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source: orxonox.OLD/branches/newModel/src/lib/graphics/importer/static_model.h @ 6021

Last change on this file since 6021 was 6021, checked in by bensch, 18 years ago

newModel new static_model class added

File size: 7.3 KB
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1/*!
2 * @file static_model.h
3 * @brief Contains the Model Class that handles Static 3D-Models rendered with glList's
4 */
5
6#ifndef _STATIC_MODEL_H
7#define _STATIC_MODEL_H
8
9#include "model.h"
10
11#include "material.h"
12#include "glincl.h"
13#include "array.h"
14#include <list>
15
16// FORWARD DECLARATION //
17template<class T> class tArray;
18
19
20//! an enumerator fot the different Model Types.
21/**
22   MODEL_DISPLAY_LIST means, that a DisplayList will be built out of the model. This model will be STATIC, meaning it cannot be changed after initialisation.
23   MODEL_VERTEX_ARRAY means, that a VertexArray will be built out of the model. This moel will be DYNAMIX, meaning that one can change the properties from outside of the model.
24 * @todo implement this stuff
25*/
26typedef enum MODEL_TYPE {
27  MODEL_DISPLAY_LIST,
28  MODEL_VERTEX_ARRAY
29};
30
31
32// definition of different modes for setting up Faces
33#define VERTEX 0       //!< If Faces are created WITH Vertex-Coordinate
34#define NORMAL 1       //!< If Faces are created WITH Normals (otherwise autocalculate)
35#define TEXCOORD 2     //!< If Faces are created WITH TextureCoordinate
36
37//! an enumerator for VERTEX_FORMAT
38typedef enum VERTEX_FORMAT {
39  VERTEX_ONLY = VERTEX,
40  VERTEX_NORMAL = NORMAL,
41  VERTEX_TEXCOORD = TEXCOORD,
42  VERTEX_TEXCOORD_NORMAL = NORMAL | TEXCOORD
43};
44
45////////////////////
46/// SUB-ELEMENTS ///
47////////////////////
48//! This is the placeholder of one Vertex beloning to a Face.
49class ModelFaceElement
50{
51 public:
52  ModelFaceElement();
53  ~ModelFaceElement();
54
55  int                 vertexNumber;         //!< The number of the Vertex out of the Array* vertices, this vertex points to.
56  int                 normalNumber;         //!< The number of the Normal out of the Array* normals, this vertex points to.
57  int                 texCoordNumber;       //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to.
58
59  ModelFaceElement*   next;                 //!< Point to the next FaceElement in this List.
60};
61
62//! This is the placeholder of a Face belonging to a Group of Faces.
63class ModelFace
64{
65 public:
66  ModelFace();
67  ~ModelFace();
68
69  unsigned int        vertexCount;     //!< The Count of vertices this Face has.
70  ModelFaceElement*   firstElem;       //!< Points to the first Vertex (FaceElement) of this Face.
71  Material*           material;        //!< The Material to use.
72
73  ModelFace*          next;            //!< Pointer to the next Face.
74};
75
76//! Group to handle multiple Models per obj-file.
77class ModelGroup
78{
79 public:
80  ModelGroup();
81  ~ModelGroup();
82
83  void cleanup();
84
85  char*        name;           //!< the Name of the Group. this is an identifier, that can be accessed via the draw (char* name) function.
86  GLubyte*     indices;        //!< The indices of the Groups. Needed for vertex-arrays
87  GLuint       listNumber;     //!< The number of the GL-List this Group gets.
88  ModelFace*   firstFace;      //!< The first Face in this group.
89  ModelFace*   currentFace;    //!< The current Face in this Group (the one we are currently working with.)
90  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...
91  int          faceCount;      //!< The Number of Faces this Group holds.
92
93  ModelGroup*  next;           //!< Pointer to the next Group.
94};
95
96struct ModelMaterial
97{
98  Material* material;
99  bool external;
100};
101
102/////////////
103/// MODEL ///
104/////////////
105//! Class that handles static 3D-Models.
106/**
107 * it can also read them in and display them.
108 * All the objects are rendered with glLists
109 */
110class StaticModel : public Model
111{
112 public:
113  StaticModel(const char* modelName = NULL, MODEL_TYPE type = MODEL_DISPLAY_LIST);
114  virtual ~StaticModel();
115
116  virtual void draw() const;
117  void draw(int groupNumber) const;
118  void draw(char* groupName) const;
119
120  void rebuild();
121
122  /** @returns Count of the Models (Groups) in this File */
123  inline int getGroupCount() const { return this->groupCount; };
124
125  /** @returns a Pointer to the Vertex-Array, if it was deleted it returns NULL */
126  inline const GLfloat* getVertexArray() const { return this->vertices->getArray(); };
127  /** @returns the VertexCount of this Model */
128  inline unsigned int getVertexCount() const { return this->vertexCount; };
129
130  /** @returns a Pointer to the Normals-Array, if it was deleted it returns NULL */
131  inline const GLfloat* getNormalsArray() const { return this->normals->getArray(); };
132  /** @returns the NormalsCount of this Model */
133  inline unsigned int getNormalsCount() const { return this->normalCount; };
134
135  /** @returns a Pointer to the TexCoord-Array, if it was deleted it returns NULL */
136  inline const GLfloat* getTexCoordArray() const { return this->vTexture->getArray(); };
137  /** @returns the TexCoord-Count of this Model */
138  inline unsigned int getTexCoordCount() const { return this->texCoordCount; };
139
140  /** @returns the Count of Faces of this Model */
141  inline unsigned int getFaceCount() const { return this->faceCount; };
142
143
144  Material* addMaterial(Material* material);
145  Material* addMaterial(const char* materialName);
146
147  bool addGroup(const char* groupString);
148  bool addVertex(const char* vertexString);
149  bool addVertex(float x, float y, float z);
150  bool addFace(const char* faceString);
151  bool addFace(int faceElemCount, VERTEX_FORMAT type, ...);
152  bool addVertexNormal(const char* normalString);
153  bool addVertexNormal(float x, float y, float z);
154  bool addVertexTexture(const char* vTextureString);
155  bool addVertexTexture(float u, float v);
156  bool setMaterial(const char* mtlString);
157  bool setMaterial(Material* mtl);
158  void finalize();
159
160
161 protected:
162  void cubeModel();
163
164  Material* findMaterialByName(const char* materialName);
165
166
167 protected:
168  float            scaleFactor;     //!< The Factor with which the Model should be scaled. @todo maybe one wants to scale the Model after Initialisation
169
170 private:
171  bool buildVertexNormals();
172
173  bool importToDisplayList();
174  bool buildTriangleList();
175  bool addGLElement(ModelFaceElement* elem);
176
177  bool importToVertexArray();
178
179  bool deleteArrays();
180  bool cleanup();
181
182 private:
183  MODEL_TYPE                 type;            //!< A type for the Model
184  bool                       finalized;       //!< Sets the Object to be finalized.
185
186  unsigned int               vertexCount;     //!< A modelwide Counter for vertices.
187  unsigned int               normalCount;     //!< A modelwide Counter for the normals.
188  unsigned int               texCoordCount;   //!< A modelwide Counter for the texCoord.
189  unsigned int               faceCount;       //!< A modelwide Counter for the faces
190  unsigned int               triangleCount;   //!< Number of triangles >= faceCount
191  tArray<GLfloat>*           vertices;        //!< The Array that handles the Vertices.
192  tArray<GLfloat>*           normals;         //!< The Array that handles the Normals.
193  tArray<GLfloat>*           vTexture;        //!< The Array that handles the VertexTextureCoordinates.
194  sTriangleExt*              triangles;       //!< The Array of triangles in the model.h style
195
196  ModelGroup*                firstGroup;      //!< The first of all groups.
197  ModelGroup*                currentGroup;    //!< The currentGroup. this is the one we will work with.
198  int                        groupCount;      //!< The Count of Groups.
199
200  std::list<ModelMaterial*>  materialList;    //!< A list for all the Materials in this Model
201};
202
203#endif
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