1 | /*! |
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2 | * @file static_model.h |
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3 | * @brief Contains the Model Class that handles Static 3D-Models rendered with glList's |
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4 | */ |
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5 | |
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6 | #ifndef _STATIC_MODEL_DATA_H |
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7 | #define _STATIC_MODEL_DATA_H |
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8 | |
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9 | #include "model.h" |
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10 | |
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11 | #include "material.h" |
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12 | #include <vector> |
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13 | #include "count_pointer.h" |
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14 | |
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15 | |
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16 | // definition of different modes for setting up Faces |
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17 | #define VERTEX 0 //!< If Faces are created WITH Vertex-Coordinate |
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18 | #define NORMAL 1 //!< If Faces are created WITH Normals (otherwise autocalculate) |
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19 | #define TEXCOORD 2 //!< If Faces are created WITH TextureCoordinate |
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20 | |
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21 | //! an enumerator for VERTEX_FORMAT |
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22 | typedef enum VERTEX_FORMAT { |
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23 | VERTEX_ONLY = VERTEX, |
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24 | VERTEX_NORMAL = NORMAL, |
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25 | VERTEX_TEXCOORD = TEXCOORD, |
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26 | VERTEX_TEXCOORD_NORMAL = NORMAL | TEXCOORD |
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27 | }; |
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28 | |
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29 | |
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30 | |
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31 | ///////////// |
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32 | /// MODEL /// |
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33 | ///////////// |
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34 | //! Class that handles static 3D-Models. |
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35 | /** |
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36 | * it can also read them in and display them. |
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37 | * All the objects are rendered with glLists |
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38 | */ |
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39 | class StaticModelData : public BaseObject |
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40 | { |
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41 | ObjectListDeclaration(StaticModelData); |
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42 | |
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43 | private: |
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44 | //////////////////// |
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45 | /// SUB-ELEMENTS /// |
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46 | //////////////////// |
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47 | //! This is the placeholder of one Vertex beloning to a Face. |
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48 | class FaceElement |
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49 | { |
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50 | public: |
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51 | FaceElement(); |
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52 | |
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53 | int vertexNumber; //!< The number of the Vertex out of the Array* vertices, this vertex points to. |
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54 | int normalNumber; //!< The number of the Normal out of the Array* normals, this vertex points to. |
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55 | int texCoordNumber; //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to. |
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56 | }; |
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57 | |
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58 | //! This is the placeholder of a Face belonging to a Group of Faces. |
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59 | class Face |
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60 | { |
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61 | public: |
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62 | Face(); |
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63 | |
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64 | std::vector<FaceElement> _elements; //!< Elements of the Face. |
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65 | Material* _material; //!< The Material to use. |
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66 | }; |
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67 | |
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68 | //! Group to handle multiple Models per obj-file. |
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69 | class Group |
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70 | { |
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71 | public: |
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72 | Group(); |
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73 | ~Group(); |
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74 | |
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75 | //! Compares the name with the groups name. |
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76 | bool operator==(const std::string& name) const { return this->name == name; }; |
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77 | void cleanup(); |
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78 | |
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79 | std::string name; //!< the Name of the Group. this is an identifier, that can be accessed via the draw (std::string name) function. |
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80 | GLubyte* indices; //!< The indices of the Groups. Needed for vertex-arrays |
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81 | GLuint listNumber; //!< The number of the GL-List this Group gets. |
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82 | int faceMode; //!< The Mode the Face is in: initially -1, 0 for FaceList opened, 1 for Material, 3 for triangle, 4 for Quad, 5+ for Poly @todo ENUM... |
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83 | |
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84 | std::vector<Face> _faces; //!< Faces. |
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85 | }; |
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86 | |
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87 | public: |
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88 | typedef CountPointer<StaticModelData> Pointer; |
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89 | |
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90 | public: |
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91 | StaticModelData(const std::string& modelName = ""); |
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92 | virtual ~StaticModelData(); |
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93 | |
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94 | void draw() const; |
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95 | void draw(unsigned int groupNumber) const; |
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96 | void draw(const std::string& groupName) const; |
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97 | |
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98 | void rebuild(); |
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99 | |
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100 | Material* addMaterial(const Material& material); |
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101 | Material* addMaterial(const std::string& materialName); |
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102 | |
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103 | bool addGroup(const std::string& groupString); |
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104 | |
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105 | void setScaleFactor(float scaleFactor) { this->scaleFactor = scaleFactor; }; |
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106 | |
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107 | bool addVertex(const std::string& vertexString); |
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108 | bool addVertex(float x, float y, float z); |
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109 | |
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110 | bool addFace(const std::string& faceString); |
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111 | bool addFace(int faceElemCount, VERTEX_FORMAT type, va_list args); |
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112 | |
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113 | bool addVertexNormal(const std::string& normalString); |
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114 | bool addVertexNormal(float x, float y, float z); |
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115 | |
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116 | bool addVertexTexture(const std::string& vTextureString); |
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117 | bool addVertexTexture(float u, float v); |
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118 | |
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119 | bool setMaterial(const std::string& mtlString); |
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120 | bool setMaterial(Material* mtl); |
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121 | |
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122 | void finalize(); |
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123 | |
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124 | |
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125 | const std::vector<GLfloat>& getVertices() const { return this->vertices; }; |
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126 | const std::vector<GLfloat>& getNormals() const { return this->normals; }; |
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127 | const std::vector<GLfloat>& getTexCoords() const { return this->vTexture; }; |
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128 | const std::vector<sTriangleExt>& getTriangles() const { return this->triangles; }; |
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129 | ///! HACK SOLUTION sTriangleExt should be const in the modelInfo. |
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130 | sTriangleExt* getTrianglesExt() { return &this->triangles[0]; }; |
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131 | |
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132 | float getScaleFactor() const { return scaleFactor; } |
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133 | |
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134 | protected: |
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135 | Material* findMaterialByName(const std::string& materialName); |
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136 | |
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137 | private: |
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138 | bool buildVertexNormals(); |
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139 | |
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140 | bool importToDisplayList(); |
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141 | bool buildTriangleList(); |
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142 | |
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143 | bool addGLElement(const StaticModelData::FaceElement& elem); |
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144 | |
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145 | bool cleanup(); |
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146 | |
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147 | private: |
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148 | bool finalized; //!< Sets the Object to be finalized. |
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149 | |
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150 | float scaleFactor; //!< The Factor with which the Model should be scaled. @todo maybe one wants to scale the Model after Initialisation |
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151 | |
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152 | unsigned int faceCount; //!< A modelwide Counter for the faces |
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153 | |
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154 | std::vector<GLfloat> vertices; //!< The Array that handles the Vertices. |
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155 | std::vector<GLfloat> normals; //!< The Array that handles the Normals. |
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156 | std::vector<GLfloat> vTexture; //!< The Array that handles the VertexTextureCoordinates. |
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157 | |
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158 | std::vector<sTriangleExt> triangles; //!< The Triangles if built. |
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159 | |
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160 | |
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161 | std::vector<Group> _modelGroups; |
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162 | |
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163 | std::list<Material> materialList; //!< A list for all the Materials in this Model |
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164 | }; |
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165 | |
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166 | #endif /* _STATIC_MODEL_DATA_H */ |
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