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source: orxonox.OLD/orxonox/branches/md2_loader/src/lib/graphics/importer/model.h @ 4065

Last change on this file since 4065 was 4065, checked in by patrick, 19 years ago

branches/md2_importer: just creted the files, started implementing a fps counter

File size: 5.5 KB
Line 
1/*!
2  \file model.h
3  \brief Contains the Model Class that handles 3D-Models
4*/
5
6#ifndef _MODEL_H
7#define _MODEL_H
8
9#include "material.h"
10#include "glincl.h"
11
12
13// FORWARD DEFINITION //
14class Array;
15class Vector;
16template<class T> class tList;
17
18//! an enumerator fot the different Model Types.
19/**
20   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.
21   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.
22*/
23typedef enum MODEL_TYPE {MODEL_DISPLAY_LIST,
24                         MODEL_VERTEX_ARRAY};
25
26
27// definition of different modes for setting up Faces
28#define VERTEX 0       //!< If Faces are created WITH Vertex-Coordinate
29#define NORMAL 1       //!< If Faces are created WITH Normals (otherwise autocalculate)
30#define TEXCOORD 2     //!< If Faces are created WITH TextureCoordinate
31//! an enumerator for VERTEX_FORMAT
32typedef enum VERTEX_FORMAT {VERTEX_ONLY = VERTEX,
33                    VERTEX_NORMAL = NORMAL,
34                    VERTEX_TEXCOORD = TEXCOORD,
35                    VERTEX_TEXCOORD_NORMAL = NORMAL | TEXCOORD};
36
37////////////////////
38/// SUB-ELEMENTS ///
39////////////////////
40//! This is the placeholder of one Vertex beloning to a Face.
41class ModelFaceElement
42{
43 public:
44  ModelFaceElement();
45  ~ModelFaceElement();
46
47  int vertexNumber;         //!< The number of the Vertex out of the Array* vertices, this vertex points to.
48  int normalNumber;         //!< The number of the Normal out of the Array* normals, this vertex points to.
49  int texCoordNumber;       //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to.
50  ModelFaceElement* next;   //!< Point to the next FaceElement in this List.
51};
52
53//! This is the placeholder of a Face belonging to a Group of Faces.
54class ModelFace
55{
56 public:
57  ModelFace();
58  ~ModelFace();
59
60  int vertexCount;                //!< The Count of vertices this Face has.
61  ModelFaceElement* firstElem;    //!< Points to the first Vertex (FaceElement) of this Face.
62 
63  Material* material;             //!< The Material to use.
64 
65  ModelFace* next;                //!< Pointer to the next Face.
66}; 
67
68//! Group to handle multiple Models per obj-file.
69class ModelGroup
70{
71 public:
72  ModelGroup();
73  ~ModelGroup();
74
75  void cleanup();
76
77  char* name;                 //!< the Name of the Group. this is an identifier, that can be accessed via the draw (char* name) function.
78 
79  GLubyte* indices;           //!< The indices of the Groups. Needed for vertex-arrays
80  GLuint listNumber;          //!< The number of the GL-List this Group gets.
81  ModelFace* firstFace;       //!< The first Face in this group.
82  ModelFace* currentFace;     //!< The current Face in this Group (the one we are currently working with.)
83  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...
84  int faceCount;              //!< The Number of Faces this Group holds.
85 
86  ModelGroup* next;           //!< Pointer to the next Group.
87};
88
89/////////////
90/// MODEL ///
91/////////////
92
93//! Class that handles 3D-Models. it can also read them in and display them.
94class Model
95{
96 private:
97
98  char* name;                 //!< This is the name of the Model.
99  MODEL_TYPE type;            //!< A type for the Model
100  bool finalized;             //!< Sets the Object to be finalized.
101
102  Array* vertices;            //!< The Array that handles the Vertices.
103  int verticesCount;          //!< A global Counter for vertices.
104  Array* normals;             //!< The Array that handles the Normals.
105  Array* vTexture;            //!< The Array that handles the VertexTextureCoordinates.
106
107  ModelGroup* firstGroup;     //!< The first of all groups.
108  ModelGroup* currentGroup;   //!< The currentGroup. this is the one we will work with.
109  int groupCount;             //!< The Count of Groups.
110
111  tList<Material>* materialList;//!< A list for all the Materials in this Model
112 
113  bool buildVertexNormals(void);
114
115  bool importToDisplayList(void);
116  bool addGLElement(ModelFaceElement* elem);
117
118  bool importToVertexArray(void);
119
120  bool deleteArrays(void);
121  bool cleanup(void);
122
123
124 protected:
125  float scaleFactor;    //!< The Factor with which the Model should be scaled. \todo maybe one wants to scale the Model after Initialisation
126
127  Material* findMaterialByName(const char* materialName);
128
129  void cubeModel(void);
130
131 public:
132  Model(const char* modelName = NULL, MODEL_TYPE type = MODEL_DISPLAY_LIST);
133  virtual ~Model(void);
134
135  void setName(const char* name);
136  /** \returns the Name of the Model */
137  inline const char* getName() {return this->name;}
138 
139  void draw(void) const;
140  void draw(int groupNumber) const;
141  void draw(char* groupName) const;
142
143  /** \returns Count of the Models (Groups) in this File */
144  inline int getGroupCount(void) const {return this->groupCount;}
145
146  Material* addMaterial(Material* material);
147  Material* addMaterial(const char* materialName);
148
149  bool addGroup(const char* groupString);
150  bool addVertex(const char* vertexString);
151  bool addVertex(float x, float y, float z);
152  bool addFace(const char* faceString);
153  bool addFace(int faceElemCount, VERTEX_FORMAT type, ...);
154  bool addVertexNormal(const char* normalString);
155  bool addVertexNormal(float x, float y, float z);
156  bool addVertexTexture(const char* vTextureString);
157  bool addVertexTexture(float u, float v);
158  bool setMaterial(const char* mtlString);
159  bool setMaterial(Material* mtl);
160  void finalize(void);
161};
162
163#endif
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