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source: orxonox.OLD/trunk/src/lib/graphics/importer/vertex_array_model.cc @ 6788

Last change on this file since 6788 was 6771, checked in by bensch, 19 years ago

Water is better now (but still quite Bad)

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
17
18#include "vertex_array_model.h"
19
20#include "stdlibincl.h"
21#include <stdarg.h>
22
23#include "tc.h"
24
25using namespace std;
26
27/////////////
28/// MODEL ///
29/////////////
30/**
31 * @brief Creates a 3D-VertexArrayModel.
32 *
33 * assigns it a Name and a Type
34 */
35VertexArrayModel::VertexArrayModel()
36{
37  this->setClassID(CL_MODEL, "VertexArrayModel");
38
39  this->newStripe();
40}
41
42/**
43 * @brief special copy constructor for converting Models to VertexArray-Stripes
44 * @param model the Model to produce a VertexArray model from.
45 *
46 * Code that uses Brad Granthams
47 * excelent TC-code for generating stripes out of a mix of ModelCoordinates.
48 */
49VertexArrayModel::VertexArrayModel(const Model& model)
50{
51  this->setClassID(CL_MODEL, "VertexArrayModel");
52
53  // importing the data to the new Model.
54  this->newStripe();
55
56  for (unsigned int i = 0; i < model.getVertexCount()*3; i+=3)
57    this->addVertex(model.getVertexArray()[i], model.getVertexArray()[i+1], model.getVertexArray()[i+2]);
58  for (unsigned int i = 0; i < model.getVertexCount()*3; i+=3)
59    this->addColor((float)i / (float)model.getVertexCount(), 0, 0);
60
61  for (unsigned int i = 0; i < model.getNormalsCount()*3; i+=3)
62     this->addNormal(model.getNormalsArray()[i], model.getNormalsArray()[i+1], model.getNormalsArray()[i+2]);
63  for (unsigned int i = 0; i < model.getTexCoordCount(); i+=2)
64     this->addTexCoor(model.getTexCoordArray()[i], model.getTexCoordArray()[i+1]);
65
66
67  // The acTC object generating this Model. //
68  ACTCData *tc;
69  tc = actcNew();
70  if(tc == NULL) {
71    /* memory allocation failed */
72    /* print error here and exit or whatever */
73  }
74
75  // inputing the data of model to the tc
76  actcBeginInput(tc);
77  for(unsigned int i = 0; i < model.getTriangleCount(); i++)
78  {
79      actcAddTriangle(tc,
80                      model.getTriangles()[i].indexToVertices[0],
81                      model.getTriangles()[i].indexToVertices[1],
82                      model.getTriangles()[i].indexToVertices[2]);
83  }
84  actcEndInput(tc);
85
86
87
88  int prim;
89  unsigned int v1, v2, v3;
90
91  actcBeginOutput(tc);
92  while((prim = actcStartNextPrim(tc, &v1, &v2) != ACTC_DATABASE_EMPTY))
93  {
94    this->newStripe();
95
96    this->addIndice(v1);
97    this->addIndice(v2);
98    /* start a primitive of type "prim" with v1 and v2 */
99    while(actcGetNextVert(tc, &v3) != ACTC_PRIM_COMPLETE)
100    {
101      /* continue primitive using v3 */
102      this->addIndice(v3);
103    }
104  }
105  actcEndOutput(tc);
106
107  this->finalize();
108}
109
110
111/**
112 * @brief deletes a VertexArrayModel.
113 *
114 * Looks if any from model allocated space is still in use, and if so deleted it.
115 */
116VertexArrayModel::~VertexArrayModel()
117{
118  PRINTF(4)("Deleting VertexArrayModel ");
119  if (this->getName())
120  {
121    PRINT(4)("%s\n", this->getName());
122  }
123  else
124  {
125    PRINT(4)("\n");
126  }
127}
128
129
130/**
131 * @brief Draws the VertexArrayModels of all Groups.
132 *
133 * It does this by just calling the Lists that must have been created earlier.
134 */
135void VertexArrayModel::draw() const
136{
137  PRINTF(4)("drawing 3D-VertexArrayModel %s\n", this->getName());
138  glEnableClientState(GL_VERTEX_ARRAY );
139  glEnableClientState(GL_TEXTURE_COORD_ARRAY );
140  glEnableClientState(GL_NORMAL_ARRAY );
141  glEnableClientState(GL_COLOR_ARRAY );
142
143
144  glVertexPointer(3, GL_FLOAT, 0, &this->vertices[0]);
145  glNormalPointer(GL_FLOAT, 0, &this->normals[0]);
146  glTexCoordPointer(2, GL_FLOAT, 0, &this->texCoords[0]);
147  glColorPointer(3, GL_FLOAT, 0, &this->colors[0]);
148
149  for (GLuint i = 1; i < this->stripes.size(); ++i)
150    {
151      glDrawElements( GL_TRIANGLE_STRIP,
152                      this->stripes[i] - this->stripes[i-1],
153                      GL_UNSIGNED_INT,
154                      &this->indices[this->stripes[i-1]] );
155    }
156}
157
158
159//////////
160// MESH //
161//////////
162/**
163 * @brief generates a new Stripe in this Model
164 */
165void VertexArrayModel::newStripe()
166{
167  // no stripes of size 0
168  if (this->stripes.empty() || this->indices.size() != this->stripes.back())
169    this->stripes.push_back(this->indices.size());
170}
171
172
173/**
174 * @brief parses a vertex-String
175 * @param x the X-coordinate of the Vertex to add.
176 * @param y the Y-coordinate of the Vertex to add.
177 * @param z the Z-coordinate of the Vertex to add.
178 */
179void VertexArrayModel::addVertex(float x, float y, float z)
180{
181  this->vertices.push_back(Vector(x,y,z));
182  this->pModelInfo.numVertices++;
183}
184
185
186/**
187 * @brief adds a VertexNormal.
188 * @param x The x coordinate of the Normal.
189 * @param y The y coordinate of the Normal.
190 * @param z The z coordinate of the Normal.
191 *
192 * If a vertexNormal line is found this function will inject it into the vertexNormal-Array
193 */
194void VertexArrayModel::addNormal(float x, float y, float z)
195{
196  this->normals.push_back(Vector(x,y,z));
197  this->pModelInfo.numNormals++;
198}
199
200
201/**
202 * @brief adds a Texture Coordinate
203 * @param u The u coordinate of the TextureCoordinate.
204 * @param v The y coordinate of the TextureCoordinate.
205 *
206 *  If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array
207 */
208void VertexArrayModel::addTexCoor(float u, float v)
209{
210  this->texCoords.push_back(Vector2D(u,v));
211  this->pModelInfo.numTexCoor++;
212}
213
214/**
215 * @brief adds a new Color
216 * @param r the Red Component of the VertexColor to add.
217 * @param g the Green Component of the VertexColor to add.
218 * @param b the Blue of the VertexColor to add.
219 */
220void VertexArrayModel::addColor(float r, float g, float b)
221{
222  this->colors.push_back(Vector(r,g,b));
223  // FIXME
224}
225
226
227/**
228 *  adds a new Face
229 * @param faceElemCount the number of Vertices to add to the Face.
230 * @param type The information Passed with each Vertex
231*/
232void VertexArrayModel::addIndice(GLuint indice)
233{
234  this->indices.push_back(indice);
235}
236
237
238/**
239 * @brief Finalizes an Object. This can be done outside of the Class.
240 */
241void VertexArrayModel::finalize()
242{
243  // finalize the Arrays
244  this->newStripe();
245}
246
247
248
249
250/////////////
251// TESTING //
252/////////////
253/**
254* @brief Includes a default model
255*
256* This will inject a Cube, because this is the most basic model.
257*/
258void VertexArrayModel::planeModel(float sizeX, float sizeY, unsigned int resolutionX, unsigned int resolutionY)
259{
260  GLuint i, j;
261  for (i = 0; i < resolutionY; i++)
262    {
263      for (j = 0; j < resolutionX; j++)
264        {
265          this->addVertex( ((float)i - (float)resolutionX/2.0)/(float)resolutionX * sizeX,
266                            0.0,
267                            ((float)j - (float)resolutionY/2.0)/(float)resolutionY * sizeY);
268          this->addNormal(0.0, 1, 0.0);
269          this->addTexCoor((float)i/(float)resolutionX, (float)j/(float)resolutionY);
270          this->addColor(1.0, 1.0, 1.0);
271        }
272    }
273
274  for (i = 0; i < resolutionY-1; i++)
275  {
276    for (j = 0; j < resolutionX; j++)
277    {
278      this->addIndice( resolutionY*i + j );
279      this->addIndice( resolutionY*(i+1) + j );
280    }
281    this->newStripe();
282  }
283}
284
285#include <cmath>
286
287/**
288 * @brief builds a Triangle Stripped sphere
289 * @param radius: radius
290 * @param loops: the count of loops
291 * @param segmentsPerLoop how many Segments per loop
292 */
293void VertexArrayModel::spiralSphere(const float radius, const unsigned int loops, const unsigned int segmentsPerLoop)
294{
295  for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
296  {
297    float theta = 0;
298    float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop;
299    float sinTheta = std::sin(theta);
300    float sinPhi = std::sin(phi);
301    float cosTheta = std::cos(theta);
302    float cosPhi = std::cos(phi);
303    this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
304    this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
305    this->addTexCoor(0,0); /// FIXME
306    this->addColor(.125,.436,.246); ///FIXME
307  }
308
309  for (unsigned int loopNumber = 0; loopNumber <= loops; ++loopNumber)
310  {
311    for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
312    {
313      float theta = (loopNumber * PI / loops) + ((PI * loopSegmentNumber) / (segmentsPerLoop * loops));
314      if (loopNumber == loops)
315      {
316        theta = PI;
317      }
318      float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop;
319      float sinTheta = std::sin(theta);
320      float sinPhi = std::sin(phi);
321      float cosTheta = std::cos(theta);
322      float cosPhi = std::cos(phi);
323      this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
324      this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta);
325      this->addTexCoor(0,0); //FIXME
326      this->addColor(.125,.436,.246);
327
328    }
329  }
330
331  for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
332  {
333    this->addIndice(loopSegmentNumber);
334    this->addIndice(segmentsPerLoop + loopSegmentNumber);
335  }
336
337  for (unsigned int loopNumber = 0; loopNumber < loops; ++loopNumber)
338  {
339    for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber)
340    {
341      this->addIndice( ((loopNumber + 1) * segmentsPerLoop) + loopSegmentNumber);
342      this->addIndice( ((loopNumber + 2) * segmentsPerLoop) + loopSegmentNumber);
343    }
344  }
345}
346
347
348/**
349 * @brief print out some nice debug information about this VertexArrayModel.
350 */
351void VertexArrayModel::debug() const
352{
353  PRINT(0)("VertexArrayModel (%s): debug\n", this->getName());
354  PRINT(0)("Stripes: %d; Indices: %d; Vertices: %d; Normals %d; TextCoords %d; Colors %d\n",
355            this->stripes.size(),
356            this->indices.size(),
357            this->vertices.size(),
358            this->normals.size(),
359            this->texCoords.size(),
360            this->colors.size() );
361  for (GLuint i = 1; i < this->stripes.size(); ++i)
362  {
363    PRINT(0)("Stripe-%d (s:%d:e:%d):: ", i, this->stripes[i-1], this->stripes[i]);
364    for (GLuint j = this->stripes[i-1] ; j < this->stripes[i]; j++)
365    {
366      PRINT(0)("->%d", this->indices[j]);
367    }
368    PRINT(0)("\n");
369  }
370}
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