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 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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17 | |
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18 | #include "vertex_array_model.h" |
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19 | |
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20 | #include <stdarg.h> |
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21 | #include "debug.h" |
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22 | |
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23 | #include "tc.h" |
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24 | |
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25 | |
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26 | |
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27 | ///////////// |
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28 | /// MODEL /// |
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29 | ///////////// |
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30 | /** |
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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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36 | { |
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37 | this->setClassID(CL_MODEL, "VertexArrayModel"); |
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38 | |
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39 | this->newStripe(); |
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40 | } |
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41 | |
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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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52 | |
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53 | // importing the data to the new Model. |
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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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59 | this->addColor((float)i / (float)model.getVertexCount(), 0, 0); |
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60 | |
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61 | for (unsigned int i = 0; i < model.getNormalsCount()*3; i+=3) |
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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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65 | |
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66 | |
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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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78 | { |
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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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83 | } |
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84 | actcEndInput(tc); |
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85 | |
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86 | |
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87 | |
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88 | int prim; |
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89 | unsigned int v1, v2, v3; |
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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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94 | this->newStripe(); |
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95 | |
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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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110 | |
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111 | /** |
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112 | * @brief deletes a VertexArrayModel. |
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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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117 | { |
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118 | PRINTF(4)("Deleting VertexArrayModel %s\n", this->getCName()); |
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119 | } |
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120 | |
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121 | |
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122 | /** |
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123 | * @brief Draws the VertexArrayModels of all Groups. |
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124 | * |
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125 | * It does this by just calling the Lists that must have been created earlier. |
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126 | */ |
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127 | void VertexArrayModel::draw() const |
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128 | { |
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129 | PRINTF(4)("drawing 3D-VertexArrayModel %s\n", this->getCName()); |
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130 | glEnableClientState(GL_VERTEX_ARRAY ); |
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131 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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132 | glEnableClientState(GL_NORMAL_ARRAY ); |
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133 | glEnableClientState(GL_COLOR_ARRAY ); |
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134 | |
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135 | |
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136 | glVertexPointer(3, GL_FLOAT, 0, &this->vertices[0]); |
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137 | glNormalPointer(GL_FLOAT, 0, &this->normals[0]); |
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138 | glTexCoordPointer(2, GL_FLOAT, 0, &this->texCoords[0]); |
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139 | glColorPointer(3, GL_FLOAT, 0, &this->colors[0]); |
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140 | |
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141 | for (GLuint i = 1; i < this->stripes.size(); ++i) |
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142 | { |
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143 | glDrawElements( GL_TRIANGLE_STRIP, |
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144 | this->stripes[i] - this->stripes[i-1], |
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145 | GL_UNSIGNED_INT, |
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146 | &this->indices[this->stripes[i-1]] ); |
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147 | } |
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148 | } |
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149 | |
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150 | |
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151 | ////////// |
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152 | // MESH // |
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153 | ////////// |
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154 | /** |
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155 | * @brief generates a new Stripe in this Model |
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156 | */ |
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157 | void VertexArrayModel::newStripe() |
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158 | { |
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159 | // no stripes of size 0 |
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160 | if (this->stripes.empty() || this->indices.size() != this->stripes.back()) |
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161 | this->stripes.push_back(this->indices.size()); |
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162 | } |
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163 | |
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164 | |
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165 | /** |
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166 | * @brief parses a vertex-String |
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167 | * @param x the X-coordinate of the Vertex to add. |
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168 | * @param y the Y-coordinate of the Vertex to add. |
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169 | * @param z the Z-coordinate of the Vertex to add. |
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170 | */ |
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171 | void VertexArrayModel::addVertex(float x, float y, float z) |
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172 | { |
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173 | this->vertices.push_back(Vector(x,y,z)); |
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174 | this->pModelInfo.numVertices++; |
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175 | } |
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176 | |
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177 | |
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178 | /** |
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179 | * @brief adds a VertexNormal. |
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180 | * @param x The x coordinate of the Normal. |
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181 | * @param y The y coordinate of the Normal. |
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182 | * @param z The z coordinate of the Normal. |
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183 | * |
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184 | * If a vertexNormal line is found this function will inject it into the vertexNormal-Array |
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185 | */ |
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186 | void VertexArrayModel::addNormal(float x, float y, float z) |
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187 | { |
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188 | this->normals.push_back(Vector(x,y,z)); |
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189 | this->pModelInfo.numNormals++; |
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190 | } |
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191 | |
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192 | |
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193 | /** |
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194 | * @brief adds a Texture Coordinate |
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195 | * @param u The u coordinate of the TextureCoordinate. |
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196 | * @param v The y coordinate of the TextureCoordinate. |
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197 | * |
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198 | * If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array |
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199 | */ |
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200 | void VertexArrayModel::addTexCoor(float u, float v) |
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201 | { |
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202 | this->texCoords.push_back(Vector2D(u,v)); |
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203 | this->pModelInfo.numTexCoor++; |
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204 | } |
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205 | |
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206 | /** |
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207 | * @brief adds a new Color |
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208 | * @param r the Red Component of the VertexColor to add. |
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209 | * @param g the Green Component of the VertexColor to add. |
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210 | * @param b the Blue of the VertexColor to add. |
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211 | */ |
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212 | void VertexArrayModel::addColor(float r, float g, float b) |
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213 | { |
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214 | this->colors.push_back(Vector(r,g,b)); |
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215 | // FIXME |
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216 | } |
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217 | |
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218 | |
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219 | /** |
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220 | * adds a new Face |
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221 | * @param faceElemCount the number of Vertices to add to the Face. |
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222 | * @param type The information Passed with each Vertex |
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223 | */ |
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224 | void VertexArrayModel::addIndice(GLuint indice) |
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225 | { |
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226 | this->indices.push_back(indice); |
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227 | } |
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228 | |
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229 | |
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230 | /** |
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231 | * @brief Finalizes an Object. This can be done outside of the Class. |
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232 | */ |
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233 | void VertexArrayModel::finalize() |
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234 | { |
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235 | // finalize the Arrays |
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236 | this->newStripe(); |
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237 | } |
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238 | |
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239 | |
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240 | |
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241 | |
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242 | ///////////// |
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243 | // TESTING // |
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244 | ///////////// |
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245 | /** |
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246 | * @brief Includes a default model |
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247 | * |
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248 | * This will inject a Cube, because this is the most basic model. |
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249 | */ |
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250 | void VertexArrayModel::planeModel(float sizeX, float sizeY, unsigned int resolutionX, unsigned int resolutionY) |
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251 | { |
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252 | GLuint i, j; |
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253 | for (i = 0; i < resolutionY; i++) |
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254 | { |
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255 | for (j = 0; j < resolutionX; j++) |
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256 | { |
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257 | this->addVertex( ((float)i - (float)resolutionX/2.0)/(float)resolutionX * sizeX, |
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258 | 0.0, |
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259 | ((float)j - (float)resolutionY/2.0)/(float)resolutionY * sizeY); |
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260 | this->addNormal(0.0, 1, 0.0); |
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261 | this->addTexCoor((float)i/(float)resolutionX, (float)j/(float)resolutionY); |
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262 | this->addColor(1.0, 1.0, 1.0); |
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263 | } |
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264 | } |
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265 | |
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266 | for (i = 0; i < resolutionY-1; i++) |
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267 | { |
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268 | for (j = 0; j < resolutionX; j++) |
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269 | { |
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270 | this->addIndice( resolutionY*i + j ); |
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271 | this->addIndice( resolutionY*(i+1) + j ); |
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272 | } |
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273 | this->newStripe(); |
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274 | } |
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275 | } |
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276 | |
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277 | #include <cmath> |
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278 | |
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279 | /** |
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280 | * @brief builds a Triangle Stripped sphere |
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281 | * @param radius: radius |
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282 | * @param loops: the count of loops |
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283 | * @param segmentsPerLoop how many Segments per loop |
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284 | */ |
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285 | void VertexArrayModel::spiralSphere(const float radius, const unsigned int loops, const unsigned int segmentsPerLoop) |
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286 | { |
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287 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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288 | { |
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289 | float theta = 0; |
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290 | float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop; |
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291 | float sinTheta = std::sin(theta); |
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292 | float sinPhi = std::sin(phi); |
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293 | float cosTheta = std::cos(theta); |
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294 | float cosPhi = std::cos(phi); |
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295 | this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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296 | this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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297 | this->addTexCoor(0,0); /// FIXME |
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298 | this->addColor(.125,.436,.246); ///FIXME |
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299 | } |
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300 | |
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301 | for (unsigned int loopNumber = 0; loopNumber <= loops; ++loopNumber) |
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302 | { |
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303 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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304 | { |
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305 | float theta = (loopNumber * PI / loops) + ((PI * loopSegmentNumber) / (segmentsPerLoop * loops)); |
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306 | if (loopNumber == loops) |
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307 | { |
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308 | theta = PI; |
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309 | } |
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310 | float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop; |
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311 | float sinTheta = std::sin(theta); |
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312 | float sinPhi = std::sin(phi); |
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313 | float cosTheta = std::cos(theta); |
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314 | float cosPhi = std::cos(phi); |
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315 | this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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316 | this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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317 | this->addTexCoor(0,0); //FIXME |
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318 | this->addColor(.125,.436,.246); |
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319 | |
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320 | } |
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321 | } |
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322 | |
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323 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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324 | { |
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325 | this->addIndice(loopSegmentNumber); |
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326 | this->addIndice(segmentsPerLoop + loopSegmentNumber); |
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327 | } |
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328 | |
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329 | for (unsigned int loopNumber = 0; loopNumber < loops; ++loopNumber) |
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330 | { |
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331 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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332 | { |
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333 | this->addIndice( ((loopNumber + 1) * segmentsPerLoop) + loopSegmentNumber); |
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334 | this->addIndice( ((loopNumber + 2) * segmentsPerLoop) + loopSegmentNumber); |
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335 | } |
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336 | } |
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337 | } |
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338 | |
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339 | |
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340 | /** |
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341 | * @brief print out some nice debug information about this VertexArrayModel. |
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342 | */ |
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343 | void VertexArrayModel::debug() const |
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344 | { |
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345 | PRINT(0)("VertexArrayModel (%s): debug\n", this->getCName()); |
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346 | PRINT(0)("Stripes: %d; Indices: %d; Vertices: %d; Normals %d; TextCoords %d; Colors %d\n", |
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347 | this->stripes.size(), |
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348 | this->indices.size(), |
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349 | this->vertices.size(), |
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350 | this->normals.size(), |
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351 | this->texCoords.size(), |
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352 | this->colors.size() ); |
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353 | for (GLuint i = 1; i < this->stripes.size(); ++i) |
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354 | { |
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355 | PRINT(0)("Stripe-%d (s:%d:e:%d):: ", i, this->stripes[i-1], this->stripes[i]); |
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356 | for (GLuint j = this->stripes[i-1] ; j < this->stripes[i]; j++) |
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357 | { |
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358 | PRINT(0)("->%d", this->indices[j]); |
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359 | } |
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360 | PRINT(0)("\n"); |
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361 | } |
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362 | } |
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