[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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| 14 | */ |
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| 15 | |
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[3590] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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| 17 | |
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[6010] | 18 | #include "vertex_array_model.h" |
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[3427] | 19 | |
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[5427] | 20 | #include "stdlibincl.h" |
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[3418] | 21 | #include <stdarg.h> |
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[3398] | 22 | |
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[6308] | 23 | #include "tc.h" |
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| 24 | |
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[3140] | 25 | using namespace std; |
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[2776] | 26 | |
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[4022] | 27 | ///////////// |
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| 28 | /// MODEL /// |
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| 29 | ///////////// |
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[2842] | 30 | /** |
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[6010] | 31 | * @brief Creates a 3D-VertexArrayModel. |
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| 32 | * |
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| 33 | * assigns it a Name and a Type |
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| 34 | */ |
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| 35 | VertexArrayModel::VertexArrayModel() |
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[3398] | 36 | { |
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[6010] | 37 | this->setClassID(CL_MODEL, "VertexArrayModel"); |
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[3909] | 38 | |
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[6037] | 39 | this->newStripe(); |
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[6010] | 40 | } |
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[4577] | 41 | |
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[6308] | 42 | /** |
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| 43 | * @brief special copy constructor for converting Models to VertexArray-Stripes |
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| 44 | * @param model the Model to produce a VertexArray model from. |
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| 45 | * |
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| 46 | * Code that uses Brad Granthams |
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| 47 | * excelent TC-code for generating stripes out of a mix of ModelCoordinates. |
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| 48 | */ |
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| 49 | VertexArrayModel::VertexArrayModel(const Model& model) |
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| 50 | { |
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| 51 | this->setClassID(CL_MODEL, "VertexArrayModel"); |
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[3909] | 52 | |
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[6452] | 53 | // importing the data to the new Model. |
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[6313] | 54 | this->newStripe(); |
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| 55 | |
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| 56 | for (unsigned int i = 0; i < model.getVertexCount()*3; i+=3) |
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| 57 | this->addVertex(model.getVertexArray()[i], model.getVertexArray()[i+1], model.getVertexArray()[i+2]); |
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| 58 | for (unsigned int i = 0; i < model.getVertexCount()*3; i+=3) |
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[6314] | 59 | this->addColor((float)i / (float)model.getVertexCount(), 0, 0); |
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| 60 | |
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[6313] | 61 | for (unsigned int i = 0; i < model.getNormalsCount()*3; i+=3) |
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[6314] | 62 | this->addNormal(model.getNormalsArray()[i], model.getNormalsArray()[i+1], model.getNormalsArray()[i+2]); |
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| 63 | for (unsigned int i = 0; i < model.getTexCoordCount(); i+=2) |
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| 64 | this->addTexCoor(model.getTexCoordArray()[i], model.getTexCoordArray()[i+1]); |
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[6313] | 65 | |
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| 66 | |
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[6308] | 67 | // The acTC object generating this Model. // |
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| 68 | ACTCData *tc; |
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| 69 | tc = actcNew(); |
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| 70 | if(tc == NULL) { |
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| 71 | /* memory allocation failed */ |
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| 72 | /* print error here and exit or whatever */ |
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| 73 | } |
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| 74 | |
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| 75 | // inputing the data of model to the tc |
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| 76 | actcBeginInput(tc); |
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| 77 | for(unsigned int i = 0; i < model.getTriangleCount(); i++) |
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[6313] | 78 | { |
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[6310] | 79 | actcAddTriangle(tc, |
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| 80 | model.getTriangles()[i].indexToVertices[0], |
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| 81 | model.getTriangles()[i].indexToVertices[1], |
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| 82 | model.getTriangles()[i].indexToVertices[2]); |
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[6313] | 83 | } |
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[6308] | 84 | actcEndInput(tc); |
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| 85 | |
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[6309] | 86 | |
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| 87 | |
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[6308] | 88 | int prim; |
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[6477] | 89 | unsigned int v1, v2, v3; |
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[6308] | 90 | |
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| 91 | actcBeginOutput(tc); |
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| 92 | while((prim = actcStartNextPrim(tc, &v1, &v2) != ACTC_DATABASE_EMPTY)) |
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| 93 | { |
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[6310] | 94 | this->newStripe(); |
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| 95 | |
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[6308] | 96 | this->addIndice(v1); |
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| 97 | this->addIndice(v2); |
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| 98 | /* start a primitive of type "prim" with v1 and v2 */ |
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| 99 | while(actcGetNextVert(tc, &v3) != ACTC_PRIM_COMPLETE) |
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| 100 | { |
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| 101 | /* continue primitive using v3 */ |
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| 102 | this->addIndice(v3); |
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| 103 | } |
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| 104 | } |
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| 105 | actcEndOutput(tc); |
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| 106 | |
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| 107 | this->finalize(); |
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| 108 | } |
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| 109 | |
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[6309] | 110 | |
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[3398] | 111 | /** |
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[6308] | 112 | * @brief deletes a VertexArrayModel. |
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[6010] | 113 | * |
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| 114 | * Looks if any from model allocated space is still in use, and if so deleted it. |
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| 115 | */ |
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| 116 | VertexArrayModel::~VertexArrayModel() |
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[2847] | 117 | { |
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[6010] | 118 | PRINTF(4)("Deleting VertexArrayModel "); |
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[4577] | 119 | if (this->getName()) |
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[5790] | 120 | { |
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| 121 | PRINT(4)("%s\n", this->getName()); |
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| 122 | } |
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[3396] | 123 | else |
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[5790] | 124 | { |
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| 125 | PRINT(4)("\n"); |
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| 126 | } |
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[6010] | 127 | } |
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[3396] | 128 | |
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[3140] | 129 | |
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[2842] | 130 | /** |
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[6037] | 131 | * @brief Draws the VertexArrayModels of all Groups. |
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| 132 | * |
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| 133 | * It does this by just calling the Lists that must have been created earlier. |
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[6010] | 134 | */ |
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[6037] | 135 | void VertexArrayModel::draw() const |
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[3398] | 136 | { |
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[6310] | 137 | PRINTF(4)("drawing 3D-VertexArrayModel %s\n", this->getName()); |
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| 138 | glEnableClientState(GL_VERTEX_ARRAY ); |
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[6519] | 139 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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[6310] | 140 | glEnableClientState(GL_NORMAL_ARRAY ); |
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| 141 | glEnableClientState(GL_COLOR_ARRAY ); |
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[4803] | 142 | |
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[4799] | 143 | |
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[6310] | 144 | glVertexPointer(3, GL_FLOAT, 0, &this->vertices[0]); |
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| 145 | glNormalPointer(GL_FLOAT, 0, &this->normals[0]); |
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[6519] | 146 | glTexCoordPointer(2, GL_FLOAT, 0, &this->texCoords[0]); |
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[6310] | 147 | glColorPointer(3, GL_FLOAT, 0, &this->colors[0]); |
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[4803] | 148 | |
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[6038] | 149 | for (GLuint i = 1; i < this->stripes.size(); ++i) |
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[6037] | 150 | { |
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[6310] | 151 | glDrawElements( GL_TRIANGLE_STRIP, |
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| 152 | this->stripes[i] - this->stripes[i-1], |
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| 153 | GL_UNSIGNED_INT, |
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| 154 | &this->indices[this->stripes[i-1]] ); |
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[6037] | 155 | } |
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[2748] | 156 | } |
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[2754] | 157 | |
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[3186] | 158 | |
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[3912] | 159 | ////////// |
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| 160 | // MESH // |
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| 161 | ////////// |
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[3068] | 162 | /** |
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[6037] | 163 | * @brief generates a new Stripe in this Model |
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| 164 | */ |
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| 165 | void VertexArrayModel::newStripe() |
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| 166 | { |
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[6310] | 167 | // no stripes of size 0 |
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| 168 | if (this->stripes.empty() || this->indices.size() != this->stripes.back()) |
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| 169 | this->stripes.push_back(this->indices.size()); |
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[6037] | 170 | } |
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| 171 | |
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| 172 | |
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| 173 | /** |
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[6010] | 174 | * @brief parses a vertex-String |
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[4836] | 175 | * @param x the X-coordinate of the Vertex to add. |
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| 176 | * @param y the Y-coordinate of the Vertex to add. |
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| 177 | * @param z the Z-coordinate of the Vertex to add. |
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[6010] | 178 | */ |
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| 179 | void VertexArrayModel::addVertex(float x, float y, float z) |
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[3400] | 180 | { |
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[6453] | 181 | this->vertices.push_back(Vector(x,y,z)); |
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[6010] | 182 | this->pModelInfo.numVertices++; |
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[3400] | 183 | } |
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| 184 | |
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[3912] | 185 | |
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| 186 | /** |
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[6010] | 187 | * @brief adds a VertexNormal. |
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[4836] | 188 | * @param x The x coordinate of the Normal. |
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| 189 | * @param y The y coordinate of the Normal. |
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| 190 | * @param z The z coordinate of the Normal. |
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[6010] | 191 | * |
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| 192 | * If a vertexNormal line is found this function will inject it into the vertexNormal-Array |
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| 193 | */ |
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| 194 | void VertexArrayModel::addNormal(float x, float y, float z) |
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[3912] | 195 | { |
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[6453] | 196 | this->normals.push_back(Vector(x,y,z)); |
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[6010] | 197 | this->pModelInfo.numNormals++; |
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[3912] | 198 | } |
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| 199 | |
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| 200 | |
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| 201 | /** |
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[6310] | 202 | * @brief adds a Texture Coordinate |
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[4836] | 203 | * @param u The u coordinate of the TextureCoordinate. |
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| 204 | * @param v The y coordinate of the TextureCoordinate. |
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[6010] | 205 | * |
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| 206 | * If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array |
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| 207 | */ |
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| 208 | void VertexArrayModel::addTexCoor(float u, float v) |
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[3912] | 209 | { |
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[6769] | 210 | this->texCoords.push_back(Vector2D(u,v)); |
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[6010] | 211 | this->pModelInfo.numTexCoor++; |
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[3912] | 212 | } |
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| 213 | |
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[6310] | 214 | /** |
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| 215 | * @brief adds a new Color |
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| 216 | * @param r the Red Component of the VertexColor to add. |
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| 217 | * @param g the Green Component of the VertexColor to add. |
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| 218 | * @param b the Blue of the VertexColor to add. |
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| 219 | */ |
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| 220 | void VertexArrayModel::addColor(float r, float g, float b) |
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| 221 | { |
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[6453] | 222 | this->colors.push_back(Vector(r,g,b)); |
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[6310] | 223 | // FIXME |
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| 224 | } |
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[3186] | 225 | |
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[6310] | 226 | |
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[2842] | 227 | /** |
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[4836] | 228 | * adds a new Face |
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| 229 | * @param faceElemCount the number of Vertices to add to the Face. |
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| 230 | * @param type The information Passed with each Vertex |
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[3400] | 231 | */ |
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[6310] | 232 | void VertexArrayModel::addIndice(GLuint indice) |
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[3400] | 233 | { |
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[6310] | 234 | this->indices.push_back(indice); |
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[3400] | 235 | } |
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| 236 | |
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[4577] | 237 | |
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[3912] | 238 | /** |
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[6037] | 239 | * @brief Finalizes an Object. This can be done outside of the Class. |
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| 240 | */ |
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| 241 | void VertexArrayModel::finalize() |
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[3063] | 242 | { |
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| 243 | // finalize the Arrays |
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[6037] | 244 | this->newStripe(); |
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[3063] | 245 | } |
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| 246 | |
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[3916] | 247 | |
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| 248 | |
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[6310] | 249 | |
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[6010] | 250 | ///////////// |
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| 251 | // TESTING // |
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| 252 | ///////////// |
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[3916] | 253 | /** |
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[6310] | 254 | * @brief Includes a default model |
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| 255 | * |
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| 256 | * This will inject a Cube, because this is the most basic model. |
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| 257 | */ |
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| 258 | void VertexArrayModel::planeModel(float sizeX, float sizeY, unsigned int resolutionX, unsigned int resolutionY) |
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| 259 | { |
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| 260 | GLuint i, j; |
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| 261 | for (i = 0; i < resolutionY; i++) |
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| 262 | { |
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| 263 | for (j = 0; j < resolutionX; j++) |
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| 264 | { |
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[6766] | 265 | this->addVertex( ((float)i - (float)resolutionX/2.0)/(float)resolutionX * sizeX, |
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| 266 | 0.0, |
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| 267 | ((float)j - (float)resolutionY/2.0)/(float)resolutionY * sizeY); |
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[6310] | 268 | this->addNormal(0.0, 1, 0.0); |
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[6766] | 269 | this->addTexCoor((float)i/(float)resolutionX, (float)j/(float)resolutionY); |
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[6771] | 270 | this->addColor(1.0, 1.0, 1.0); |
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[6310] | 271 | } |
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| 272 | } |
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| 273 | |
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| 274 | for (i = 0; i < resolutionY-1; i++) |
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| 275 | { |
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| 276 | for (j = 0; j < resolutionX; j++) |
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| 277 | { |
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| 278 | this->addIndice( resolutionY*i + j ); |
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| 279 | this->addIndice( resolutionY*(i+1) + j ); |
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| 280 | } |
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| 281 | this->newStripe(); |
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| 282 | } |
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| 283 | } |
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| 284 | |
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| 285 | #include <cmath> |
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| 286 | |
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| 287 | /** |
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| 288 | * @brief builds a Triangle Stripped sphere |
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| 289 | * @param radius: radius |
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| 290 | * @param loops: the count of loops |
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| 291 | * @param segmentsPerLoop how many Segments per loop |
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[4791] | 292 | */ |
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[6310] | 293 | void VertexArrayModel::spiralSphere(const float radius, const unsigned int loops, const unsigned int segmentsPerLoop) |
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[4791] | 294 | { |
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[6310] | 295 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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| 296 | { |
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| 297 | float theta = 0; |
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| 298 | float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop; |
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| 299 | float sinTheta = std::sin(theta); |
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| 300 | float sinPhi = std::sin(phi); |
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| 301 | float cosTheta = std::cos(theta); |
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| 302 | float cosPhi = std::cos(phi); |
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| 303 | this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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| 304 | this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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| 305 | this->addTexCoor(0,0); /// FIXME |
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| 306 | this->addColor(.125,.436,.246); ///FIXME |
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| 307 | } |
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[6695] | 308 | |
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[6310] | 309 | for (unsigned int loopNumber = 0; loopNumber <= loops; ++loopNumber) |
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| 310 | { |
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| 311 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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[4796] | 312 | { |
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[6310] | 313 | float theta = (loopNumber * PI / loops) + ((PI * loopSegmentNumber) / (segmentsPerLoop * loops)); |
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| 314 | if (loopNumber == loops) |
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| 315 | { |
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| 316 | theta = PI; |
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| 317 | } |
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| 318 | float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop; |
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| 319 | float sinTheta = std::sin(theta); |
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| 320 | float sinPhi = std::sin(phi); |
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| 321 | float cosTheta = std::cos(theta); |
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| 322 | float cosPhi = std::cos(phi); |
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| 323 | this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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| 324 | this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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| 325 | this->addTexCoor(0,0); //FIXME |
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| 326 | this->addColor(.125,.436,.246); |
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[4796] | 327 | |
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| 328 | } |
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[6310] | 329 | } |
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[6695] | 330 | |
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[6310] | 331 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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| 332 | { |
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| 333 | this->addIndice(loopSegmentNumber); |
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| 334 | this->addIndice(segmentsPerLoop + loopSegmentNumber); |
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| 335 | } |
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[6695] | 336 | |
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[6310] | 337 | for (unsigned int loopNumber = 0; loopNumber < loops; ++loopNumber) |
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| 338 | { |
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| 339 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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[4793] | 340 | { |
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[6310] | 341 | this->addIndice( ((loopNumber + 1) * segmentsPerLoop) + loopSegmentNumber); |
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| 342 | this->addIndice( ((loopNumber + 2) * segmentsPerLoop) + loopSegmentNumber); |
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[4793] | 343 | } |
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[6310] | 344 | } |
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[2821] | 345 | } |
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[6310] | 346 | |
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| 347 | |
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| 348 | /** |
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| 349 | * @brief print out some nice debug information about this VertexArrayModel. |
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| 350 | */ |
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| 351 | void VertexArrayModel::debug() const |
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| 352 | { |
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| 353 | PRINT(0)("VertexArrayModel (%s): debug\n", this->getName()); |
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| 354 | PRINT(0)("Stripes: %d; Indices: %d; Vertices: %d; Normals %d; TextCoords %d; Colors %d\n", |
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| 355 | this->stripes.size(), |
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| 356 | this->indices.size(), |
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[6453] | 357 | this->vertices.size(), |
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| 358 | this->normals.size(), |
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[6769] | 359 | this->texCoords.size(), |
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[6453] | 360 | this->colors.size() ); |
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[6310] | 361 | for (GLuint i = 1; i < this->stripes.size(); ++i) |
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| 362 | { |
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| 363 | PRINT(0)("Stripe-%d (s:%d:e:%d):: ", i, this->stripes[i-1], this->stripes[i]); |
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| 364 | for (GLuint j = this->stripes[i-1] ; j < this->stripes[i]; j++) |
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| 365 | { |
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[6314] | 366 | PRINT(0)("->%d", this->indices[j]); |
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[6310] | 367 | } |
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| 368 | PRINT(0)("\n"); |
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| 369 | } |
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| 370 | } |
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