 789 | |
---|
| 790 | // Putting Faces to GL |
---|
[4022] | 791 | ModelFace* tmpFace = this->currentGroup->firstFace; |
---|
[3063] | 792 | while (tmpFace != NULL) |
---|
[4577] | 793 | { |
---|
| 794 | if (tmpFace->vertexCount == 0 && tmpFace->material != NULL) |
---|
| 795 | { |
---|
| 796 | if (this->currentGroup->faceMode != -1) |
---|
| 797 | glEnd(); |
---|
| 798 | this->currentGroup->faceMode = 0; |
---|
| 799 | Material* tmpMat; |
---|
| 800 | if (tmpFace->material != NULL) |
---|
| 801 | { |
---|
| 802 | tmpFace->material->select(); |
---|
| 803 | PRINTF(5)("using material %s for coming Faces.\n", tmpFace->material->getName()); |
---|
| 804 | } |
---|
| 805 | } |
---|
[3065] | 806 | |
---|
[4577] | 807 | else if (tmpFace->vertexCount == 3) |
---|
| 808 | { |
---|
| 809 | if (this->currentGroup->faceMode != 3) |
---|
| 810 | { |
---|
| 811 | if (this->currentGroup->faceMode != -1) |
---|
| 812 | glEnd(); |
---|
| 813 | glBegin(GL_TRIANGLES); |
---|
| 814 | } |
---|
| 815 | |
---|
| 816 | this->currentGroup->faceMode = 3; |
---|
| 817 | PRINTF(5)("found triag.\n"); |
---|
| 818 | } |
---|
| 819 | |
---|
| 820 | else if (tmpFace->vertexCount == 4) |
---|
| 821 | { |
---|
| 822 | if (this->currentGroup->faceMode != 4) |
---|
| 823 | { |
---|
| 824 | if (this->currentGroup->faceMode != -1) |
---|
| 825 | glEnd(); |
---|
| 826 | glBegin(GL_QUADS); |
---|
| 827 | } |
---|
| 828 | this->currentGroup->faceMode = 4; |
---|
| 829 | PRINTF(5)("found quad.\n"); |
---|
| 830 | } |
---|
| 831 | |
---|
| 832 | else if (tmpFace->vertexCount > 4) |
---|
| 833 | { |
---|
| 834 | if (this->currentGroup->faceMode != -1) |
---|
| 835 | glEnd(); |
---|
| 836 | glBegin(GL_POLYGON); |
---|
| 837 | PRINTF(5)("Polygon with %i faces found.", tmpFace->vertexCount); |
---|
| 838 | this->currentGroup->faceMode = tmpFace->vertexCount; |
---|
| 839 | } |
---|
| 840 | |
---|
| 841 | ModelFaceElement* tmpElem = tmpFace->firstElem; |
---|
| 842 | while (tmpElem != NULL) |
---|
| 843 | { |
---|
| 844 | // PRINTF(2)("%s\n", tmpElem->value); |
---|
| 845 | this->addGLElement(tmpElem); |
---|
| 846 | tmpElem = tmpElem->next; |
---|
| 847 | } |
---|
| 848 | tmpFace = tmpFace->next; |
---|
| 849 | } |
---|
[3063] | 850 | glEnd(); |
---|
| 851 | glEndList(); |
---|
[3195] | 852 | |
---|
| 853 | this->currentGroup = this->currentGroup->next; |
---|
[4577] | 854 | } |
---|
[3063] | 855 | } |
---|
| 856 | |
---|
[3066] | 857 | /** |
---|
[4836] | 858 | * reads and includes the Faces/Materials into the openGL state Machine |
---|
[3916] | 859 | */ |
---|
[4746] | 860 | bool Model::importToVertexArray() |
---|
[3916] | 861 | { |
---|
| 862 | // finalize the Arrays |
---|
| 863 | this->vertices->finalizeArray(); |
---|
| 864 | this->vTexture->finalizeArray(); |
---|
| 865 | if (normals->getCount() == 0) // vertices-Array must be built for this |
---|
| 866 | this->buildVertexNormals(); |
---|
| 867 | this->normals->finalizeArray(); |
---|
| 868 | |
---|
| 869 | this->currentGroup = this->firstGroup; |
---|
[3917] | 870 | glVertexPointer(3, GL_FLOAT, 0, this->vertices->getArray()); |
---|
| 871 | glNormalPointer(3, 0, this->normals->getArray()); |
---|
| 872 | glTexCoordPointer(2, GL_FLOAT, 0, this->vTexture->getArray()); |
---|
[3916] | 873 | } |
---|
| 874 | |
---|
| 875 | |
---|
| 876 | |
---|
| 877 | /** |
---|
[4836] | 878 | * builds an array of triangles, that can later on be used for obb separation and octree separation |
---|
[4791] | 879 | */ |
---|
| 880 | bool Model::buildTriangleList() |
---|
| 881 | { |
---|
[4798] | 882 | if( unlikely(this->triangles != NULL)) |
---|
| 883 | return true; |
---|
[4793] | 884 | /* make sure, that all the arrays are finalized */ |
---|
[4797] | 885 | if( unlikely(!this->vertices->isFinalized())) |
---|
| 886 | this->vertices->finalizeArray(); |
---|
| 887 | if( unlikely(!this->vTexture->isFinalized())) |
---|
| 888 | this->vTexture->finalizeArray(); |
---|
[4793] | 889 | if( normals->getCount() == 0) // vertices-Array must be built for this |
---|
| 890 | this->buildVertexNormals(); |
---|
[4797] | 891 | if( unlikely(!this->normals->isFinalized())) |
---|
| 892 | this->normals->finalizeArray(); |
---|
[4791] | 893 | |
---|
[4796] | 894 | |
---|
| 895 | int index = 0; //!< the counter for the triangle array |
---|
| 896 | ModelFaceElement* tmpElem; //!< the temporary faceelement reference |
---|
| 897 | ModelFace* tmpFace; //!< the temporary face referece |
---|
| 898 | |
---|
| 899 | /* count the number of triangles */ |
---|
| 900 | /* now iterate through all groups and build up the triangle list */ |
---|
[4798] | 901 | this->triangleCount = 0; |
---|
[4796] | 902 | this->currentGroup = this->firstGroup; |
---|
| 903 | while( this->currentGroup != NULL) |
---|
| 904 | { |
---|
| 905 | tmpFace = this->currentGroup->firstFace; |
---|
| 906 | while( tmpFace != NULL) |
---|
| 907 | { |
---|
| 908 | |
---|
| 909 | /* if its a triangle just add it to the list */ |
---|
| 910 | if( tmpFace->vertexCount == 3) |
---|
| 911 | { |
---|
| 912 | ++this->triangleCount; |
---|
| 913 | } /* if the polygon is a quad */ |
---|
| 914 | else if( tmpFace->vertexCount == 4) |
---|
| 915 | { |
---|
| 916 | this->triangleCount += 2; |
---|
| 917 | } |
---|
[4798] | 918 | else if( tmpFace->vertexCount > 4) |
---|
| 919 | { |
---|
[5676] | 920 | PRINTF(1)("This model (%s) got over 4 vertices per face <=> conflicts in the CD engine!\n", this->getName()); |
---|
[4798] | 921 | //exit(0); |
---|
| 922 | } |
---|
| 923 | tmpFace = tmpFace->next; |
---|
[4796] | 924 | } |
---|
| 925 | this->currentGroup = this->currentGroup->next; |
---|
| 926 | } |
---|
| 927 | |
---|
[4844] | 928 | PRINTF(3)("got %i triangles, %i vertices\n", this->triangleCount, this->vertexCount); |
---|
[4797] | 929 | |
---|
[5774] | 930 | |
---|
[5676] | 931 | /* write MODELINFO structure */ |
---|
[4798] | 932 | |
---|
[4796] | 933 | /* allocate memory for the new triangle structures */ |
---|
[4799] | 934 | if( (this->triangles = new sTriangleExt[this->triangleCount]) == NULL) |
---|
[4793] | 935 | { |
---|
[4799] | 936 | PRINTF(1)("Could not allocate memory for triangle list\n"); |
---|
[4793] | 937 | return false; |
---|
| 938 | } |
---|
| 939 | |
---|
| 940 | /* now iterate through all groups and build up the triangle list */ |
---|
| 941 | this->currentGroup = this->firstGroup; |
---|
| 942 | while( this->currentGroup != NULL) |
---|
| 943 | { |
---|
| 944 | // Putting Faces to GL |
---|
[4795] | 945 | tmpFace = this->currentGroup->firstFace; |
---|
| 946 | while( tmpFace != NULL) |
---|
[4793] | 947 | { |
---|
| 948 | tmpElem = tmpFace->firstElem; |
---|
| 949 | |
---|
| 950 | /* if its a triangle just add it to the list */ |
---|
[4795] | 951 | if( tmpFace->vertexCount == 3) |
---|
[4793] | 952 | { |
---|
[4795] | 953 | for( int j = 0; j < 3; ++j) |
---|
[4793] | 954 | { |
---|
[4800] | 955 | this->triangles[index].indexToVertices[j] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
[4802] | 956 | this->triangles[index].indexToNormals[j] = (unsigned int)tmpElem->normalNumber * 3; |
---|
[4800] | 957 | this->triangles[index].indexToTexCoor[j] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
[4793] | 958 | tmpElem = tmpElem->next; |
---|
| 959 | } |
---|
[4796] | 960 | ++index; |
---|
[4795] | 961 | } /* if the polygon is a quad */ |
---|
| 962 | else if( tmpFace->vertexCount == 4) |
---|
| 963 | { |
---|
[4793] | 964 | |
---|
[4800] | 965 | this->triangles[index].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
[4802] | 966 | this->triangles[index].indexToNormals[0] = (unsigned int)tmpElem->normalNumber * 3; |
---|
[4800] | 967 | this->triangles[index].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
[4799] | 968 | |
---|
[4800] | 969 | this->triangles[index + 1].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
[4802] | 970 | this->triangles[index + 1].indexToNormals[0] = (unsigned int)tmpElem->normalNumber * 3; |
---|
[4800] | 971 | this->triangles[index + 1].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
[4793] | 972 | tmpElem = tmpElem->next; |
---|
[4795] | 973 | |
---|
[4800] | 974 | this->triangles[index].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
[4802] | 975 | this->triangles[index].indexToNormals[1] = (unsigned int)tmpElem->normalNumber * 3; |
---|
[4800] | 976 | this->triangles[index].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
[4795] | 977 | tmpElem = tmpElem->next; |
---|
| 978 | |
---|
[4800] | 979 | this->triangles[index].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
[4802] | 980 | this->triangles[index].indexToNormals[2] = (unsigned int)tmpElem->normalNumber * 3; |
---|
[4800] | 981 | this->triangles[index].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
[4795] | 982 | |
---|
[4800] | 983 | this->triangles[index + 1].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
[4802] | 984 | this->triangles[index + 1].indexToNormals[2] = (unsigned int)tmpElem->normalNumber * 3; |
---|
[4800] | 985 | this->triangles[index + 1].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
[4801] | 986 | tmpElem = tmpElem->next; |
---|
[4795] | 987 | |
---|
[4801] | 988 | this->triangles[index + 1].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber * 3; |
---|
[4802] | 989 | this->triangles[index + 1].indexToNormals[1] = (unsigned int)tmpElem->normalNumber * 3; |
---|
[4801] | 990 | this->triangles[index + 1].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber * 3; |
---|
| 991 | |
---|
[4799] | 992 | index += 2; |
---|
[4793] | 993 | } |
---|
[4799] | 994 | tmpFace = tmpFace->next; |
---|
[4793] | 995 | } |
---|
| 996 | this->currentGroup = this->currentGroup->next; |
---|
| 997 | } |
---|
[4799] | 998 | return true; |
---|
[4791] | 999 | } |
---|
| 1000 | |
---|
| 1001 | |
---|
| 1002 | /** |
---|
[4836] | 1003 | * Adds a Face-element (one vertex of a face) with all its information. |
---|
| 1004 | * @param elem The FaceElement to add to the OpenGL-environment. |
---|
[3186] | 1005 | |
---|
[3066] | 1006 | It does this by searching: |
---|
| 1007 | 1. The Vertex itself |
---|
| 1008 | 2. The VertexNormale |
---|
| 1009 | 3. The VertexTextureCoordinate |
---|
| 1010 | merging this information, the face will be drawn. |
---|
[2842] | 1011 | */ |
---|
[4022] | 1012 | bool Model::addGLElement (ModelFaceElement* elem) |
---|
[2776] | 1013 | { |
---|
[3548] | 1014 | PRINTF(5)("importing grafical Element to openGL.\n"); |
---|
[3066] | 1015 | |
---|
[3073] | 1016 | if (elem->texCoordNumber != -1) |
---|
[4108] | 1017 | { |
---|
[4109] | 1018 | if (likely(elem->texCoordNumber < this->texCoordCount)) |
---|
[4577] | 1019 | glTexCoord2fv(this->vTexture->getArray() + elem->texCoordNumber * 2); |
---|
[4108] | 1020 | else |
---|
[4577] | 1021 | PRINTF(2)("TextureCoordinate %d is not in the List (max: %d)\nThe Model might be incomplete\n", |
---|
| 1022 | elem->texCoordNumber, this->texCoordCount); |
---|
[4108] | 1023 | } |
---|
[3073] | 1024 | if (elem->normalNumber != -1) |
---|
[4108] | 1025 | { |
---|
[4109] | 1026 | if (likely(elem->normalNumber < this->normalCount)) |
---|
[4108] | 1027 | glNormal3fv(this->normals->getArray() + elem->normalNumber * 3); |
---|
| 1028 | else |
---|
[4577] | 1029 | PRINTF(2)("Normal %d is not in the List (max: %d)\nThe Model might be incomplete", |
---|
| 1030 | elem->normalNumber, this->normalCount); |
---|
[4108] | 1031 | } |
---|
[3073] | 1032 | if (elem->vertexNumber != -1) |
---|
[4108] | 1033 | { |
---|
[4110] | 1034 | if (likely(elem->vertexNumber < this->vertexCount)) |
---|
[4577] | 1035 | glVertex3fv(this->vertices->getArray() + elem->vertexNumber * 3); |
---|
[4108] | 1036 | else |
---|
[4577] | 1037 | PRINTF(2)("Vertex %d is not in the List (max: %d)\nThe Model might be incomplete", |
---|
| 1038 | elem->vertexNumber, this->vertexCount); |
---|
| 1039 | } |
---|
[4108] | 1040 | |
---|
[2776] | 1041 | } |
---|
| 1042 | |
---|
[3079] | 1043 | /** |
---|
[4836] | 1044 | * Includes a default model |
---|
[3186] | 1045 | |
---|
[3360] | 1046 | This will inject a Cube, because this is the most basic model. |
---|
[2842] | 1047 | */ |
---|
[4746] | 1048 | void Model::cubeModel() |
---|
[2821] | 1049 | { |
---|
[3656] | 1050 | this->addVertex (-0.5, -0.5, 0.5); |
---|
| 1051 | this->addVertex (0.5, -0.5, 0.5); |
---|
| 1052 | this->addVertex (-0.5, 0.5, 0.5); |
---|
| 1053 | this->addVertex (0.5, 0.5, 0.5); |
---|
| 1054 | this->addVertex (-0.5, 0.5, -0.5); |
---|
| 1055 | this->addVertex (0.5, 0.5, -0.5); |
---|
| 1056 | this->addVertex (-0.5, -0.5, -0.5); |
---|
| 1057 | this->addVertex (0.5, -0.5, -0.5); |
---|
[2967] | 1058 | |
---|
[3656] | 1059 | this->addVertexTexture (0.0, 0.0); |
---|
| 1060 | this->addVertexTexture (1.0, 0.0); |
---|
| 1061 | this->addVertexTexture (0.0, 1.0); |
---|
| 1062 | this->addVertexTexture (1.0, 1.0); |
---|
| 1063 | this->addVertexTexture (0.0, 2.0); |
---|
| 1064 | this->addVertexTexture (1.0, 2.0); |
---|
| 1065 | this->addVertexTexture (0.0, 3.0); |
---|
| 1066 | this->addVertexTexture (1.0, 3.0); |
---|
| 1067 | this->addVertexTexture (0.0, 4.0); |
---|
| 1068 | this->addVertexTexture (1.0, 4.0); |
---|
| 1069 | this->addVertexTexture (2.0, 0.0); |
---|
| 1070 | this->addVertexTexture (2.0, 1.0); |
---|
| 1071 | this->addVertexTexture (-1.0, 0.0); |
---|
| 1072 | this->addVertexTexture (-1.0, 1.0); |
---|
[3081] | 1073 | |
---|
[3656] | 1074 | this->addVertexNormal (0.0, 0.0, 1.0); |
---|
| 1075 | this->addVertexNormal (0.0, 0.0, 1.0); |
---|
| 1076 | this->addVertexNormal (0.0, 0.0, 1.0); |
---|
| 1077 | this->addVertexNormal (0.0, 0.0, 1.0); |
---|
| 1078 | this->addVertexNormal (0.0, 1.0, 0.0); |
---|
| 1079 | this->addVertexNormal (0.0, 1.0, 0.0); |
---|
| 1080 | this->addVertexNormal (0.0, 1.0, 0.0); |
---|
| 1081 | this->addVertexNormal (0.0, 1.0, 0.0); |
---|
| 1082 | this->addVertexNormal (0.0, 0.0, -1.0); |
---|
| 1083 | this->addVertexNormal (0.0, 0.0, -1.0); |
---|
| 1084 | this->addVertexNormal (0.0, 0.0, -1.0); |
---|
| 1085 | this->addVertexNormal (0.0, 0.0, -1.0); |
---|
| 1086 | this->addVertexNormal (0.0, -1.0, 0.0); |
---|
| 1087 | this->addVertexNormal (0.0, -1.0, 0.0); |
---|
| 1088 | this->addVertexNormal (0.0, -1.0, 0.0); |
---|
| 1089 | this->addVertexNormal (0.0, -1.0, 0.0); |
---|
| 1090 | this->addVertexNormal (1.0, 0.0, 0.0); |
---|
| 1091 | this->addVertexNormal (1.0, 0.0, 0.0); |
---|
| 1092 | this->addVertexNormal (1.0, 0.0, 0.0); |
---|
| 1093 | this->addVertexNormal (1.0, 0.0, 0.0); |
---|
| 1094 | this->addVertexNormal (-1.0, 0.0, 0.0); |
---|
| 1095 | this->addVertexNormal (-1.0, 0.0, 0.0); |
---|
| 1096 | this->addVertexNormal (-1.0, 0.0, 0.0); |
---|
| 1097 | this->addVertexNormal (-1.0, 0.0, 0.0); |
---|
[2821] | 1098 | |
---|
[4112] | 1099 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 0,0,0, 1,1,1, 3,3,2, 2,2,3); |
---|
| 1100 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 2,2,4, 3,3,5, 5,5,6, 4,4,7); |
---|
| 1101 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 4,4,8, 5,5,9, 7,7,10, 6,6,11); |
---|
| 1102 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,6,12, 7,7,13, 1,9,14, 0,8,15); |
---|
| 1103 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 1,1,16, 7,10,17, 5,11,18, 3,3,19); |
---|
| 1104 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,12,20, 0,0,21, 2,2,22, 4,13,23); |
---|
[2821] | 1105 | } |
---|