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