- Timestamp:
- Apr 21, 2005, 1:19:53 AM (20 years ago)
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orxonox/trunk/src/lib/graphics/importer/model.cc
r3911 r3912 100 100 } 101 101 102 ////////// 103 // DRAW // 104 ////////// 102 105 /** 103 106 \brief Draws the Models of all Groups. … … 180 183 } 181 184 185 ////////// 186 // INIT // 187 ////////// 182 188 /** 183 189 \brief sets a name to the Model … … 196 202 this->name = NULL; 197 203 } 204 198 205 /** 199 206 \brief initializes a new Group model … … 288 295 delete face->next; 289 296 } 290 291 } 292 297 } 293 298 294 299 /** … … 305 310 } 306 311 312 ////////// 313 // MESH // 314 ////////// 307 315 /** 308 316 \brief parses a group String … … 328 336 } 329 337 ++this->groupCount; 330 331 338 } 332 339 … … 360 367 this->vertices->addEntry(x*scaleFactor, y*scaleFactor, z*scaleFactor); 361 368 return true; 369 } 370 371 /** 372 \brief parses a vertexNormal-String 373 \param normalString The String that will be parsed. 374 375 If a vertexNormal line is found this function will inject it into the vertexNormal-Array 376 */ 377 bool Model::addVertexNormal (const char* normalString) 378 { 379 float subbuffer1; 380 float subbuffer2; 381 float subbuffer3; 382 sscanf (normalString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3); 383 PRINTF(5)("found vertex-Normal %f, %f, %f\n", &subbuffer1,&subbuffer2,&subbuffer3); 384 this->normals->addEntry(subbuffer1, subbuffer2, subbuffer3); 385 return true; 386 } 387 388 /** 389 \brief adds a VertexNormal. 390 \param x The x coordinate of the Normal. 391 \param y The y coordinate of the Normal. 392 \param z The z coordinate of the Normal. 393 394 If a vertexNormal line is found this function will inject it into the vertexNormal-Array 395 */ 396 bool Model::addVertexNormal(float x, float y, float z) 397 { 398 PRINTF(5)("found vertex-Normal %f, %f, %f\n", x, y, z); 399 this->normals->addEntry(x, y, z); 400 } 401 402 /** 403 \brief parses a vertexTextureCoordinate-String 404 \param vTextureString The String that will be parsed. 405 406 If a vertexTextureCoordinate line is found, 407 this function will inject it into the vertexTexture-Array 408 */ 409 bool Model::addVertexTexture (const char* vTextureString) 410 { 411 float subbuffer1; 412 float subbuffer2; 413 sscanf (vTextureString, "%f %f", &subbuffer1, &subbuffer2); 414 PRINTF(5)("found vertex-Texture %f, %f\n", &subbuffer1, &subbuffer2); 415 this->vTexture->addEntry(subbuffer1); 416 this->vTexture->addEntry(subbuffer2); 417 return true; 418 } 419 420 /** 421 \brief adds a Texture Coordinate 422 \param u The u coordinate of the TextureCoordinate. 423 \param v The y coordinate of the TextureCoordinate. 424 425 If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array 426 */ 427 bool Model::addVertexTexture(float u, float v) 428 { 429 PRINTF(5)("found vertex-Texture %f, %f\n", u, v); 430 this->vTexture->addEntry(u); 431 this->vTexture->addEntry(v); 362 432 } 363 433 … … 461 531 462 532 /** 463 \brief parses a vertexNormal-String464 \param normalString The String that will be parsed.465 466 If a vertexNormal line is found this function will inject it into the vertexNormal-Array467 */468 bool Model::addVertexNormal (const char* normalString)469 {470 float subbuffer1;471 float subbuffer2;472 float subbuffer3;473 sscanf (normalString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3);474 PRINTF(5)("found vertex-Normal %f, %f, %f\n", &subbuffer1,&subbuffer2,&subbuffer3);475 this->normals->addEntry(subbuffer1, subbuffer2, subbuffer3);476 return true;477 }478 479 /**480 \brief adds a VertexNormal.481 \param x The x coordinate of the Normal.482 \param y The y coordinate of the Normal.483 \param z The z coordinate of the Normal.484 485 If a vertexNormal line is found this function will inject it into the vertexNormal-Array486 */487 bool Model::addVertexNormal(float x, float y, float z)488 {489 PRINTF(5)("found vertex-Normal %f, %f, %f\n", x, y, z);490 this->normals->addEntry(x, y, z);491 }492 493 /**494 \brief parses a vertexTextureCoordinate-String495 \param vTextureString The String that will be parsed.496 497 If a vertexTextureCoordinate line is found,498 this function will inject it into the vertexTexture-Array499 */500 bool Model::addVertexTexture (const char* vTextureString)501 {502 float subbuffer1;503 float subbuffer2;504 sscanf (vTextureString, "%f %f", &subbuffer1, &subbuffer2);505 PRINTF(5)("found vertex-Texture %f, %f\n", &subbuffer1, &subbuffer2);506 this->vTexture->addEntry(subbuffer1);507 this->vTexture->addEntry(subbuffer2);508 return true;509 }510 511 /**512 \brief adds a Texture Coordinate513 \param u The u coordinate of the TextureCoordinate.514 \param v The y coordinate of the TextureCoordinate.515 516 If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array517 */518 bool Model::addVertexTexture(float u, float v)519 {520 PRINTF(5)("found vertex-Texture %f, %f\n", u, v);521 this->vTexture->addEntry(u);522 this->vTexture->addEntry(v);523 }524 525 /**526 533 \brief Function that selects a material, if changed in the obj file. 527 534 \param matString the Material that will be set. … … 555 562 } 556 563 564 /** 565 \brief A routine that is able to create normals. 566 567 The algorithm does the following: 568 1. It calculates creates Vectors for each normale, and sets them to zero. 569 2. It then Walks through a) all the Groups b) all the Faces c) all the FaceElements 570 3. It searches for a points two neighbours per Face, takes Vecotrs to them calculates FaceNormals and adds it to the Points Normal. 571 4. It goes through all the normale-Points and calculates the VertexNormale and includes it in the normals-Array. 572 */ 573 bool Model::buildVertexNormals () 574 { 575 576 PRINTF(4)("Normals are being calculated.\n"); 577 578 Vector* normArray = new Vector [vertices->getCount()/3]; 579 for (int i=0; i<vertices->getCount()/3;i++) 580 normArray[i] = Vector(.0,.0,.0); 581 582 int firstTouch; 583 int secondTouch; 584 Vector prevV; 585 Vector nextV; 586 Vector curV; 587 588 Group* tmpGroup = firstGroup; 589 while (tmpGroup) 590 { 591 Face* tmpFace = tmpGroup->firstFace; 592 while (tmpFace) 593 { 594 if (tmpFace->firstElem) 595 { 596 FaceElement* firstElem = tmpFace->firstElem; 597 FaceElement* prevElem; 598 FaceElement* curElem = firstElem; 599 FaceElement* nextElem; 600 FaceElement* lastElem; 601 // 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. 602 while (curElem) 603 { 604 prevElem = curElem; 605 curElem = curElem->next; 606 } 607 lastElem = prevElem; 608 609 curElem = firstElem; 610 for (int j=0; j<tmpFace->vertexCount; j++) 611 { 612 if (!(nextElem = curElem->next)) 613 nextElem = firstElem; 614 curElem->normalNumber = curElem->vertexNumber; 615 616 curV = Vector (vertices->getArray()[curElem->vertexNumber*3], vertices->getArray()[curElem->vertexNumber*3+1], vertices->getArray()[curElem->vertexNumber*3+2]); 617 prevV = Vector (vertices->getArray()[prevElem->vertexNumber*3], vertices->getArray()[prevElem->vertexNumber*3+1], vertices->getArray()[prevElem->vertexNumber*3+2]) - curV; 618 nextV = Vector (vertices->getArray()[nextElem->vertexNumber*3], vertices->getArray()[nextElem->vertexNumber*3+1], vertices->getArray()[nextElem->vertexNumber*3+2]) - curV; 619 normArray[curElem->vertexNumber] = normArray[curElem->vertexNumber] + nextV.cross(prevV); 620 621 prevElem = curElem; 622 curElem = curElem->next; 623 } 624 } 625 tmpFace = tmpFace->next; 626 } 627 tmpGroup = tmpGroup->next; 628 } 629 630 for (int i=0; i<vertices->getCount()/3;i++) 631 { 632 normArray[i].normalize(); 633 PRINTF(5)("Found Normale number %d: (%f; %f, %f).\n", i, normArray[i].x, normArray[i].y, normArray[i].z); 634 635 this->normals->addEntry(normArray[i].x, normArray[i].y, normArray[i].z); 636 637 } 638 delete []normArray; 639 } 640 641 //////////// 642 // openGL // 643 //////////// 557 644 /** 558 645 \brief reads and includes the Faces/Materials into the openGL state Machine … … 672 759 673 760 /** 674 \brief A routine that is able to create normals.675 676 The algorithm does the following:677 1. It calculates creates Vectors for each normale, and sets them to zero.678 2. It then Walks through a) all the Groups b) all the Faces c) all the FaceElements679 3. It searches for a points two neighbours per Face, takes Vecotrs to them calculates FaceNormals and adds it to the Points Normal.680 4. It goes through all the normale-Points and calculates the VertexNormale and includes it in the normals-Array.681 */682 bool Model::buildVertexNormals ()683 {684 685 PRINTF(4)("Normals are being calculated.\n");686 687 Vector* normArray = new Vector [vertices->getCount()/3];688 for (int i=0; i<vertices->getCount()/3;i++)689 normArray[i] = Vector(.0,.0,.0);690 691 int firstTouch;692 int secondTouch;693 Vector prevV;694 Vector nextV;695 Vector curV;696 697 Group* tmpGroup = firstGroup;698 while (tmpGroup)699 {700 Face* tmpFace = tmpGroup->firstFace;701 while (tmpFace)702 {703 if (tmpFace->firstElem)704 {705 FaceElement* firstElem = tmpFace->firstElem;706 FaceElement* prevElem;707 FaceElement* curElem = firstElem;708 FaceElement* nextElem;709 FaceElement* lastElem;710 // 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.711 while (curElem)712 {713 prevElem = curElem;714 curElem = curElem->next;715 }716 lastElem = prevElem;717 718 curElem = firstElem;719 for (int j=0; j<tmpFace->vertexCount; j++)720 {721 if (!(nextElem = curElem->next))722 nextElem = firstElem;723 curElem->normalNumber = curElem->vertexNumber;724 725 curV = Vector (vertices->getArray()[curElem->vertexNumber*3], vertices->getArray()[curElem->vertexNumber*3+1], vertices->getArray()[curElem->vertexNumber*3+2]);726 prevV = Vector (vertices->getArray()[prevElem->vertexNumber*3], vertices->getArray()[prevElem->vertexNumber*3+1], vertices->getArray()[prevElem->vertexNumber*3+2]) - curV;727 nextV = Vector (vertices->getArray()[nextElem->vertexNumber*3], vertices->getArray()[nextElem->vertexNumber*3+1], vertices->getArray()[nextElem->vertexNumber*3+2]) - curV;728 normArray[curElem->vertexNumber] = normArray[curElem->vertexNumber] + nextV.cross(prevV);729 730 prevElem = curElem;731 curElem = curElem->next;732 }733 }734 tmpFace = tmpFace->next;735 }736 tmpGroup = tmpGroup->next;737 }738 739 for (int i=0; i<vertices->getCount()/3;i++)740 {741 normArray[i].normalize();742 PRINTF(5)("Found Normale number %d: (%f; %f, %f).\n", i, normArray[i].x, normArray[i].y, normArray[i].z);743 744 this->normals->addEntry(normArray[i].x, normArray[i].y, normArray[i].z);745 746 }747 delete []normArray;748 749 }750 751 752 /**753 761 \brief Includes a default model 754 762
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