| 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 | 2005-07-06: (Patrick) added new function buildTriangleList() |
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| 16 | */ |
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| 17 | |
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| 18 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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| 19 | |
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| 20 | #include "model.h" |
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| 21 | |
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| 22 | #include "stdlibincl.h" |
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| 23 | #include <stdarg.h> |
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| 24 | |
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| 25 | #include "vector.h" |
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| 26 | #include "list.h" |
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| 27 | |
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| 28 | using namespace std; |
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| 29 | |
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| 30 | |
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| 31 | //////////////////// |
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| 32 | /// SUB-Elements /// |
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| 33 | //////////////////// |
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| 34 | /** |
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| 35 | * creates a new ModelFaceElement |
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| 36 | */ |
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| 37 | ModelFaceElement::ModelFaceElement() |
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| 38 | { |
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| 39 | this->vertexNumber = -1; |
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| 40 | this->normalNumber = -1; |
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| 41 | this->texCoordNumber = -1; |
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| 42 | |
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| 43 | this->next = NULL; |
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| 44 | } |
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| 45 | |
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| 46 | /** |
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| 47 | * destroys a ModelFaceElement |
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| 48 | */ |
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| 49 | ModelFaceElement::~ModelFaceElement() |
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| 50 | { |
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| 51 | if (this->next) |
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| 52 | delete this->next; |
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| 53 | } |
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| 54 | |
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| 55 | /** |
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| 56 | * creates a new ModelFace |
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| 57 | */ |
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| 58 | ModelFace::ModelFace() |
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| 59 | { |
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| 60 | this->vertexCount = 0; |
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| 61 | |
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| 62 | this->firstElem = NULL; |
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| 63 | |
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| 64 | this->material = NULL; |
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| 65 | |
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| 66 | this->next = NULL; |
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| 67 | } |
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| 68 | |
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| 69 | /** |
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| 70 | * deletes a ModelFace |
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| 71 | */ |
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| 72 | ModelFace::~ModelFace() |
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| 73 | { |
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| 74 | PRINTF(5)("Cleaning up Face\n"); |
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| 75 | |
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| 76 | if (this->firstElem != NULL) |
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| 77 | delete this->firstElem; |
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| 78 | |
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| 79 | if (this->next != NULL) |
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| 80 | delete this->next; |
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| 81 | } |
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| 82 | |
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| 83 | /** |
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| 84 | * Creates a new ModelGroup |
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| 85 | */ |
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| 86 | ModelGroup::ModelGroup() |
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| 87 | { |
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| 88 | PRINTF(4)("Adding new Group\n"); |
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| 89 | this->name = ""; |
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| 90 | this->faceMode = -1; |
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| 91 | this->faceCount = 0; |
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| 92 | this->next = NULL; |
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| 93 | this->listNumber = 0; |
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| 94 | |
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| 95 | this->firstFace = new ModelFace; |
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| 96 | this->currentFace = this->firstFace; |
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| 97 | } |
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| 98 | |
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| 99 | /** |
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| 100 | * deletes a ModelGroup |
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| 101 | */ |
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| 102 | ModelGroup::~ModelGroup() |
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| 103 | { |
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| 104 | PRINTF(5)("Cleaning up group\n"); |
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| 105 | if (this->firstFace != NULL) |
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| 106 | delete this->firstFace; |
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| 107 | |
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| 108 | // deleting the glList |
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| 109 | if (this->listNumber != 0) |
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| 110 | glDeleteLists(this->listNumber, 1); |
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| 111 | |
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| 112 | if (this->name[0] != '\0') |
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| 113 | delete[] this->name; |
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| 114 | |
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| 115 | if (this->next !=NULL) |
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| 116 | delete this->next; |
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| 117 | |
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| 118 | } |
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| 119 | |
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| 120 | /** |
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| 121 | * cleans up a ModelGroup |
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| 122 | |
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| 123 | actually does the same as the delete Operator, but does not delete the predecessing group |
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| 124 | */ |
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| 125 | void ModelGroup::cleanup() |
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| 126 | { |
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| 127 | PRINTF(5)("Cleaning up group\n"); |
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| 128 | if (this->firstFace) |
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| 129 | delete this->firstFace; |
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| 130 | this->firstFace = NULL; |
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| 131 | if (this->next) |
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| 132 | this->next->cleanup(); |
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| 133 | } |
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| 134 | |
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| 135 | |
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| 136 | ///////////// |
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| 137 | /// MODEL /// |
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| 138 | ///////////// |
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| 139 | /** |
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| 140 | * Creates a 3D-Model. |
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| 141 | |
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| 142 | assigns it a Name and a Type |
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| 143 | */ |
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| 144 | Model::Model(const char* modelName, MODEL_TYPE type) |
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| 145 | { |
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| 146 | PRINTF(4)("new 3D-Model is being created\n"); |
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| 147 | this->setName(modelName); |
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| 148 | this->type = type; |
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| 149 | |
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| 150 | this->finalized = false; |
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| 151 | // setting the start group; |
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| 152 | this->currentGroup = this->firstGroup = new ModelGroup; |
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| 153 | this->groupCount = 0; |
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| 154 | this->vertexCount = 0; |
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| 155 | this->normalCount = 0; |
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| 156 | this->texCoordCount = 0; |
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| 157 | this->faceCount = 0; |
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| 158 | this->triangleCount = 0; |
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| 159 | this->triangles = NULL; |
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| 160 | |
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| 161 | this->scaleFactor = 1; |
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| 162 | |
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| 163 | this->vertices = new tArray<GLfloat>(); |
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| 164 | this->vTexture = new tArray<GLfloat>(); |
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| 165 | this->normals = new tArray<GLfloat>(); |
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| 166 | |
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| 167 | this->materialList = new tList<ModelMaterial>; |
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| 168 | |
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| 169 | if (this->type == MODEL_VERTEX_ARRAY) |
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| 170 | glEnableClientState(GL_VERTEX_ARRAY | GL_NORMAL_ARRAY | GL_TEXTURE_COORD_ARRAY); |
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| 171 | } |
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| 172 | |
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| 173 | /** |
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| 174 | * deletes an Model. |
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| 175 | |
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| 176 | Looks if any from model allocated space is still in use, and if so deleted it. |
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| 177 | */ |
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| 178 | Model::~Model() |
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| 179 | { |
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| 180 | PRINTF(4)("Deleting Model "); |
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| 181 | if (this->getName()) |
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| 182 | { |
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| 183 | PRINT(4)("%s\n", this->getName()); |
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| 184 | } |
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| 185 | else |
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| 186 | PRINT(4)("\n"); |
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| 187 | |
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| 188 | PRINTF(5)("Deleting display Lists.\n"); |
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| 189 | delete this->firstGroup; |
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| 190 | |
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| 191 | // deleting Arrays (if not allready done by finalize) |
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| 192 | this->deleteArrays(); |
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| 193 | |
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| 194 | // deleting the MaterialList |
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| 195 | PRINTF(5)("Deleting Materials.\n"); |
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| 196 | |
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| 197 | tIterator<ModelMaterial>* tmpIt = this->materialList->getIterator(); |
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| 198 | ModelMaterial* modMat = tmpIt->firstElement(); |
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| 199 | //! @todo do we really have to delete this material?? |
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| 200 | while(modMat != NULL) |
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| 201 | { |
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| 202 | if (!modMat->external) |
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| 203 | delete modMat->material; |
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| 204 | delete modMat; |
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| 205 | modMat = tmpIt->nextElement(); |
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| 206 | } |
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| 207 | delete tmpIt; |
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| 208 | delete materialList; |
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| 209 | } |
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| 210 | |
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| 211 | /** |
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| 212 | * Finalizes an Object. This can be done outside of the Class. |
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| 213 | */ |
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| 214 | void Model::finalize() |
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| 215 | { |
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| 216 | // this creates the display List. |
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| 217 | this->importToDisplayList(); |
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| 218 | this->buildTriangleList(); |
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| 219 | |
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| 220 | // deletes everything we allocated. |
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| 221 | //if (this->type == MODEL_DISPLAY_LIST) |
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| 222 | //this->deleteArrays(); |
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| 223 | this->cleanup(); |
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| 224 | |
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| 225 | /* load the ModelInfo */ |
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| 226 | this->pModelInfo.numVertices = this->vertexCount; |
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| 227 | this->pModelInfo.pVertices = this->vertices->getArray(); |
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| 228 | this->pModelInfo.numTriangles = this->triangleCount; |
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| 229 | this->pModelInfo.pTriangles = this->triangles; |
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| 230 | this->pModelInfo.numNormals = this->normalCount; |
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| 231 | this->pModelInfo.pNormals = this->normals->getArray(); |
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| 232 | this->pModelInfo.numTexCoor = this->vTexture->getCount(); |
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| 233 | this->pModelInfo.pTexCoor = this->vTexture->getArray(); |
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| 234 | |
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| 235 | this->finalized = true; |
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| 236 | } |
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| 237 | |
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| 238 | ////////// |
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| 239 | // DRAW // |
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| 240 | ////////// |
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| 241 | /** |
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| 242 | * Draws the Models of all Groups. |
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| 243 | It does this by just calling the Lists that must have been created earlier. |
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| 244 | */ |
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| 245 | void Model::draw () const |
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| 246 | { |
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| 247 | |
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| 248 | PRINTF(4)("drawing the 3D-Models\n"); |
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| 249 | ModelGroup* tmpGroup = this->firstGroup; |
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| 250 | while (tmpGroup != NULL) |
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| 251 | { |
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| 252 | PRINTF(5)("Drawing model %s\n", tmpGroup->name); |
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| 253 | glCallList (tmpGroup->listNumber); |
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| 254 | tmpGroup = tmpGroup->next; |
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| 255 | } |
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| 256 | |
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| 257 | |
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| 258 | /* const GLfloat* pVertices = NULL; |
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| 259 | const GLfloat* pNorm = NULL; |
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| 260 | |
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| 261 | glBegin(GL_TRIANGLES); |
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| 262 | for( int i = 0; i < this->triangleCount; ++i) |
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| 263 | { |
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| 264 | //printf("int i = %i\n", i); |
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| 265 | pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[0]]; |
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| 266 | pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[0]]; |
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| 267 | glNormal3f(pNorm[0], pNorm[1], pNorm[2]); |
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| 268 | glVertex3f(pVertices[0], pVertices[1], pVertices[2]); |
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| 269 | |
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| 270 | pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[1]]; |
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| 271 | pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[1]]; |
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| 272 | glNormal3f(pNorm[0], pNorm[1], pNorm[2]); |
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| 273 | glVertex3f(pVertices[0], pVertices[1], pVertices[2]); |
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| 274 | |
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| 275 | pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[2]]; |
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| 276 | pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[2]]; |
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| 277 | glNormal3f(pNorm[0], pNorm[1], pNorm[2]); |
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| 278 | glVertex3f(pVertices[0], pVertices[1], pVertices[2]); |
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| 279 | |
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| 280 | } |
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| 281 | glEnd();*/ |
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| 282 | } |
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| 283 | |
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| 284 | /** |
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| 285 | * Draws the Model number groupNumber |
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| 286 | * @param groupNumber The number of the group that will be displayed. |
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| 287 | |
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| 288 | It does this by just calling the List that must have been created earlier. |
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| 289 | */ |
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| 290 | void Model::draw (int groupNumber) const |
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| 291 | { |
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| 292 | if (groupNumber >= this->groupCount) |
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| 293 | { |
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| 294 | PRINTF(2)("You requested model number %i, but this File only contains of %i Models.\n", groupNumber-1, this->groupCount); |
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| 295 | return; |
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| 296 | } |
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| 297 | PRINTF(4)("drawing the requested 3D-Models if found.\n"); |
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| 298 | ModelGroup* tmpGroup = this->firstGroup; |
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| 299 | int counter = 0; |
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| 300 | while (tmpGroup != NULL) |
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| 301 | { |
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| 302 | if (counter == groupNumber) |
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| 303 | { |
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| 304 | PRINTF(4)("Drawing model number %i named %s\n", counter, tmpGroup->name); |
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| 305 | glCallList (tmpGroup->listNumber); |
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| 306 | return; |
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| 307 | } |
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| 308 | ++counter; |
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| 309 | tmpGroup = tmpGroup->next; |
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| 310 | } |
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| 311 | PRINTF(2)("Model number %i in %s not Found.\n", groupNumber, this->getName()); |
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| 312 | return; |
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| 313 | |
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| 314 | } |
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| 315 | |
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| 316 | /** |
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| 317 | * Draws the Model with a specific groupName |
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| 318 | * @param groupName The name of the group that will be displayed. |
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| 319 | |
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| 320 | It does this by just calling the List that must have been created earlier. |
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| 321 | */ |
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| 322 | void Model::draw (char* groupName) const |
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| 323 | { |
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| 324 | PRINTF(4)("drawing the requested 3D-Models if found.\n"); |
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| 325 | ModelGroup* tmpGroup = this->firstGroup; |
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| 326 | while (tmpGroup != NULL) |
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| 327 | { |
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| 328 | if (!strcmp(tmpGroup->name, groupName)) |
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| 329 | { |
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| 330 | PRINTF(4)("Drawing model %s\n", tmpGroup->name); |
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| 331 | glCallList (tmpGroup->listNumber); |
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| 332 | return; |
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| 333 | } |
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| 334 | tmpGroup = tmpGroup->next; |
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| 335 | } |
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| 336 | PRINTF(2)("Model Named %s in %s not Found.\n", groupName, this->getName()); |
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| 337 | return; |
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| 338 | } |
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| 339 | |
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| 340 | ////////// |
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| 341 | // INIT // |
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| 342 | ////////// |
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| 343 | /** |
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| 344 | * deletes all the arrays |
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| 345 | */ |
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| 346 | bool Model::deleteArrays() |
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| 347 | { |
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| 348 | if (this->vertices) |
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| 349 | delete this->vertices; |
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| 350 | if (this->vTexture) |
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| 351 | delete this->vTexture; |
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| 352 | if (this->normals) |
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| 353 | delete this->normals; |
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| 354 | if (this->triangles) |
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| 355 | delete[] this->triangles; |
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| 356 | |
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| 357 | this->vertices = NULL; |
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| 358 | this->vTexture = NULL; |
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| 359 | this->normals = NULL; |
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| 360 | this->triangles = NULL; |
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| 361 | this->triangleCount = 0; |
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| 362 | } |
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| 363 | |
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| 364 | /** |
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| 365 | * finalizes an Model. |
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| 366 | * This funcion is needed, to delete all the Lists, and arrays that are no more |
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| 367 | * needed because they are already imported into openGL. |
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| 368 | * This will be applied at the end of the importing Process. |
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| 369 | */ |
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| 370 | bool Model::cleanup() |
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| 371 | { |
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| 372 | PRINTF(4)("cleaning up the 3D-Model to save Memory.\n"); |
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| 373 | this->firstGroup->cleanup(); |
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| 374 | return true; |
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| 375 | } |
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| 376 | |
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| 377 | ////////// |
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| 378 | // MESH // |
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| 379 | ////////// |
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| 380 | /** |
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| 381 | * adds a new Material to the Material List |
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| 382 | * @param material the Material to add |
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| 383 | * @returns the added material |
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| 384 | * |
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| 385 | * this also tells this Model, that all the Materials are handled externally |
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| 386 | * with this option set the Materials will not be deleted with the Model. |
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| 387 | */ |
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| 388 | Material* Model::addMaterial(Material* material) |
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| 389 | { |
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| 390 | if (material == NULL) |
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| 391 | return NULL; |
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| 392 | ModelMaterial* modMat = new ModelMaterial; |
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| 393 | modMat->external = true; |
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| 394 | modMat->material = material; |
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| 395 | this->materialList->add(modMat); |
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| 396 | return modMat->material; |
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| 397 | } |
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| 398 | |
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| 399 | /** |
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| 400 | * adds a new Material to the Material List |
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| 401 | * @param materialName the name of the Material to add |
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| 402 | * @returns the added material |
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| 403 | */ |
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| 404 | Material* Model::addMaterial(const char* materialName) |
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| 405 | { |
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| 406 | ModelMaterial* modMat = new ModelMaterial; |
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| 407 | modMat->external = false; |
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| 408 | modMat->material = new Material(materialName); |
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| 409 | |
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| 410 | // adding material to the List of materials |
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| 411 | this->materialList->add(modMat); |
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| 412 | return modMat->material; |
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| 413 | } |
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| 414 | |
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| 415 | /** |
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| 416 | * finds a Material by its name and returns it |
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| 417 | * @param materialName the Name of the material to search for. |
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| 418 | * @returns the Material if found, NULL otherwise |
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| 419 | */ |
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| 420 | Material* Model::findMaterialByName(const char* materialName) |
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| 421 | { |
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| 422 | tIterator<ModelMaterial>* tmpIt = this->materialList->getIterator(); |
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| 423 | ModelMaterial* modMat = tmpIt->firstElement(); |
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| 424 | while(modMat != NULL) |
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| 425 | { |
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| 426 | if (!strcmp(modMat->material->getName(), materialName)) |
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| 427 | { |
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| 428 | delete tmpIt; |
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| 429 | return modMat->material; |
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| 430 | } |
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| 431 | modMat = tmpIt->nextElement(); |
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| 432 | } |
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| 433 | delete tmpIt; |
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| 434 | return NULL; |
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| 435 | } |
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| 436 | |
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| 437 | /** |
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| 438 | * parses a group String |
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| 439 | * @param groupString the new Group to create |
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| 440 | |
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| 441 | This function initializes a new Group. |
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| 442 | With it you should be able to create Models with more than one SubModel inside |
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| 443 | */ |
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| 444 | bool Model::addGroup(const char* groupString) |
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| 445 | { |
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| 446 | PRINTF(5)("Read Group: %s.\n", groupString); |
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| 447 | if (this->groupCount != 0 && this->currentGroup->faceCount > 0) |
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| 448 | { |
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| 449 | // finalizeGroup(currentGroup); |
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| 450 | this->currentGroup = this->currentGroup->next = new ModelGroup; |
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| 451 | } |
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| 452 | // setting the group name if not default. |
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| 453 | if (strcmp(groupString, "default")) |
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| 454 | { |
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| 455 | this->currentGroup->name = new char [strlen(groupString)+1]; |
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| 456 | strcpy(this->currentGroup->name, groupString); |
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| 457 | } |
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| 458 | ++this->groupCount; |
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| 459 | } |
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| 460 | |
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| 461 | /** |
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| 462 | * parses a vertex-String |
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| 463 | * @param vertexString The String that will be parsed. |
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| 464 | |
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| 465 | If a vertex line is found this function will inject it into the vertex-Array |
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| 466 | */ |
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| 467 | bool Model::addVertex (const char* vertexString) |
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| 468 | { |
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| 469 | float subbuffer1; |
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| 470 | float subbuffer2; |
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| 471 | float subbuffer3; |
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| 472 | sscanf (vertexString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3); |
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| 473 | this->vertices->addEntry(subbuffer1*scaleFactor, subbuffer2*scaleFactor, subbuffer3*scaleFactor); |
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| 474 | this->vertexCount++; |
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| 475 | return true; |
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| 476 | } |
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| 477 | |
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| 478 | /** |
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| 479 | * parses a vertex-String |
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| 480 | * @param x the X-coordinate of the Vertex to add. |
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| 481 | * @param y the Y-coordinate of the Vertex to add. |
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| 482 | * @param z the Z-coordinate of the Vertex to add. |
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| 483 | |
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| 484 | */ |
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| 485 | bool Model::addVertex(float x, float y, float z) |
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| 486 | { |
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| 487 | PRINTF(5)("reading in a vertex: %f %f %f\n", x, y, z); |
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| 488 | this->vertices->addEntry(x*scaleFactor, y*scaleFactor, z*scaleFactor); |
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| 489 | this->vertexCount++; |
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| 490 | return true; |
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| 491 | } |
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| 492 | |
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| 493 | /** |
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| 494 | * parses a vertexNormal-String |
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| 495 | * @param normalString The String that will be parsed. |
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| 496 | |
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| 497 | If a vertexNormal line is found this function will inject it into the vertexNormal-Array |
|---|
| 498 | */ |
|---|
| 499 | bool Model::addVertexNormal (const char* normalString) |
|---|
| 500 | { |
|---|
| 501 | float subbuffer1; |
|---|
| 502 | float subbuffer2; |
|---|
| 503 | float subbuffer3; |
|---|
| 504 | sscanf (normalString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3); |
|---|
| 505 | this->normals->addEntry(subbuffer1, subbuffer2, subbuffer3); |
|---|
| 506 | this->normalCount++; |
|---|
| 507 | return true; |
|---|
| 508 | } |
|---|
| 509 | |
|---|
| 510 | /** |
|---|
| 511 | * adds a VertexNormal. |
|---|
| 512 | * @param x The x coordinate of the Normal. |
|---|
| 513 | * @param y The y coordinate of the Normal. |
|---|
| 514 | * @param z The z coordinate of the Normal. |
|---|
| 515 | |
|---|
| 516 | If a vertexNormal line is found this function will inject it into the vertexNormal-Array |
|---|
| 517 | */ |
|---|
| 518 | bool Model::addVertexNormal(float x, float y, float z) |
|---|
| 519 | { |
|---|
| 520 | PRINTF(5)("found vertex-Normal %f, %f, %f\n", x, y, z); |
|---|
| 521 | this->normals->addEntry(x, y, z); |
|---|
| 522 | this->normalCount++; |
|---|
| 523 | return true; |
|---|
| 524 | } |
|---|
| 525 | |
|---|
| 526 | /** |
|---|
| 527 | * parses a vertexTextureCoordinate-String |
|---|
| 528 | * @param vTextureString The String that will be parsed. |
|---|
| 529 | |
|---|
| 530 | If a vertexTextureCoordinate line is found, |
|---|
| 531 | this function will inject it into the vertexTexture-Array |
|---|
| 532 | |
|---|
| 533 | !! WARNING THIS IS DIFFERNT FROM addVervexTexture(float, float); because it changes the second entry to 1-v !! |
|---|
| 534 | */ |
|---|
| 535 | bool Model::addVertexTexture (const char* vTextureString) |
|---|
| 536 | { |
|---|
| 537 | float subbuffer1; |
|---|
| 538 | float subbuffer2; |
|---|
| 539 | sscanf (vTextureString, "%f %f", &subbuffer1, &subbuffer2); |
|---|
| 540 | this->vTexture->addEntry(subbuffer1); |
|---|
| 541 | this->vTexture->addEntry(1 - subbuffer2); |
|---|
| 542 | this->texCoordCount++; |
|---|
| 543 | return true; |
|---|
| 544 | } |
|---|
| 545 | |
|---|
| 546 | /** |
|---|
| 547 | * adds a Texture Coordinate |
|---|
| 548 | * @param u The u coordinate of the TextureCoordinate. |
|---|
| 549 | * @param v The y coordinate of the TextureCoordinate. |
|---|
| 550 | |
|---|
| 551 | If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array |
|---|
| 552 | */ |
|---|
| 553 | bool Model::addVertexTexture(float u, float v) |
|---|
| 554 | { |
|---|
| 555 | PRINTF(5)("found vertex-Texture %f, %f\n", u, v); |
|---|
| 556 | this->vTexture->addEntry(u); |
|---|
| 557 | this->vTexture->addEntry(v); |
|---|
| 558 | this->texCoordCount++; |
|---|
| 559 | return true; |
|---|
| 560 | } |
|---|
| 561 | |
|---|
| 562 | /** |
|---|
| 563 | * parses a face-string |
|---|
| 564 | * @param faceString The String that will be parsed. |
|---|
| 565 | |
|---|
| 566 | If a face line is found this function will add it to the glList. |
|---|
| 567 | |
|---|
| 568 | String is different from the argument addFace, in this that the first Vertex/Normal/Texcoord is 1 instead of 0 |
|---|
| 569 | */ |
|---|
| 570 | bool Model::addFace (const char* faceString) |
|---|
| 571 | { |
|---|
| 572 | if (this->currentGroup->faceCount >0) |
|---|
| 573 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
|---|
| 574 | |
|---|
| 575 | ModelFaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new ModelFaceElement; |
|---|
| 576 | tmpElem->next = NULL; |
|---|
| 577 | while(strcmp (faceString, "\0")) |
|---|
| 578 | { |
|---|
| 579 | if (this->currentGroup->currentFace->vertexCount>0) |
|---|
| 580 | tmpElem = tmpElem->next = new ModelFaceElement; |
|---|
| 581 | tmpElem->next = NULL; |
|---|
| 582 | |
|---|
| 583 | char tmpValue [50]; |
|---|
| 584 | int tmpLen; |
|---|
| 585 | char* vertex = NULL; |
|---|
| 586 | char* texture = NULL; |
|---|
| 587 | char* normal = NULL; |
|---|
| 588 | |
|---|
| 589 | sscanf (faceString, "%s", tmpValue); |
|---|
| 590 | tmpLen = strlen(tmpValue); |
|---|
| 591 | vertex = tmpValue; |
|---|
| 592 | |
|---|
| 593 | if ((texture = strstr (vertex, "/")) != NULL) |
|---|
| 594 | { |
|---|
| 595 | texture[0] = '\0'; |
|---|
| 596 | texture ++; |
|---|
| 597 | |
|---|
| 598 | if ((normal = strstr (texture, "/")) !=NULL) |
|---|
| 599 | { |
|---|
| 600 | normal[0] = '\0'; |
|---|
| 601 | normal ++; |
|---|
| 602 | } |
|---|
| 603 | } |
|---|
| 604 | if (vertex) |
|---|
| 605 | tmpElem->vertexNumber = atoi(vertex)-1; |
|---|
| 606 | if (texture) |
|---|
| 607 | tmpElem->texCoordNumber = atoi(texture)-1; |
|---|
| 608 | if (normal) |
|---|
| 609 | tmpElem->normalNumber = atoi(normal)-1; |
|---|
| 610 | |
|---|
| 611 | faceString += tmpLen; |
|---|
| 612 | if (strcmp (faceString, "\0")) |
|---|
| 613 | faceString++; |
|---|
| 614 | this->currentGroup->currentFace->vertexCount++; |
|---|
| 615 | } |
|---|
| 616 | |
|---|
| 617 | this->currentGroup->faceCount += this->currentGroup->currentFace->vertexCount -2; |
|---|
| 618 | this->faceCount += this->currentGroup->currentFace->vertexCount -2; |
|---|
| 619 | } |
|---|
| 620 | |
|---|
| 621 | /** |
|---|
| 622 | * adds a new Face |
|---|
| 623 | * @param faceElemCount the number of Vertices to add to the Face. |
|---|
| 624 | * @param type The information Passed with each Vertex |
|---|
| 625 | */ |
|---|
| 626 | bool Model::addFace(int faceElemCount, VERTEX_FORMAT type, ...) |
|---|
| 627 | { |
|---|
| 628 | if (this->currentGroup->faceCount > 0) |
|---|
| 629 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
|---|
| 630 | |
|---|
| 631 | ModelFaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new ModelFaceElement; |
|---|
| 632 | |
|---|
| 633 | va_list itemlist; |
|---|
| 634 | va_start (itemlist, type); |
|---|
| 635 | |
|---|
| 636 | for (int i = 0; i < faceElemCount; i++) |
|---|
| 637 | { |
|---|
| 638 | if (this->currentGroup->currentFace->vertexCount > 0) |
|---|
| 639 | tmpElem = tmpElem->next = new ModelFaceElement; |
|---|
| 640 | |
|---|
| 641 | tmpElem->vertexNumber = va_arg (itemlist, int); |
|---|
| 642 | if (type & TEXCOORD) |
|---|
| 643 | tmpElem->texCoordNumber = va_arg (itemlist, int); |
|---|
| 644 | if (type & NORMAL) |
|---|
| 645 | tmpElem->normalNumber = va_arg(itemlist, int); |
|---|
| 646 | this->currentGroup->currentFace->vertexCount++; |
|---|
| 647 | } |
|---|
| 648 | va_end(itemlist); |
|---|
| 649 | |
|---|
| 650 | this->currentGroup->faceCount += this->currentGroup->currentFace->vertexCount - 2; |
|---|
| 651 | this->faceCount += this->currentGroup->currentFace->vertexCount -2; |
|---|
| 652 | } |
|---|
| 653 | |
|---|
| 654 | /** |
|---|
| 655 | * Function that selects a material, if changed in the obj file. |
|---|
| 656 | * @param matString the Material that will be set. |
|---|
| 657 | */ |
|---|
| 658 | bool Model::setMaterial(const char* matString) |
|---|
| 659 | { |
|---|
| 660 | if (this->currentGroup->faceCount > 0) |
|---|
| 661 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
|---|
| 662 | |
|---|
| 663 | this->currentGroup->currentFace->material = this->findMaterialByName(matString); |
|---|
| 664 | |
|---|
| 665 | if (this->currentGroup->faceCount == 0) |
|---|
| 666 | this->currentGroup->faceCount ++; |
|---|
| 667 | } |
|---|
| 668 | |
|---|
| 669 | /** |
|---|
| 670 | * Function that selects a material, if changed in the obj file. |
|---|
| 671 | * @param mtl the Material that will be set. |
|---|
| 672 | */ |
|---|
| 673 | bool Model::setMaterial(Material* mtl) |
|---|
| 674 | { |
|---|
| 675 | if (this->currentGroup->faceCount > 0) |
|---|
| 676 | this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace; |
|---|
| 677 | |
|---|
| 678 | this->currentGroup->currentFace->material = mtl; |
|---|
| 679 | |
|---|
| 680 | if (this->currentGroup->faceCount == 0) |
|---|
| 681 | this->currentGroup->faceCount ++; |
|---|
| 682 | } |
|---|
| 683 | |
|---|
| 684 | /** |
|---|
| 685 | * A routine that is able to create normals. |
|---|
| 686 | |
|---|
| 687 | The algorithm does the following: |
|---|
| 688 | 1. It calculates creates Vectors for each normale, and sets them to zero. |
|---|
| 689 | 2. It then Walks through a) all the Groups b) all the Faces c) all the FaceElements |
|---|
| 690 | 3. It searches for a points two neighbours per Face, takes Vecotrs to them calculates FaceNormals and adds it to the Points Normal. |
|---|
| 691 | 4. It goes through all the normale-Points and calculates the VertexNormale and includes it in the normals-Array. |
|---|
| 692 | */ |
|---|
| 693 | bool Model::buildVertexNormals () |
|---|
| 694 | { |
|---|
| 695 | PRINTF(4)("Normals are being calculated.\n"); |
|---|
| 696 | |
|---|
| 697 | Vector* normArray = new Vector [vertices->getCount()/3]; |
|---|
| 698 | for (int i=0; i<vertices->getCount()/3;i++) |
|---|
| 699 | normArray[i] = Vector(.0,.0,.0); |
|---|
| 700 | |
|---|
| 701 | int firstTouch; |
|---|
| 702 | int secondTouch; |
|---|
| 703 | Vector prevV; |
|---|
| 704 | Vector nextV; |
|---|
| 705 | Vector curV; |
|---|
| 706 | |
|---|
| 707 | ModelGroup* tmpGroup = firstGroup; |
|---|
| 708 | while (tmpGroup) |
|---|
| 709 | { |
|---|
| 710 | ModelFace* tmpFace = tmpGroup->firstFace; |
|---|
| 711 | while (tmpFace) |
|---|
| 712 | { |
|---|
| 713 | if (tmpFace->firstElem) |
|---|
| 714 | { |
|---|
| 715 | ModelFaceElement* firstElem = tmpFace->firstElem; |
|---|
| 716 | ModelFaceElement* prevElem; |
|---|
| 717 | ModelFaceElement* curElem = firstElem; |
|---|
| 718 | ModelFaceElement* nextElem; |
|---|
| 719 | ModelFaceElement* lastElem; |
|---|
| 720 | // 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. |
|---|
| 721 | while (curElem) |
|---|
| 722 | { |
|---|
| 723 | prevElem = curElem; |
|---|
| 724 | curElem = curElem->next; |
|---|
| 725 | } |
|---|
| 726 | lastElem = prevElem; |
|---|
| 727 | |
|---|
| 728 | curElem = firstElem; |
|---|
| 729 | for (int j=0; j<tmpFace->vertexCount; j++) |
|---|
| 730 | { |
|---|
| 731 | if (!(nextElem = curElem->next)) |
|---|
| 732 | nextElem = firstElem; |
|---|
| 733 | curElem->normalNumber = curElem->vertexNumber; |
|---|
| 734 | |
|---|
| 735 | curV = Vector (vertices->getArray()[curElem->vertexNumber*3], vertices->getArray()[curElem->vertexNumber*3+1], vertices->getArray()[curElem->vertexNumber*3+2]); |
|---|
| 736 | prevV = Vector (vertices->getArray()[prevElem->vertexNumber*3], vertices->getArray()[prevElem->vertexNumber*3+1], vertices->getArray()[prevElem->vertexNumber*3+2]) - curV; |
|---|
| 737 | nextV = Vector (vertices->getArray()[nextElem->vertexNumber*3], vertices->getArray()[nextElem->vertexNumber*3+1], vertices->getArray()[nextElem->vertexNumber*3+2]) - curV; |
|---|
| 738 | normArray[curElem->vertexNumber] = normArray[curElem->vertexNumber] + nextV.cross(prevV); |
|---|
| 739 | |
|---|
| 740 | prevElem = curElem; |
|---|
| 741 | curElem = curElem->next; |
|---|
| 742 | } |
|---|
| 743 | } |
|---|
| 744 | tmpFace = tmpFace->next; |
|---|
| 745 | } |
|---|
| 746 | tmpGroup = tmpGroup->next; |
|---|
| 747 | } |
|---|
| 748 | |
|---|
| 749 | for (int i=0; i < vertices->getCount()/3;i++) |
|---|
| 750 | { |
|---|
| 751 | normArray[i].normalize(); |
|---|
| 752 | PRINTF(5)("Found Normale number %d: (%f; %f, %f).\n", i, normArray[i].x, normArray[i].y, normArray[i].z); |
|---|
| 753 | |
|---|
| 754 | this->addVertexNormal(normArray[i].x, normArray[i].y, normArray[i].z); |
|---|
| 755 | |
|---|
| 756 | } |
|---|
| 757 | delete []normArray; |
|---|
| 758 | } |
|---|
| 759 | |
|---|
| 760 | //////////// |
|---|
| 761 | // openGL // |
|---|
| 762 | //////////// |
|---|
| 763 | /** |
|---|
| 764 | * reads and includes the Faces/Materials into the openGL state Machine |
|---|
| 765 | */ |
|---|
| 766 | bool Model::importToDisplayList() |
|---|
| 767 | { |
|---|
| 768 | // finalize the Arrays |
|---|
| 769 | this->vertices->finalizeArray(); |
|---|
| 770 | this->vTexture->finalizeArray(); |
|---|
| 771 | if (normals->getCount() == 0) // vertices-Array must be built for this |
|---|
| 772 | this->buildVertexNormals(); |
|---|
| 773 | this->normals->finalizeArray(); |
|---|
| 774 | |
|---|
| 775 | this->currentGroup = this->firstGroup; |
|---|
| 776 | |
|---|
| 777 | while (this->currentGroup != NULL) |
|---|
| 778 | { |
|---|
| 779 | |
|---|
| 780 | // creating a glList for the Group |
|---|
| 781 | if ((this->currentGroup->listNumber = glGenLists(1)) == 0) |
|---|
| 782 | { |
|---|
| 783 | PRINTF(2)("glList could not be created for this Model\n"); |
|---|
| 784 | return false; |
|---|
| 785 | } |
|---|
| 786 | glNewList (this->currentGroup->listNumber, GL_COMPILE); |
|---|
| 787 | |
|---|
| 788 | // Putting Faces to GL |
|---|
| 789 | ModelFace* tmpFace = this->currentGroup->firstFace; |
|---|
| 790 | while (tmpFace != NULL) |
|---|
| 791 | { |
|---|
| 792 | if (tmpFace->vertexCount == 0 && tmpFace->material != NULL) |
|---|
| 793 | { |
|---|
| 794 | if (this->currentGroup->faceMode != -1) |
|---|
| 795 | glEnd(); |
|---|
| 796 | this->currentGroup->faceMode = 0; |
|---|
| 797 | Material* tmpMat; |
|---|
| 798 | if (tmpFace->material != NULL) |
|---|
| 799 | { |
|---|
| 800 | tmpFace->material->select(); |
|---|
| 801 | PRINTF(5)("using material %s for coming Faces.\n", tmpFace->material->getName()); |
|---|
| 802 | } |
|---|
| 803 | } |
|---|
| 804 | |
|---|
| 805 | else if (tmpFace->vertexCount == 3) |
|---|
| 806 | { |
|---|
| 807 | if (this->currentGroup->faceMode != 3) |
|---|
| 808 | { |
|---|
| 809 | if (this->currentGroup->faceMode != -1) |
|---|
| 810 | glEnd(); |
|---|
| 811 | glBegin(GL_TRIANGLES); |
|---|
| 812 | } |
|---|
| 813 | |
|---|
| 814 | this->currentGroup->faceMode = 3; |
|---|
| 815 | PRINTF(5)("found triag.\n"); |
|---|
| 816 | } |
|---|
| 817 | |
|---|
| 818 | else if (tmpFace->vertexCount == 4) |
|---|
| 819 | { |
|---|
| 820 | if (this->currentGroup->faceMode != 4) |
|---|
| 821 | { |
|---|
| 822 | if (this->currentGroup->faceMode != -1) |
|---|
| 823 | glEnd(); |
|---|
| 824 | glBegin(GL_QUADS); |
|---|
| 825 | } |
|---|
| 826 | this->currentGroup->faceMode = 4; |
|---|
| 827 | PRINTF(5)("found quad.\n"); |
|---|
| 828 | } |
|---|
| 829 | |
|---|
| 830 | else if (tmpFace->vertexCount > 4) |
|---|
| 831 | { |
|---|
| 832 | if (this->currentGroup->faceMode != -1) |
|---|
| 833 | glEnd(); |
|---|
| 834 | glBegin(GL_POLYGON); |
|---|
| 835 | PRINTF(5)("Polygon with %i faces found.", tmpFace->vertexCount); |
|---|
| 836 | this->currentGroup->faceMode = tmpFace->vertexCount; |
|---|
| 837 | } |
|---|
| 838 | |
|---|
| 839 | ModelFaceElement* tmpElem = tmpFace->firstElem; |
|---|
| 840 | while (tmpElem != NULL) |
|---|
| 841 | { |
|---|
| 842 | // PRINTF(2)("%s\n", tmpElem->value); |
|---|
| 843 | this->addGLElement(tmpElem); |
|---|
| 844 | tmpElem = tmpElem->next; |
|---|
| 845 | } |
|---|
| 846 | tmpFace = tmpFace->next; |
|---|
| 847 | } |
|---|
| 848 | glEnd(); |
|---|
| 849 | glEndList(); |
|---|
| 850 | |
|---|
| 851 | this->currentGroup = this->currentGroup->next; |
|---|
| 852 | } |
|---|
| 853 | } |
|---|
| 854 | |
|---|
| 855 | /** |
|---|
| 856 | * reads and includes the Faces/Materials into the openGL state Machine |
|---|
| 857 | */ |
|---|
| 858 | bool Model::importToVertexArray() |
|---|
| 859 | { |
|---|
| 860 | // finalize the Arrays |
|---|
| 861 | this->vertices->finalizeArray(); |
|---|
| 862 | this->vTexture->finalizeArray(); |
|---|
| 863 | if (normals->getCount() == 0) // vertices-Array must be built for this |
|---|
| 864 | this->buildVertexNormals(); |
|---|
| 865 | this->normals->finalizeArray(); |
|---|
| 866 | |
|---|
| 867 | this->currentGroup = this->firstGroup; |
|---|
| 868 | glVertexPointer(3, GL_FLOAT, 0, this->vertices->getArray()); |
|---|
| 869 | glNormalPointer(3, 0, this->normals->getArray()); |
|---|
| 870 | glTexCoordPointer(2, GL_FLOAT, 0, this->vTexture->getArray()); |
|---|
| 871 | } |
|---|
| 872 | |
|---|
| 873 | |
|---|
| 874 | |
|---|
| 875 | /** |
|---|
| 876 | * builds an array of triangles, that can later on be used for obb separation and octree separation |
|---|
| 877 | */ |
|---|
| 878 | bool Model::buildTriangleList() |
|---|
| 879 | { |
|---|
| 880 | if( unlikely(this->triangles != NULL)) |
|---|
| 881 | return true; |
|---|
| 882 | /* make sure, that all the arrays are finalized */ |
|---|
| 883 | if( unlikely(!this->vertices->isFinalized())) |
|---|
| 884 | this->vertices->finalizeArray(); |
|---|
| 885 | if( unlikely(!this->vTexture->isFinalized())) |
|---|
| 886 | this->vTexture->finalizeArray(); |
|---|
| 887 | if( normals->getCount() == 0) // vertices-Array must be built for this |
|---|
| 888 | this->buildVertexNormals(); |
|---|
| 889 | if( unlikely(!this->normals->isFinalized())) |
|---|
| 890 | this->normals->finalizeArray(); |
|---|
| 891 | |
|---|
| 892 | |
|---|
| 893 | int index = 0; //!< the counter for the triangle array |
|---|
| 894 | ModelFaceElement* tmpElem; //!< the temporary faceelement reference |
|---|
| 895 | ModelFace* tmpFace; //!< the temporary face referece |
|---|
| 896 | |
|---|
| 897 | /* count the number of triangles */ |
|---|
| 898 | /* now iterate through all groups and build up the triangle list */ |
|---|
| 899 | this->triangleCount = 0; |
|---|
| 900 | this->currentGroup = this->firstGroup; |
|---|
| 901 | while( this->currentGroup != NULL) |
|---|
| 902 | { |
|---|
| 903 | tmpFace = this->currentGroup->firstFace; |
|---|
| 904 | while( tmpFace != NULL) |
|---|
| 905 | { |
|---|
| 906 | |
|---|
| 907 | /* if its a triangle just add it to the list */ |
|---|
| 908 | if( tmpFace->vertexCount == 3) |
|---|
| 909 | { |
|---|
| 910 | ++this->triangleCount; |
|---|
| 911 | } /* if the polygon is a quad */ |
|---|
| 912 | else if( tmpFace->vertexCount == 4) |
|---|
| 913 | { |
|---|
| 914 | this->triangleCount += 2; |
|---|
| 915 | } |
|---|
| 916 | else if( tmpFace->vertexCount > 4) |
|---|
| 917 | { |
|---|
| 918 | PRINTF(1)("This model (%s) got over 4 vertices per face <=> conflicts in the CD engine!\n", this->getName()); |
|---|
| 919 | //exit(0); |
|---|
| 920 | } |
|---|
| 921 | tmpFace = tmpFace->next; |
|---|
| 922 | } |
|---|
| 923 | this->currentGroup = this->currentGroup->next; |
|---|
| 924 | } |
|---|
| 925 | |
|---|
| 926 | PRINTF(3)("got %i triangles, %i vertices\n", this->triangleCount, this->vertexCount); |
|---|
| 927 | |
|---|
| 928 | |
|---|
| 929 | /* write MODELINFO structure */ |
|---|
| 930 | |
|---|
| 931 | /* allocate memory for the new triangle structures */ |
|---|
| 932 | if( (this->triangles = new sTriangleExt[this->triangleCount]) == NULL) |
|---|
| 933 | { |
|---|
| 934 | PRINTF(1)("Could not allocate memory for triangle list\n"); |
|---|
| 935 | return false; |
|---|
| 936 | } |
|---|
| 937 | |
|---|
| 938 | /* now iterate through all groups and build up the triangle list */ |
|---|
| 939 | this->currentGroup = this->firstGroup; |
|---|
| 940 | while( this->currentGroup != NULL) |
|---|
| 941 | { |
|---|
| 942 | // Putting Faces to GL |
|---|
| 943 | tmpFace = this->currentGroup->firstFace; |
|---|
| 944 | while( tmpFace != NULL) |
|---|
| 945 | { |
|---|
| 946 | tmpElem = tmpFace->firstElem; |
|---|
| 947 | |
|---|
| 948 | /* if its a triangle just add it to the list */ |
|---|
| 949 | if( tmpFace->vertexCount == 3) |
|---|
| 950 | { |
|---|
| 951 | for( int j = 0; j < 3; ++j) |
|---|
| 952 | { |
|---|
| 953 | this->triangles[index].indexToVertices[j] = (unsigned int)tmpElem->vertexNumber * 3; |
|---|
| 954 | this->triangles[index].indexToNormals[j] = (unsigned int)tmpElem->normalNumber * 3; |
|---|
| 955 | this->triangles[index].indexToTexCoor[j] = (unsigned int)tmpElem->texCoordNumber * 3; |
|---|
| 956 | tmpElem = tmpElem->next; |
|---|
| 957 | } |
|---|
| 958 | ++index; |
|---|
| 959 | } /* if the polygon is a quad */ |
|---|
| 960 | else if( tmpFace->vertexCount == 4) |
|---|
| 961 | { |
|---|
| 962 | |
|---|
| 963 | this->triangles[index].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber * 3; |
|---|
| 964 | this->triangles[index].indexToNormals[0] = (unsigned int)tmpElem->normalNumber * 3; |
|---|
| 965 | this->triangles[index].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber * 3; |
|---|
| 966 | |
|---|
| 967 | this->triangles[index + 1].indexToVertices[0] = (unsigned int)tmpElem->vertexNumber * 3; |
|---|
| 968 | this->triangles[index + 1].indexToNormals[0] = (unsigned int)tmpElem->normalNumber * 3; |
|---|
| 969 | this->triangles[index + 1].indexToTexCoor[0] = (unsigned int)tmpElem->texCoordNumber * 3; |
|---|
| 970 | tmpElem = tmpElem->next; |
|---|
| 971 | |
|---|
| 972 | this->triangles[index].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber * 3; |
|---|
| 973 | this->triangles[index].indexToNormals[1] = (unsigned int)tmpElem->normalNumber * 3; |
|---|
| 974 | this->triangles[index].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber * 3; |
|---|
| 975 | tmpElem = tmpElem->next; |
|---|
| 976 | |
|---|
| 977 | this->triangles[index].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber * 3; |
|---|
| 978 | this->triangles[index].indexToNormals[2] = (unsigned int)tmpElem->normalNumber * 3; |
|---|
| 979 | this->triangles[index].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber * 3; |
|---|
| 980 | |
|---|
| 981 | this->triangles[index + 1].indexToVertices[2] = (unsigned int)tmpElem->vertexNumber * 3; |
|---|
| 982 | this->triangles[index + 1].indexToNormals[2] = (unsigned int)tmpElem->normalNumber * 3; |
|---|
| 983 | this->triangles[index + 1].indexToTexCoor[2] = (unsigned int)tmpElem->texCoordNumber * 3; |
|---|
| 984 | tmpElem = tmpElem->next; |
|---|
| 985 | |
|---|
| 986 | this->triangles[index + 1].indexToVertices[1] = (unsigned int)tmpElem->vertexNumber * 3; |
|---|
| 987 | this->triangles[index + 1].indexToNormals[1] = (unsigned int)tmpElem->normalNumber * 3; |
|---|
| 988 | this->triangles[index + 1].indexToTexCoor[1] = (unsigned int)tmpElem->texCoordNumber * 3; |
|---|
| 989 | |
|---|
| 990 | index += 2; |
|---|
| 991 | } |
|---|
| 992 | tmpFace = tmpFace->next; |
|---|
| 993 | } |
|---|
| 994 | this->currentGroup = this->currentGroup->next; |
|---|
| 995 | } |
|---|
| 996 | return true; |
|---|
| 997 | } |
|---|
| 998 | |
|---|
| 999 | |
|---|
| 1000 | /** |
|---|
| 1001 | * Adds a Face-element (one vertex of a face) with all its information. |
|---|
| 1002 | * @param elem The FaceElement to add to the OpenGL-environment. |
|---|
| 1003 | |
|---|
| 1004 | It does this by searching: |
|---|
| 1005 | 1. The Vertex itself |
|---|
| 1006 | 2. The VertexNormale |
|---|
| 1007 | 3. The VertexTextureCoordinate |
|---|
| 1008 | merging this information, the face will be drawn. |
|---|
| 1009 | */ |
|---|
| 1010 | bool Model::addGLElement (ModelFaceElement* elem) |
|---|
| 1011 | { |
|---|
| 1012 | PRINTF(5)("importing grafical Element to openGL.\n"); |
|---|
| 1013 | |
|---|
| 1014 | if (elem->texCoordNumber != -1) |
|---|
| 1015 | { |
|---|
| 1016 | if (likely(elem->texCoordNumber < this->texCoordCount)) |
|---|
| 1017 | glTexCoord2fv(this->vTexture->getArray() + elem->texCoordNumber * 2); |
|---|
| 1018 | else |
|---|
| 1019 | PRINTF(2)("TextureCoordinate %d is not in the List (max: %d)\nThe Model might be incomplete\n", |
|---|
| 1020 | elem->texCoordNumber, this->texCoordCount); |
|---|
| 1021 | } |
|---|
| 1022 | if (elem->normalNumber != -1) |
|---|
| 1023 | { |
|---|
| 1024 | if (likely(elem->normalNumber < this->normalCount)) |
|---|
| 1025 | glNormal3fv(this->normals->getArray() + elem->normalNumber * 3); |
|---|
| 1026 | else |
|---|
| 1027 | PRINTF(2)("Normal %d is not in the List (max: %d)\nThe Model might be incomplete", |
|---|
| 1028 | elem->normalNumber, this->normalCount); |
|---|
| 1029 | } |
|---|
| 1030 | if (elem->vertexNumber != -1) |
|---|
| 1031 | { |
|---|
| 1032 | if (likely(elem->vertexNumber < this->vertexCount)) |
|---|
| 1033 | glVertex3fv(this->vertices->getArray() + elem->vertexNumber * 3); |
|---|
| 1034 | else |
|---|
| 1035 | PRINTF(2)("Vertex %d is not in the List (max: %d)\nThe Model might be incomplete", |
|---|
| 1036 | elem->vertexNumber, this->vertexCount); |
|---|
| 1037 | } |
|---|
| 1038 | |
|---|
| 1039 | } |
|---|
| 1040 | |
|---|
| 1041 | /** |
|---|
| 1042 | * Includes a default model |
|---|
| 1043 | |
|---|
| 1044 | This will inject a Cube, because this is the most basic model. |
|---|
| 1045 | */ |
|---|
| 1046 | void Model::cubeModel() |
|---|
| 1047 | { |
|---|
| 1048 | this->addVertex (-0.5, -0.5, 0.5); |
|---|
| 1049 | this->addVertex (0.5, -0.5, 0.5); |
|---|
| 1050 | this->addVertex (-0.5, 0.5, 0.5); |
|---|
| 1051 | this->addVertex (0.5, 0.5, 0.5); |
|---|
| 1052 | this->addVertex (-0.5, 0.5, -0.5); |
|---|
| 1053 | this->addVertex (0.5, 0.5, -0.5); |
|---|
| 1054 | this->addVertex (-0.5, -0.5, -0.5); |
|---|
| 1055 | this->addVertex (0.5, -0.5, -0.5); |
|---|
| 1056 | |
|---|
| 1057 | this->addVertexTexture (0.0, 0.0); |
|---|
| 1058 | this->addVertexTexture (1.0, 0.0); |
|---|
| 1059 | this->addVertexTexture (0.0, 1.0); |
|---|
| 1060 | this->addVertexTexture (1.0, 1.0); |
|---|
| 1061 | this->addVertexTexture (0.0, 2.0); |
|---|
| 1062 | this->addVertexTexture (1.0, 2.0); |
|---|
| 1063 | this->addVertexTexture (0.0, 3.0); |
|---|
| 1064 | this->addVertexTexture (1.0, 3.0); |
|---|
| 1065 | this->addVertexTexture (0.0, 4.0); |
|---|
| 1066 | this->addVertexTexture (1.0, 4.0); |
|---|
| 1067 | this->addVertexTexture (2.0, 0.0); |
|---|
| 1068 | this->addVertexTexture (2.0, 1.0); |
|---|
| 1069 | this->addVertexTexture (-1.0, 0.0); |
|---|
| 1070 | this->addVertexTexture (-1.0, 1.0); |
|---|
| 1071 | |
|---|
| 1072 | this->addVertexNormal (0.0, 0.0, 1.0); |
|---|
| 1073 | this->addVertexNormal (0.0, 0.0, 1.0); |
|---|
| 1074 | this->addVertexNormal (0.0, 0.0, 1.0); |
|---|
| 1075 | this->addVertexNormal (0.0, 0.0, 1.0); |
|---|
| 1076 | this->addVertexNormal (0.0, 1.0, 0.0); |
|---|
| 1077 | this->addVertexNormal (0.0, 1.0, 0.0); |
|---|
| 1078 | this->addVertexNormal (0.0, 1.0, 0.0); |
|---|
| 1079 | this->addVertexNormal (0.0, 1.0, 0.0); |
|---|
| 1080 | this->addVertexNormal (0.0, 0.0, -1.0); |
|---|
| 1081 | this->addVertexNormal (0.0, 0.0, -1.0); |
|---|
| 1082 | this->addVertexNormal (0.0, 0.0, -1.0); |
|---|
| 1083 | this->addVertexNormal (0.0, 0.0, -1.0); |
|---|
| 1084 | this->addVertexNormal (0.0, -1.0, 0.0); |
|---|
| 1085 | this->addVertexNormal (0.0, -1.0, 0.0); |
|---|
| 1086 | this->addVertexNormal (0.0, -1.0, 0.0); |
|---|
| 1087 | this->addVertexNormal (0.0, -1.0, 0.0); |
|---|
| 1088 | this->addVertexNormal (1.0, 0.0, 0.0); |
|---|
| 1089 | this->addVertexNormal (1.0, 0.0, 0.0); |
|---|
| 1090 | this->addVertexNormal (1.0, 0.0, 0.0); |
|---|
| 1091 | this->addVertexNormal (1.0, 0.0, 0.0); |
|---|
| 1092 | this->addVertexNormal (-1.0, 0.0, 0.0); |
|---|
| 1093 | this->addVertexNormal (-1.0, 0.0, 0.0); |
|---|
| 1094 | this->addVertexNormal (-1.0, 0.0, 0.0); |
|---|
| 1095 | this->addVertexNormal (-1.0, 0.0, 0.0); |
|---|
| 1096 | |
|---|
| 1097 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 0,0,0, 1,1,1, 3,3,2, 2,2,3); |
|---|
| 1098 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 2,2,4, 3,3,5, 5,5,6, 4,4,7); |
|---|
| 1099 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 4,4,8, 5,5,9, 7,7,10, 6,6,11); |
|---|
| 1100 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,6,12, 7,7,13, 1,9,14, 0,8,15); |
|---|
| 1101 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 1,1,16, 7,10,17, 5,11,18, 3,3,19); |
|---|
| 1102 | this->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,12,20, 0,0,21, 2,2,22, 4,13,23); |
|---|
| 1103 | } |
|---|