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Changeset 9830 in orxonox.OLD for branches/new_class_id


Ignore:
Timestamp:
Sep 26, 2006, 2:54:38 PM (18 years ago)
Author:
bensch
Message:

orxonox/new_class_id: Static Model splitted up into Data and Logic part

Location:
branches/new_class_id/src
Files:
6 edited

Legend:

Unmodified
Added
Removed
  • branches/new_class_id/src/lib/graphics/importer/objModel.cc

    r9715 r9830  
    4040  this->objPath = "./";
    4141
    42   this->scaleFactor = scaling;
     42  this->setScaleFactor(scaling);
    4343
    4444  this->importFile (fileName);
  • branches/new_class_id/src/lib/graphics/importer/static_model.cc

    r9715 r9830  
    2626
    2727
    28 ////////////////////
    29 /// SUB-Elements ///
    30 ////////////////////
    31 /**
    32  * @brief creates a new ModelFaceElement
    33  */
    34 ModelFaceElement::ModelFaceElement()
    35 {
    36   this->vertexNumber = -1;
    37   this->normalNumber = -1;
    38   this->texCoordNumber = -1;
    39 
    40   this->next = NULL;
    41 }
    42 
    43 /**
    44  * @brief destroys a ModelFaceElement
    45  */
    46 ModelFaceElement::~ModelFaceElement()
    47 {
    48   if (this->next)
    49     delete this->next;
    50 }
    51 
    52 /**
    53  * @brief creates a new ModelFace
    54  */
    55 ModelFace::ModelFace()
    56 {
    57   this->vertexCount = 0;
    58 
    59   this->firstElem = NULL;
    60 
    61   this->material = NULL;
    62 
    63   this->next = NULL;
    64 }
    65 
    66 /**
    67  *  deletes a ModelFace
    68 */
    69 ModelFace::~ModelFace()
    70 {
    71   PRINTF(5)("Cleaning up Face\n");
    72 
    73   if (this->firstElem != NULL)
    74     delete this->firstElem;
    75 
    76   if (this->next != NULL)
    77     delete this->next;
    78 }
    79 
    80 /**
    81  * @brief Creates a new ModelGroup
    82  */
    83 ModelGroup::ModelGroup()
    84 {
    85   PRINTF(4)("Adding new Group\n");
    86   this->name = "";
    87   this->faceMode = -1;
    88   this->faceCount = 0;
    89   this->next = NULL;
    90   this->listNumber = 0;
    91   this->indices = NULL;
    92 
    93   this->firstFace = new ModelFace;
    94   this->currentFace = this->firstFace;
    95 }
    96 
    97 /**
    98  * @brief deletes a ModelGroup
    99  */
    100 ModelGroup::~ModelGroup()
    101 {
    102   PRINTF(5)("Cleaning up group\n");
    103   if (this->firstFace != NULL)
    104     delete this->firstFace;
    105 
    106   // deleting the glList
    107   if (this->listNumber != 0)
    108     glDeleteLists(this->listNumber, 1);
    109 
    110   if (this->next !=NULL)
    111     delete this->next;
    112 
    113 }
    114 
    115 /**
    116  * @brief cleans up a ModelGroup
    117  *
    118  * actually does the same as the delete Operator, but does not delete the predecessing group
    119  */
    120 void ModelGroup::cleanup()
    121 {
    122   PRINTF(5)("Cleaning up group\n");
    123   if (this->firstFace)
    124     delete this->firstFace;
    125   this->firstFace = NULL;
    126   if (this->next)
    127     this->next->cleanup();
    128 }
    129 
    130 
    131 
    132 
    13328/////////////
    13429/// MODEL ///
     
    14237 */
    14338StaticModel::StaticModel(const std::string& modelName)
     39  : data(new StaticModelData(modelName))
    14440{
    14541  this->registerObject(this, StaticModel::_objectList);
    14642  PRINTF(4)("new 3D-Model is being created\n");
    14743  this->setName(modelName);
    148 
    149   this->finalized = false;
    150 
    151   // setting the start group;
    152   this->currentGroup = this->firstGroup = new ModelGroup;
    153   this->groupCount = 0;
    154   this->faceCount = 0;
    155 
    156   this->scaleFactor = 1.0f;
    15744}
    15845
     
    16552{
    16653  PRINTF(4)("Deleting Model ");
    167   if (!this->getName().empty())
    168   {
    169     PRINT(4)("%s\n", this->getCName());
    170   }
    171   else
    172   {
    173     PRINT(4)("\n");
    174   }
    175   this->cleanup();
    176 
    177   PRINTF(5)("Deleting display Lists.\n");
    178   delete this->firstGroup;
    179 
    180   // deleting the MaterialList
    181   PRINTF(5)("Deleting Materials.\n");
    182 
    183   //! @todo do we really have to delete this material??
    184   std::list<ModelMaterial*>::iterator modMat;
    185   for(modMat = this->materialList.begin(); modMat != this->materialList.end(); modMat++)
    186   {
    187     if (!(*modMat)->external)
    188       delete (*modMat)->material;
    189     delete (*modMat);
    190   }
    19154
    19255  // mark this stuff as beeing deleted
     
    19457  this->pModelInfo.pNormals = NULL;
    19558  this->pModelInfo.pTexCoor = NULL;
     59  this->pModelInfo.pTriangles = NULL;
    19660}
    19761
     
    20165void StaticModel::finalize()
    20266{
    203   // this creates the display List.
    204   this->importToDisplayList();
    205   this->buildTriangleList();
     67  data->finalize();
    20668
    20769  // write out the modelInfo data used for the collision detection!
    208   this->pModelInfo.pVertices = &this->vertices[0];
    209   this->pModelInfo.pNormals = &this->normals[0];
    210   this->pModelInfo.pTexCoor = &this->vTexture[0];
     70  this->pModelInfo.pVertices = &this->data->getVertices()[0];
     71  this->pModelInfo.numVertices = this->data->getVertices().size();
     72  this->pModelInfo.pNormals = &this->data->getNormals()[0];
     73  this->pModelInfo.numNormals = this->data->getNormals().size();
     74  this->pModelInfo.pTexCoor = &this->data->getTexCoords()[0];
     75  this->pModelInfo.numTexCoor = this->data->getTexCoords().size();
    21176
    212   this->finalized = true;
    213 }
    214 
    215 /**
    216  * @brief rebuild the Model from the Information we got.
    217  */
    218 void StaticModel::rebuild()
    219 {
    220   PRINTF(3)("Rebuilding Model '%s'\n", this->getCName());
    221   this->finalize();
    222 }
    223 
    224 //////////
    225 // DRAW //
    226 //////////
    227 /**
    228  * @brief Draws the Models of all Groups.
    229  *
    230  * It does this by just calling the Lists that must have been created earlier.
    231  */
    232 void StaticModel::draw () const
    233 {
    234   PRINTF(4)("drawing the 3D-Models\n");
    235   ModelGroup* tmpGroup = this->firstGroup;
    236   while (tmpGroup != NULL)
    237   {
    238     PRINTF(5)("Drawing model %s\n", tmpGroup->name.c_str());
    239     glCallList (tmpGroup->listNumber);
    240     tmpGroup = tmpGroup->next;
    241   }
    242 }
    243 
    244 
    245 /**
    246  * @brief Draws the Model number groupNumber
    247  * @param groupNumber The number of the group that will be displayed.
    248  *
    249  * It does this by just calling the List that must have been created earlier.
    250  */
    251 void StaticModel::draw (int groupNumber) const
    252 {
    253   if (unlikely(groupNumber >= this->groupCount))
    254   {
    255     PRINTF(2)("You requested model number %i, but this File only contains of %i Models.\n", groupNumber-1, this->groupCount);
    256     return;
    257   }
    258   PRINTF(4)("drawing the requested 3D-Models if found.\n");
    259   ModelGroup* tmpGroup = this->firstGroup;
    260   int counter = 0;
    261   while (tmpGroup != NULL)
    262   {
    263     if (counter == groupNumber)
    264     {
    265       PRINTF(4)("Drawing model number %i named %s\n", counter, tmpGroup->name.c_str());
    266       glCallList (tmpGroup->listNumber);
    267       return;
    268     }
    269     ++counter;
    270     tmpGroup = tmpGroup->next;
    271   }
    272   PRINTF(2)("Model number %i in %s not Found.\n", groupNumber, this->getCName());
    273   return;
    274 }
    275 
    276 
    277 /**
    278  * @brief Draws the Model with a specific groupName
    279  * @param groupName The name of the group that will be displayed.
    280  *
    281  * It does this by just calling the List that must have been created earlier.
    282  */
    283 void StaticModel::draw (const std::string& groupName) const
    284 {
    285   PRINTF(4)("drawing the requested 3D-Models if found.\n");
    286   ModelGroup* tmpGroup = this->firstGroup;
    287   while (tmpGroup != NULL)
    288   {
    289     if (tmpGroup->name == groupName)
    290     {
    291       PRINTF(4)("Drawing model %s\n", tmpGroup->name.c_str());
    292       glCallList (tmpGroup->listNumber);
    293       return;
    294     }
    295     tmpGroup = tmpGroup->next;
    296   }
    297   PRINTF(2)("Model Named %s in %s not Found.\n", groupName.c_str(), this->getCName());
    298   return;
    299 }
    300 
    301 //////////
    302 // INIT //
    303 //////////
    304 
    305 /**
    306  * @brief finalizes an Model.
    307  *
    308  * This funcion is needed, to delete all the Lists, and arrays that are no more
    309  * needed because they are already imported into openGL.
    310  * This will be applied at the end of the importing Process.
    311 */
    312 bool StaticModel::cleanup()
    313 {
    314   PRINTF(4)("cleaning up the 3D-Model to save Memory.\n");
    315   this->firstGroup->cleanup();
    316   return true;
    317 }
    318 
    319 //////////
    320 // MESH //
    321 //////////
    322 /**
    323  * @brief adds a new Material to the Material List
    324  * @param material the Material to add
    325  * @returns the added material
    326  *
    327  * this also tells this Model, that all the Materials are handled externally
    328  * with this option set the Materials will not be deleted with the Model.
    329  */
    330 Material* StaticModel::addMaterial(Material* material)
    331 {
    332   if (material == NULL)
    333     return NULL;
    334   ModelMaterial* modMat = new ModelMaterial;
    335   modMat->external = true;
    336   modMat->material = material;
    337   this->materialList.push_back(modMat);
    338   return modMat->material;
    339 }
    340 
    341 /**
    342  * @brief adds a new Material to the Material List
    343  * @param materialName the name of the Material to add
    344  * @returns the added material
    345  */
    346 Material* StaticModel::addMaterial(const std::string& materialName)
    347 {
    348   ModelMaterial* modMat = new ModelMaterial;
    349   modMat->external = false;
    350   modMat->material = new Material(materialName);
    351 
    352   // adding material to the List of materials
    353   this->materialList.push_back(modMat);
    354   return modMat->material;
    355 }
    356 
    357 /**
    358  * @brief finds a Material by its name and returns it
    359  * @param materialName the Name of the material to search for.
    360  * @returns the Material if found, NULL otherwise
    361  */
    362 Material* StaticModel::findMaterialByName(const std::string& materialName)
    363 {
    364   std::list<ModelMaterial*>::iterator modMat;
    365   for  (modMat = this->materialList.begin(); modMat != this->materialList.end(); modMat++)
    366     if (materialName == (*modMat)->material->getName())
    367       return (*modMat)->material;
    368   return NULL;
    369 }
    370 
    371 /**
    372  * @brief parses a group String
    373  * @param groupString the new Group to create
    374  *
    375  * This function initializes a new Group.
    376  * With it you should be able to create Models with more than one SubModel inside
    377  */
    378 bool StaticModel::addGroup(const std::string& groupString)
    379 {
    380   PRINTF(5)("Read Group: %s.\n", groupString.c_str());
    381   if (this->groupCount != 0 && this->currentGroup->faceCount > 0)
    382   {
    383     // finalizeGroup(currentGroup);
    384     this->currentGroup = this->currentGroup->next = new ModelGroup;
    385   }
    386   // setting the group name if not default.
    387   if (groupString == "default")
    388   {
    389     this->currentGroup->name = groupString;
    390   }
    391   ++this->groupCount;
    392   return true;
    393 }
    394 
    395 /**
    396  * @brief parses a vertex-String
    397  * @param vertexString The String that will be parsed.
    398  *
    399  *  If a vertex line is found this function will inject it into the vertex-Array
    400  */
    401 bool StaticModel::addVertex (const std::string& vertexString)
    402 {
    403   float subbuffer1;
    404   float subbuffer2;
    405   float subbuffer3;
    406   sscanf (vertexString.c_str(), "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3);
    407   this->vertices.push_back(subbuffer1*scaleFactor);
    408   this->vertices.push_back(subbuffer2*scaleFactor);
    409   this->vertices.push_back(subbuffer3*scaleFactor);
    410   this->pModelInfo.numVertices++;
    411   return true;
    412 }
    413 
    414 /**
    415  * @brief parses a vertex-String
    416  * @param x the X-coordinate of the Vertex to add.
    417  * @param y the Y-coordinate of the Vertex to add.
    418  * @param z the Z-coordinate of the Vertex to add.
    419  */
    420 bool StaticModel::addVertex(float x, float y, float z)
    421 {
    422   PRINTF(5)("reading in a vertex: %f %f %f\n", x, y, z);
    423   this->vertices.push_back(x*scaleFactor);
    424   this->vertices.push_back(y*scaleFactor);
    425   this->vertices.push_back(z*scaleFactor);
    426   this->pModelInfo.numVertices++;
    427   return true;
    428 }
    429 
    430 /**
    431  * @brief parses a vertexNormal-String
    432  * @param normalString The String that will be parsed.
    433  *
    434  * If a vertexNormal line is found this function will inject it into the vertexNormal-Array
    435  */
    436 bool StaticModel::addVertexNormal (const std::string& normalString)
    437 {
    438   float subbuffer1;
    439   float subbuffer2;
    440   float subbuffer3;
    441   sscanf (normalString.c_str(), "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3);
    442   this->normals.push_back(subbuffer1);
    443   this->normals.push_back(subbuffer2);
    444   this->normals.push_back(subbuffer3);
    445   this->pModelInfo.numNormals++;
    446   return true;
    447 }
    448 
    449 /**
    450  * @brief adds a VertexNormal.
    451  * @param x The x coordinate of the Normal.
    452  * @param y The y coordinate of the Normal.
    453  * @param z The z coordinate of the Normal.
    454  *
    455  * If a vertexNormal line is found this function will inject it into the vertexNormal-Array
    456  */
    457 bool StaticModel::addVertexNormal(float x, float y, float z)
    458 {
    459   PRINTF(5)("found vertex-Normal %f, %f, %f\n", x, y, z);
    460   this->normals.push_back(x);
    461   this->normals.push_back(y);
    462   this->normals.push_back(z);
    463   this->pModelInfo.numNormals++;
    464   return true;
    465 }
    466 
    467 /**
    468  * @brief parses a vertexTextureCoordinate-String
    469  * @param vTextureString The String that will be parsed.
    470  *
    471  * If a vertexTextureCoordinate line is found,
    472  * this function will inject it into the vertexTexture-Array
    473  *
    474  * !! WARNING THIS IS DIFFERNT FROM addVervexTexture(float, float); because it changes the second entry to 1-v !!
    475  */
    476 bool StaticModel::addVertexTexture (const std::string& vTextureString)
    477 {
    478   float subbuffer1;
    479   float subbuffer2;
    480   sscanf (vTextureString.c_str(), "%f %f", &subbuffer1, &subbuffer2);
    481   this->vTexture.push_back(subbuffer1);
    482   this->vTexture.push_back(1 - subbuffer2);
    483   this->pModelInfo.numTexCoor++;
    484   return true;
    485 }
    486 
    487 /**
    488  * @brief adds a Texture Coordinate
    489  * @param u The u coordinate of the TextureCoordinate.
    490  * @param v The y coordinate of the TextureCoordinate.
    491  *
    492  * If a TextureCoordinate line is found this function will
    493  *  inject it into the TextureCoordinate-Array
    494  */
    495 bool StaticModel::addVertexTexture(float u, float v)
    496 {
    497   PRINTF(5)("found vertex-Texture %f, %f\n", u, v);
    498   this->vTexture.push_back(u);
    499   this->vTexture.push_back(v);
    500   this->pModelInfo.numTexCoor++;
    501   return true;
    502 }
    503 
    504 /**
    505  * @brief parses a face-string
    506  * @param faceString The String that will be parsed.
    507  *
    508  * If a face line is found this function will add it to the glList.
    509  *
    510  * String is different from the argument addFace,
    511  * in this, that the first Vertex/Normal/Texcoord is 1 instead of 0
    512  *
    513  * @TODO make it std::string conform
    514  */
    515 bool StaticModel::addFace (const std::string& faceStringInput)
    516 {
    517   const char* faceString = faceStringInput.c_str();
    518   if (this->currentGroup->faceCount >0)
    519     this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace;
    520 
    521   ModelFaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new ModelFaceElement;
    522   tmpElem->next = NULL;
    523   while(strcmp (faceString, "\0"))
    524   {
    525     if (this->currentGroup->currentFace->vertexCount>0)
    526       tmpElem = tmpElem->next = new ModelFaceElement;
    527     tmpElem->next = NULL;
    528 
    529     char tmpValue [50];
    530     int tmpLen;
    531     char* vertex = NULL;
    532     char* texture = NULL;
    533     char* normal = NULL;
    534 
    535     sscanf (faceString, "%s", tmpValue);
    536     tmpLen = strlen(tmpValue);
    537     vertex = tmpValue;
    538 
    539     if ((texture = strstr (vertex, "/")) != NULL)
    540     {
    541       texture[0] = '\0';
    542       texture ++;
    543 
    544       if ((normal = strstr (texture, "/")) !=NULL)
    545       {
    546         normal[0] = '\0';
    547         normal ++;
    548       }
    549     }
    550     if (vertex)
    551       tmpElem->vertexNumber = atoi(vertex)-1;
    552     if (texture)
    553       tmpElem->texCoordNumber = atoi(texture)-1;
    554     if (normal)
    555       tmpElem->normalNumber = atoi(normal)-1;
    556 
    557     faceString += tmpLen;
    558     if (strcmp (faceString, "\0"))
    559       faceString++;
    560     this->currentGroup->currentFace->vertexCount++;
    561   }
    562 
    563   this->currentGroup->faceCount += this->currentGroup->currentFace->vertexCount -2;
    564   this->faceCount += this->currentGroup->currentFace->vertexCount -2;
    565   return true;
     77  this->pModelInfo.pTriangles = this->data->getTrianglesExt();
     78  this->pModelInfo.numTriangles = this->data->getTriangles().size();
    56679}
    56780
     
    57386bool StaticModel::addFace(int faceElemCount, VERTEX_FORMAT type, ...)
    57487{
    575   if (this->currentGroup->faceCount > 0)
    576     this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace;
    577 
    578   ModelFaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new ModelFaceElement;
    579 
    58088  va_list itemlist;
    58189  va_start (itemlist, type);
    582 
    583   for (int i = 0; i < faceElemCount; i++)
    584   {
    585     if (this->currentGroup->currentFace->vertexCount > 0)
    586       tmpElem = tmpElem->next = new ModelFaceElement;
    587 
    588     tmpElem->vertexNumber = va_arg (itemlist, int);
    589     if (type & TEXCOORD)
    590       tmpElem->texCoordNumber = va_arg (itemlist, int);
    591     if (type & NORMAL)
    592       tmpElem->normalNumber = va_arg(itemlist, int);
    593     this->currentGroup->currentFace->vertexCount++;
    594   }
     90  bool retVal = this->data->addFace(faceElemCount, type, itemlist);
    59591  va_end(itemlist);
    596 
    597   this->currentGroup->faceCount += this->currentGroup->currentFace->vertexCount - 2;
    598   this->faceCount += this->currentGroup->currentFace->vertexCount -2;
    599   return true;
    600 }
    601 
    602 /**
    603  * Function that selects a material, if changed in the obj file.
    604  * @param matString the Material that will be set.
    605 */
    606 bool StaticModel::setMaterial(const std::string& matString)
    607 {
    608   if (this->currentGroup->faceCount > 0)
    609     this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace;
    610 
    611   this->currentGroup->currentFace->material = this->findMaterialByName(matString);
    612 
    613   if (this->currentGroup->faceCount == 0)
    614     this->currentGroup->faceCount++;
    615   return true;
    616 }
    617 
    618 /**
    619  * Function that selects a material, if changed in the obj file.
    620  * @param mtl the Material that will be set.
    621 */
    622 bool StaticModel::setMaterial(Material* mtl)
    623 {
    624   if (this->currentGroup->faceCount > 0)
    625     this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace;
    626 
    627   this->currentGroup->currentFace->material = mtl;
    628 
    629   if (this->currentGroup->faceCount == 0)
    630     this->currentGroup->faceCount++;
    631   return true;
    632 }
    633 
    634 /**
    635  * @brief A routine that is able to create normals.
    636  *
    637  * The algorithm does the following:
    638  * 1. It calculates creates Vectors for each normale, and sets them to zero.
    639  * 2. It then Walks through a) all the Groups b) all the Faces c) all the FaceElements
    640  * 3. It searches for a points two neighbours per Face, takes Vecotrs to them calculates FaceNormals and adds it to the Points Normal.
    641  * 4. It goes through all the normale-Points and calculates the VertexNormale and includes it in the normals-Array.
    642  */
    643 bool StaticModel::buildVertexNormals ()
    644 {
    645   PRINTF(4)("Normals are being calculated.\n");
    646 
    647   Vector* normArray = new Vector [vertices.size()/3];
    648   for (unsigned int i=0; i<vertices.size()/3;i++)
    649     normArray[i] = Vector(.0,.0,.0);
    650 
    651   Vector prevV;
    652   Vector nextV;
    653   Vector curV;
    654 
    655   ModelGroup* tmpGroup = firstGroup;
    656   while (tmpGroup != NULL)
    657   {
    658     ModelFace* tmpFace = tmpGroup->firstFace;
    659     while (tmpFace != NULL)
    660     {
    661       if (tmpFace->firstElem != NULL)
    662       {
    663         ModelFaceElement* firstElem = tmpFace->firstElem;
    664         ModelFaceElement* prevElem;
    665         ModelFaceElement* curElem = firstElem;
    666         ModelFaceElement* nextElem;
    667         ModelFaceElement* lastElem;
    668         // 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.
    669         while (curElem != NULL)
    670         {
    671           prevElem = curElem;
    672           curElem = curElem->next;
    673         }
    674         lastElem = prevElem;
    675 
    676         curElem = firstElem;
    677         for (unsigned int j = 0; j < tmpFace->vertexCount; j++)
    678         {
    679           if (!(nextElem = curElem->next))
    680             nextElem = firstElem;
    681           curElem->normalNumber = curElem->vertexNumber;
    682 
    683           curV = Vector (this->vertices[curElem->vertexNumber*3],
    684                          this->vertices[curElem->vertexNumber*3+1],
    685                          this->vertices[curElem->vertexNumber*3+2]);
    686 
    687           prevV = Vector (this->vertices[prevElem->vertexNumber*3],
    688                           this->vertices[prevElem->vertexNumber*3+1],
    689                           this->vertices[prevElem->vertexNumber*3+2]) - curV;
    690 
    691           nextV = Vector (this->vertices[nextElem->vertexNumber*3],
    692                           this->vertices[nextElem->vertexNumber*3+1],
    693                           this->vertices[nextElem->vertexNumber*3+2]) - curV;
    694           normArray[curElem->vertexNumber] = normArray[curElem->vertexNumber] + nextV.cross(prevV);
    695 
    696           prevElem = curElem;
    697           curElem = curElem->next;
    698         }
    699       }
    700       tmpFace = tmpFace->next;
    701     }
    702     tmpGroup = tmpGroup->next;
    703   }
    704 
    705   for (unsigned int i=0; i < this->vertices.size()/3;i++)
    706   {
    707     normArray[i].normalize();
    708     PRINTF(5)("Found Normale number %d: (%f; %f, %f).\n", i, normArray[i].x, normArray[i].y, normArray[i].z);
    709 
    710     this->addVertexNormal(normArray[i].x, normArray[i].y, normArray[i].z);
    711 
    712   }
    713   delete[] normArray;
    714   return true;
    715 }
    716 
    717 ////////////
    718 // openGL //
    719 ////////////
    720 /**
    721  *  reads and includes the Faces/Materials into the openGL state Machine
    722 */
    723 bool StaticModel::importToDisplayList()
    724 {
    725   // finalize the Arrays
    726   if (normals.size() == 0) // vertices-Array must be built for this
    727     this->buildVertexNormals();
    728 
    729   this->currentGroup = this->firstGroup;
    730 
    731   while (this->currentGroup != NULL)
    732   {
    733 
    734     // creating a glList for the Group
    735     if ((this->currentGroup->listNumber = glGenLists(1)) == 0)
    736     {
    737       PRINTF(2)("glList could not be created for this Model\n");
    738       return false;
    739     }
    740     glNewList (this->currentGroup->listNumber, GL_COMPILE);
    741 
    742     // Putting Faces to GL
    743     ModelFace* tmpFace = this->currentGroup->firstFace;
    744     while (tmpFace != NULL)
    745     {
    746       if (tmpFace->vertexCount == 0 && tmpFace->material != NULL)
    747       {
    748         if (this->currentGroup->faceMode != -1)
    749           glEnd();
    750         this->currentGroup->faceMode = 0;
    751         if (tmpFace->material != NULL)
    752         {
    753           tmpFace->material->select();
    754           PRINTF(5)("using material %s for coming Faces.\n", tmpFace->material->getCName());
    755         }
    756       }
    757 
    758       else if (tmpFace->vertexCount == 3)
    759       {
    760         if (this->currentGroup->faceMode != 3)
    761         {
    762           if (this->currentGroup->faceMode != -1)
    763             glEnd();
    764           glBegin(GL_TRIANGLES);
    765         }
    766 
    767         this->currentGroup->faceMode = 3;
    768         PRINTF(5)("found triag.\n");
    769       }
    770 
    771       else if (tmpFace->vertexCount == 4)
    772       {
    773         if (this->currentGroup->faceMode != 4)
    774         {
    775           if (this->currentGroup->faceMode != -1)
    776             glEnd();
    777           glBegin(GL_QUADS);
    778         }
    779         this->currentGroup->faceMode = 4;
    780         PRINTF(5)("found quad.\n");
    781       }
    782 
    783       else if (tmpFace->vertexCount > 4)
    784       {
    785         if (this->currentGroup->faceMode != -1)
    786           glEnd();
    787         glBegin(GL_POLYGON);
    788         PRINTF(5)("Polygon with %i faces found.", tmpFace->vertexCount);
    789         this->currentGroup->faceMode = tmpFace->vertexCount;
    790       }
    791 
    792       ModelFaceElement* tmpElem = tmpFace->firstElem;
    793       while (tmpElem != NULL)
    794       {
    795         //      PRINTF(2)("%s\n", tmpElem->value);
    796         this->addGLElement(tmpElem);
    797         tmpElem = tmpElem->next;
    798       }
    799       tmpFace = tmpFace->next;
    800     }
    801     glEnd();
    802     glEndList();
    803 
    804     this->currentGroup = this->currentGroup->next;
    805   }
    806   return true;
    807 }
    808 
    809 
    810 /**
    811  *  builds an array of triangles, that can later on be used for obb separation and octree separation
    812  */
    813 bool StaticModel::buildTriangleList()
    814 {
    815   if( unlikely(this->pModelInfo.pTriangles != NULL))
    816     return true;
    817   /* make sure, that all the arrays are finalized */
    818   if( normals.size() == 0) // vertices-Array must be built for this
    819     this->buildVertexNormals();
    820 
    821   int                index = 0;                   //!< the counter for the triangle array
    822   ModelFaceElement*  tmpElem;       //!< the temporary faceelement reference
    823   ModelFace*         tmpFace;              //!< the temporary face referece
    824 
    825   bool warned = false;
    826 
    827   this->pModelInfo.numTriangles = 0;
    828 
    829   /* count the number of triangles */
    830   /* now iterate through all groups and build up the triangle list */
    831   this->currentGroup = this->firstGroup;
    832   while( this->currentGroup != NULL)
    833   {
    834     tmpFace = this->currentGroup->firstFace;
    835     while( tmpFace != NULL)
    836     {
    837       /* if its a triangle just add it to the list */
    838       if( tmpFace->vertexCount == 3){
    839         ++this->pModelInfo.numTriangles;
    840       } /* if the polygon is a quad */
    841       else if( tmpFace->vertexCount == 4) {
    842         this->pModelInfo.numTriangles += 2;
    843       }
    844       else if( tmpFace->vertexCount > 4) {
    845         if (!warned)        {
    846           PRINTF(2)("This model (%s) got over 4 vertices per face <=> conflicts in the CD engine!\n", this->getCName());
    847           warned = true;
    848         }
    849       }
    850       tmpFace = tmpFace->next;
    851     }
    852     this->currentGroup = this->currentGroup->next;
    853   }
    854 
    855   PRINTF(3)("got %i triangles, %i vertices\n", this->pModelInfo.numTriangles, this->pModelInfo.numVertices);
    856 
    857 
    858   /* write MODELINFO structure */
    859 
    860   /* allocate memory for the new triangle structures */
    861   if( (this->pModelInfo.pTriangles = new sTriangleExt[this->pModelInfo.numTriangles]) == NULL)
    862   {
    863     PRINTF(1)("Could not allocate memory for triangle list\n");
    864     return false;
    865   }
    866 
    867   /* now iterate through all groups and build up the triangle list */
    868   this->currentGroup = this->firstGroup;
    869   while( this->currentGroup != NULL)
    870   {
    871     tmpFace = this->currentGroup->firstFace;
    872     while( tmpFace != NULL)
    873     {
    874       tmpElem = tmpFace->firstElem;
    875 
    876       /* if its a triangle just add it to the list */
    877       if( tmpFace->vertexCount == 3)
    878       {
    879         for( int j = 0; j < 3; ++j)
    880         {
    881           this->pModelInfo.pTriangles[index].indexToVertices[j] = (unsigned int)tmpElem->vertexNumber * 3 ;
    882           this->pModelInfo.pTriangles[index].indexToNormals[j] = (unsigned int)tmpElem->normalNumber * 3 ;
    883           this->pModelInfo.pTriangles[index].indexToTexCoor[j] = (unsigned int)tmpElem->texCoordNumber * 3 ;
    884           tmpElem = tmpElem->next;
    885 
    886         }
    887         ++index;
    888       } /* if the polygon is a quad */
    889       else if( tmpFace->vertexCount == 4)
    890       {
    891 
    892         this->pModelInfo.pTriangles[index].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber * 3;
    893         this->pModelInfo.pTriangles[index].indexToNormals[0] = (unsigned int)tmpElem->normalNumber * 3;
    894         this->pModelInfo.pTriangles[index].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber * 3;
    895 
    896         this->pModelInfo.pTriangles[index + 1].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber * 3;
    897         this->pModelInfo.pTriangles[index + 1].indexToNormals[0] = (unsigned int)tmpElem->normalNumber * 3;
    898         this->pModelInfo.pTriangles[index + 1].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber * 3;
    899         tmpElem = tmpElem->next;
    900 
    901         this->pModelInfo.pTriangles[index].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber * 3;
    902         this->pModelInfo.pTriangles[index].indexToNormals[1] = (unsigned int)tmpElem->normalNumber * 3;
    903         this->pModelInfo.pTriangles[index].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber * 3;
    904         tmpElem = tmpElem->next;
    905 
    906         this->pModelInfo.pTriangles[index].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber * 3;
    907         this->pModelInfo.pTriangles[index].indexToNormals[2] = (unsigned int)tmpElem->normalNumber * 3;
    908         this->pModelInfo.pTriangles[index].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber * 3;
    909 
    910         this->pModelInfo.pTriangles[index + 1].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber * 3;
    911         this->pModelInfo.pTriangles[index + 1].indexToNormals[2] = (unsigned int)tmpElem->normalNumber * 3;
    912         this->pModelInfo.pTriangles[index + 1].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber * 3;
    913         tmpElem = tmpElem->next;
    914 
    915         this->pModelInfo.pTriangles[index + 1].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber * 3;
    916         this->pModelInfo.pTriangles[index + 1].indexToNormals[1] = (unsigned int)tmpElem->normalNumber * 3;
    917         this->pModelInfo.pTriangles[index + 1].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber * 3;
    918 
    919         index += 2;
    920       }
    921       tmpFace = tmpFace->next;
    922     }
    923     this->currentGroup = this->currentGroup->next;
    924   }
    925   return true;
    926 }
    927 
    928 
    929 /**
    930  *  Adds a Face-element (one vertex of a face) with all its information.
    931  * @param elem The FaceElement to add to the OpenGL-environment.
    932 
    933    It does this by searching:
    934    1. The Vertex itself
    935    2. The VertexNormale
    936    3. The VertexTextureCoordinate
    937    merging this information, the face will be drawn.
    938 */
    939 bool StaticModel::addGLElement (ModelFaceElement* elem)
    940 {
    941   PRINTF(5)("importing grafical Element to openGL.\n");
    942 
    943   if (elem->texCoordNumber > -1)
    944   {
    945     if (likely((unsigned int)elem->texCoordNumber < this->pModelInfo.numTexCoor))
    946       glTexCoord2fv(&this->vTexture[0] + elem->texCoordNumber * 2);
    947     else
    948       PRINTF(2)("TextureCoordinate %d is not in the List (max: %d)\nThe Model might be incomplete\n",
    949                 elem->texCoordNumber, this->pModelInfo.numTexCoor);
    950   }
    951   if (elem->normalNumber > -1)
    952   {
    953     if (likely((unsigned int)elem->normalNumber < this->pModelInfo.numNormals))
    954       glNormal3fv(&this->normals[0] + elem->normalNumber * 3);
    955     else
    956       PRINTF(2)("Normal %d is not in the List (max: %d)\nThe Model might be incomplete",
    957                 elem->normalNumber, this->pModelInfo.numNormals);
    958   }
    959   if (elem->vertexNumber > -1)
    960   {
    961     if (likely((unsigned int)elem->vertexNumber < this->pModelInfo.numVertices))
    962       glVertex3fv(&this->vertices[0]+ elem->vertexNumber * 3);
    963     else
    964       PRINTF(2)("Vertex %d is not in the List (max: %d)\nThe Model might be incomplete",
    965                 elem->vertexNumber, this->pModelInfo.numVertices);
    966   }
    967 
    968   return true;
     92  return retVal;
    96993}
    97094
    97195/**
    97296 *  Includes a default model
    973 
    974    This will inject a Cube, because this is the most basic model.
    975 */
     97 *
     98 * This will inject a Cube, because this is the most basic model.
     99 */
    976100void StaticModel::cubeModel()
    977101{
  • branches/new_class_id/src/lib/graphics/importer/static_model.h

    r9806 r9830  
    1111#include "material.h"
    1212#include <vector>
    13 
    14 // definition of different modes for setting up Faces
    15 #define VERTEX 0       //!< If Faces are created WITH Vertex-Coordinate
    16 #define NORMAL 1       //!< If Faces are created WITH Normals (otherwise autocalculate)
    17 #define TEXCOORD 2     //!< If Faces are created WITH TextureCoordinate
    18 
    19 //! an enumerator for VERTEX_FORMAT
    20 typedef enum VERTEX_FORMAT {
    21   VERTEX_ONLY = VERTEX,
    22   VERTEX_NORMAL = NORMAL,
    23   VERTEX_TEXCOORD = TEXCOORD,
    24   VERTEX_TEXCOORD_NORMAL = NORMAL | TEXCOORD
    25 };
    26 
    27 ////////////////////
    28 /// SUB-ELEMENTS ///
    29 ////////////////////
    30 //! This is the placeholder of one Vertex beloning to a Face.
    31 class ModelFaceElement
    32 {
    33  public:
    34   ModelFaceElement();
    35   ~ModelFaceElement();
    36 
    37   int                 vertexNumber;         //!< The number of the Vertex out of the Array* vertices, this vertex points to.
    38   int                 normalNumber;         //!< The number of the Normal out of the Array* normals, this vertex points to.
    39   int                 texCoordNumber;       //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to.
    40 
    41   ModelFaceElement*   next;                 //!< Point to the next FaceElement in this List.
    42 };
    43 
    44 //! This is the placeholder of a Face belonging to a Group of Faces.
    45 class ModelFace
    46 {
    47  public:
    48   ModelFace();
    49   ~ModelFace();
    50 
    51   unsigned int        vertexCount;     //!< The Count of vertices this Face has.
    52   ModelFaceElement*   firstElem;       //!< Points to the first Vertex (FaceElement) of this Face.
    53   Material*           material;        //!< The Material to use.
    54 
    55   ModelFace*          next;            //!< Pointer to the next Face.
    56 };
    57 
    58 //! Group to handle multiple Models per obj-file.
    59 class ModelGroup
    60 {
    61  public:
    62   ModelGroup();
    63   ~ModelGroup();
    64 
    65   void cleanup();
    66 
    67   std::string  name;           //!< the Name of the Group. this is an identifier, that can be accessed via the draw (std::string name) function.
    68   GLubyte*     indices;        //!< The indices of the Groups. Needed for vertex-arrays
    69   GLuint       listNumber;     //!< The number of the GL-List this Group gets.
    70   ModelFace*   firstFace;      //!< The first Face in this group.
    71   ModelFace*   currentFace;    //!< The current Face in this Group (the one we are currently working with.)
    72   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...
    73   int          faceCount;      //!< The Number of Faces this Group holds.
    74 
    75   ModelGroup*  next;           //!< Pointer to the next Group.
    76 };
    77 
    78 struct ModelMaterial
    79 {
    80   Material* material;
    81   bool external;
    82 };
     13#include "static_model_data.h"
    8314
    8415/////////////
     
    9728  virtual ~StaticModel();
    9829
    99   virtual void draw() const;
    100   void draw(int groupNumber) const;
    101   void draw(const std::string& groupName) const;
     30  virtual void draw() const { data->draw(); };
     31  void draw(int groupNumber) const { data->draw(groupNumber); };
     32  void draw(const std::string& groupName) const { data->draw(groupName); };
    10233
    103   void rebuild();
     34  void rebuild() { data->rebuild(); };
    10435
    105   Material* addMaterial(Material* material);
    106   Material* addMaterial(const std::string& materialName);
     36  Material* addMaterial(Material* material) { return data->addMaterial(material); };
     37  Material* addMaterial(const std::string& materialName) { return data->addMaterial(materialName); };
    10738
    108   bool addGroup(const std::string& groupString);
     39  bool addGroup(const std::string& groupString) { return data->addGroup(groupString); };
    10940
    110   bool addVertex(const std::string& vertexString);
    111   bool addVertex(float x, float y, float z);
     41  bool addVertex(const std::string& vertexString) { return data->addVertex(vertexString); };
     42  bool addVertex(float x, float y, float z) { return data->addVertex(x, y, z); };
    11243
    113   bool addFace(const std::string& faceString);
     44  bool addFace(const std::string& faceString) { return data->addFace(faceString); };
    11445  bool addFace(int faceElemCount, VERTEX_FORMAT type, ...);
    11546
    116   bool addVertexNormal(const std::string& normalString);
    117   bool addVertexNormal(float x, float y, float z);
     47  bool addVertexNormal(const std::string& normalString) { return this->data->addVertexNormal(normalString); };
     48  bool addVertexNormal(float x, float y, float z) { return this->data->addVertexNormal(x,y,z); };
    11849
    119   bool addVertexTexture(const std::string& vTextureString);
    120   bool addVertexTexture(float u, float v);
     50  bool addVertexTexture(const std::string& vTextureString) { return this->data->addVertexTexture(vTextureString); };
     51  bool addVertexTexture(float u, float v) { return this->data->addVertexTexture(u, v); };
    12152
    122   bool setMaterial(const std::string& mtlString);
    123   bool setMaterial(Material* mtl);
     53  bool setMaterial(const std::string& mtlString) { return data->setMaterial(mtlString); };
     54  bool setMaterial(Material* mtl) { return data->setMaterial(mtl);};
    12455
    12556  void finalize();
    12657
     58  inline void setScaleFactor(float scaleFactor) { this->data->setScaleFactor(scaleFactor); };
     59  float getScaleFactor() const { return data->getScaleFactor(); }
    12760
    12861 protected:
    12962  void cubeModel();
    13063
    131   Material* findMaterialByName(const std::string& materialName);
    132 
    133  protected:
    134   float            scaleFactor;     //!< The Factor with which the Model should be scaled. @todo maybe one wants to scale the Model after Initialisation
    135 
    13664 private:
    137   bool buildVertexNormals();
    138 
    139   bool importToDisplayList();
    140   bool buildTriangleList();
    141 
    142   bool addGLElement(ModelFaceElement* elem);
    143 
    144   bool cleanup();
    145 
    146  private:
    147   bool                       finalized;       //!< Sets the Object to be finalized.
    148 
    149   unsigned int               faceCount;       //!< A modelwide Counter for the faces
    150 
    151   std::vector<GLfloat>       vertices;        //!< The Array that handles the Vertices.
    152   std::vector<GLfloat>       normals;         //!< The Array that handles the Normals.
    153   std::vector<GLfloat>       vTexture;        //!< The Array that handles the VertexTextureCoordinates.
    154 
    155   ModelGroup*                firstGroup;      //!< The first of all groups.
    156   ModelGroup*                currentGroup;    //!< The currentGroup. this is the one we will work with.
    157   int                        groupCount;      //!< The Count of Groups.
    158 
    159   std::list<ModelMaterial*>  materialList;    //!< A list for all the Materials in this Model
     65   StaticModelData::Pointer         data;
    16066};
    16167
  • branches/new_class_id/src/lib/graphics/importer/static_model_data.cc

    r9829 r9830  
    555555 * @param type The information Passed with each Vertex
    556556*/
    557 bool StaticModelData::addFace(int faceElemCount, VERTEX_FORMAT type, ...)
     557bool StaticModelData::addFace(int faceElemCount, VERTEX_FORMAT type, va_list args)
    558558{
    559559  if (this->currentGroup->faceCount > 0)
     
    562562  ModelFaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new ModelFaceElement;
    563563
    564   va_list itemlist;
    565   va_start (itemlist, type);
    566 
    567564  for (int i = 0; i < faceElemCount; i++)
    568565  {
     
    570567      tmpElem = tmpElem->next = new ModelFaceElement;
    571568
    572     tmpElem->vertexNumber = va_arg (itemlist, int);
     569    tmpElem->vertexNumber = va_arg (args, int);
    573570    if (type & TEXCOORD)
    574       tmpElem->texCoordNumber = va_arg (itemlist, int);
     571      tmpElem->texCoordNumber = va_arg (args, int);
    575572    if (type & NORMAL)
    576       tmpElem->normalNumber = va_arg(itemlist, int);
     573      tmpElem->normalNumber = va_arg(args, int);
    577574    this->currentGroup->currentFace->vertexCount++;
    578575  }
    579   va_end(itemlist);
    580576
    581577  this->currentGroup->faceCount += this->currentGroup->currentFace->vertexCount - 2;
     
    846842
    847843  /* allocate memory for the new triangle structures */
    848   this->triangles.reserve(numTriangles);
     844  this->triangles.resize(numTriangles);
    849845
    850846  /* now iterate through all groups and build up the triangle list */
     
    951947  return true;
    952948}
    953 
    954 /**
    955  *  Includes a default model
    956 
    957    This will inject a Cube, because this is the most basic model.
    958 */
    959 void StaticModelData::cubeModel()
    960 {
    961   this->addVertex (-0.5, -0.5, 0.5);
    962   this->addVertex (0.5, -0.5, 0.5);
    963   this->addVertex (-0.5, 0.5, 0.5);
    964   this->addVertex (0.5, 0.5, 0.5);
    965   this->addVertex (-0.5, 0.5, -0.5);
    966   this->addVertex (0.5, 0.5, -0.5);
    967   this->addVertex (-0.5, -0.5, -0.5);
    968   this->addVertex (0.5, -0.5, -0.5);
    969 
    970   this->addVertexTexture (0.0, 0.0);
    971   this->addVertexTexture (1.0, 0.0);
    972   this->addVertexTexture (0.0, 1.0);
    973   this->addVertexTexture (1.0, 1.0);
    974   this->addVertexTexture (0.0, 2.0);
    975   this->addVertexTexture (1.0, 2.0);
    976   this->addVertexTexture (0.0, 3.0);
    977   this->addVertexTexture (1.0, 3.0);
    978   this->addVertexTexture (0.0, 4.0);
    979   this->addVertexTexture (1.0, 4.0);
    980   this->addVertexTexture (2.0, 0.0);
    981   this->addVertexTexture (2.0, 1.0);
    982   this->addVertexTexture (-1.0, 0.0);
    983   this->addVertexTexture (-1.0, 1.0);
    984 
    985   this->addVertexNormal (0.0, 0.0, 1.0);
    986   this->addVertexNormal (0.0, 0.0, 1.0);
    987   this->addVertexNormal (0.0, 0.0, 1.0);
    988   this->addVertexNormal (0.0, 0.0, 1.0);
    989   this->addVertexNormal (0.0, 1.0, 0.0);
    990   this->addVertexNormal (0.0, 1.0, 0.0);
    991   this->addVertexNormal (0.0, 1.0, 0.0);
    992   this->addVertexNormal (0.0, 1.0, 0.0);
    993   this->addVertexNormal (0.0, 0.0, -1.0);
    994   this->addVertexNormal (0.0, 0.0, -1.0);
    995   this->addVertexNormal (0.0, 0.0, -1.0);
    996   this->addVertexNormal (0.0, 0.0, -1.0);
    997   this->addVertexNormal (0.0, -1.0, 0.0);
    998   this->addVertexNormal (0.0, -1.0, 0.0);
    999   this->addVertexNormal (0.0, -1.0, 0.0);
    1000   this->addVertexNormal (0.0, -1.0, 0.0);
    1001   this->addVertexNormal (1.0, 0.0, 0.0);
    1002   this->addVertexNormal (1.0, 0.0, 0.0);
    1003   this->addVertexNormal (1.0, 0.0, 0.0);
    1004   this->addVertexNormal (1.0, 0.0, 0.0);
    1005   this->addVertexNormal (-1.0, 0.0, 0.0);
    1006   this->addVertexNormal (-1.0, 0.0, 0.0);
    1007   this->addVertexNormal (-1.0, 0.0, 0.0);
    1008   this->addVertexNormal (-1.0, 0.0, 0.0);
    1009 
    1010   this->addFace (4, VERTEX_TEXCOORD_NORMAL, 0,0,0, 1,1,1, 3,3,2, 2,2,3);
    1011   this->addFace (4, VERTEX_TEXCOORD_NORMAL, 2,2,4, 3,3,5, 5,5,6, 4,4,7);
    1012   this->addFace (4, VERTEX_TEXCOORD_NORMAL, 4,4,8, 5,5,9, 7,7,10, 6,6,11);
    1013   this->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,6,12, 7,7,13, 1,9,14, 0,8,15);
    1014   this->addFace (4, VERTEX_TEXCOORD_NORMAL, 1,1,16, 7,10,17, 5,11,18, 3,3,19);
    1015   this->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,12,20, 0,0,21, 2,2,22, 4,13,23);
    1016 }
  • branches/new_class_id/src/lib/graphics/importer/static_model_data.h

    r9829 r9830  
    44 */
    55
    6 #ifndef _STATIC_MODEL_H
    7 #define _STATIC_MODEL_H
     6#ifndef _STATIC_MODEL_DATA_H
     7#define _STATIC_MODEL_DATA_H
    88
    99#include "model.h"
     
    1111#include "material.h"
    1212#include <vector>
     13#include "count_pointer.h"
     14
    1315
    1416// definition of different modes for setting up Faces
     
    3133class ModelFaceElement
    3234{
    33  public:
     35public:
    3436  ModelFaceElement();
    3537  ~ModelFaceElement();
     
    4547class ModelFace
    4648{
    47  public:
     49public:
    4850  ModelFace();
    4951  ~ModelFace();
     
    5961class ModelGroup
    6062{
    61  public:
     63public:
    6264  ModelGroup();
    6365  ~ModelGroup();
     
    9496  ObjectListDeclaration(StaticModelData);
    9597  public:
     98    typedef CountPointer<StaticModelData> Pointer;
     99
     100  public:
    96101  StaticModelData(const std::string& modelName = "");
    97102  virtual ~StaticModelData();
    98103
    99   virtual void draw() const;
     104  void draw() const;
    100105  void draw(int groupNumber) const;
    101106  void draw(const std::string& groupName) const;
     
    108113  bool addGroup(const std::string& groupString);
    109114
     115  void setScaleFactor(float scaleFactor) { this->scaleFactor = scaleFactor; };
     116
    110117  bool addVertex(const std::string& vertexString);
    111118  bool addVertex(float x, float y, float z);
    112119
    113120  bool addFace(const std::string& faceString);
    114   bool addFace(int faceElemCount, VERTEX_FORMAT type, ...);
     121  bool addFace(int faceElemCount, VERTEX_FORMAT type, va_list args);
    115122
    116123  bool addVertexNormal(const std::string& normalString);
     
    126133
    127134
    128  protected:
    129   void cubeModel();
     135  const std::vector<GLfloat>& getVertices() const { return this->vertices; };
     136  const std::vector<GLfloat>& getNormals() const { return this->normals; };
     137  const std::vector<GLfloat>& getTexCoords() const { return this->vTexture; };
     138  const std::vector<sTriangleExt>& getTriangles() const { return this->triangles; };
     139  ///! HACK SOLUTION sTriangleExt should be const in the modelInfo.
     140  sTriangleExt* getTrianglesExt() { return &this->triangles[0]; };
    130141
     142  float getScaleFactor() const  { return scaleFactor; }
     143
     144protected:
    131145  Material* findMaterialByName(const std::string& materialName);
    132146
    133  protected:
    134   float            scaleFactor;     //!< The Factor with which the Model should be scaled. @todo maybe one wants to scale the Model after Initialisation
    135 
    136  private:
     147private:
    137148  bool buildVertexNormals();
    138149
     
    144155  bool cleanup();
    145156
    146  private:
     157private:
    147158  bool                       finalized;       //!< Sets the Object to be finalized.
     159
     160  float                      scaleFactor;     //!< The Factor with which the Model should be scaled. @todo maybe one wants to scale the Model after Initialisation
    148161
    149162  unsigned int               faceCount;       //!< A modelwide Counter for the faces
     
    162175};
    163176
    164 #endif
     177#endif /* _STATIC_MODEL_DATA_H */
  • branches/new_class_id/src/world_entities/weapons/fps_sniper_rifle.cc

    r9716 r9830  
    183183
    184184  this->material->select();
    185   static_cast<StaticModel*>(this->getModel())->draw();
     185  this->getModel()->draw();
     186  //static_cast<StaticModel*>(this->getModel())->draw();
    186187
    187188  glPopMatrix();
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