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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/importer/model.h @ 3894

Last change on this file since 3894 was 3894, checked in by bensch, 19 years ago

orxonox/trunk: Material, and Model update, some const-issues

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[2823]1/*!
[3360]2  \file model.h
3  \brief Contains the Model Class that handles 3D-Models
[2823]4*/
5
[3360]6#ifndef _MODEL_H
7#define _MODEL_H
[2773]8
[2776]9#include "material.h"
[2748]10
[3427]11// FORWARD DEFINITION //
12class Array;
13class Vector;
14
[2823]15using namespace std;
[2804]16
[3657]17// definition of different modes for setting up Faces
18#define VERTEX 0       //!< If Faces are created WITH Vertex-Coordinate
19#define NORMAL 1       //!< If Faces are created WITH Normals (otherwise autocalculate)
20#define TEXCOORD 2     //!< If Faces are created WITH TextureCoordinate
[3894]21//! an enumerator for VERTEX_FORMAT
22enum VERTEX_FORMAT {VERTEX_ONLY = VERTEX,
23                    VERTEX_NORMAL = NORMAL,
24                    VERTEX_TEXCOORD = TEXCOORD,
25                    VERTEXT_TEXTURE_NORMAL = NORMAL | TEXCOORD};
[2842]26
[3360]27//! Class that handles 3D-Models. it can also read them in and display them.
28class Model
[2748]29{
30 public:
[3396]31  Model(void);
[3398]32  Model(char* modelName);
[3396]33  virtual ~Model(void);
[3398]34
35  void setName(const char* name);
[2748]36 
[3396]37  void draw(void) const;
38  void draw(int groupNumber) const;
39  void draw(char* groupName) const;
[3063]40  int getGroupCount() const;
[2767]41
[3396]42 protected:
[3398]43  char* name;            //!< This is the name of the Model.
44  bool finalized;        //!< Sets the Object to be finalized.
45 
[3186]46  //! This is the placeholder of one Vertex beloning to a Face.
[3396]47  struct FaceElement
[3063]48  {
[3186]49    int vertexNumber;    //!< The number of the Vertex out of the Array* vertices, this vertex points to.
50    int normalNumber;    //!< The number of the Normal out of the Array* normals, this vertex points to.
51    int texCoordNumber;  //!< The number of the textureCoordinate out of the Array* vTexture, this vertex points to.
52    FaceElement* next;   //!< Point to the next FaceElement in this List.
[3063]53  };
54
[3186]55  //! This is the placeholder of a Face belonging to a Group of Faces.
[3418]56  struct Face
[3063]57  {
[3186]58    int vertexCount;        //!< The Count of vertices this Face has.
59    FaceElement* firstElem; //!< Points to the first Vertex (FaceElement) of this Face.
[3063]60
[3801]61    Material* material;     //!< The Material to use.
[3063]62
[3186]63    Face* next;             //!< Pointer to the next Face.
64  }; 
[3063]65
[3360]66  //! Group to handle multiple Models per obj-file.
[2850]67  struct Group
68  {
[3186]69    char* name;         //!< the Name of the Group. this is an identifier, that can be accessed via the draw (char* name) function.
[2850]70
[3427]71    unsigned int listNumber;//!< The number of the GL-List this Group gets.
[3186]72    Face* firstFace;    //!< The first Face in this group.
73    Face* currentFace;  //!< The current Face in this Group (the one we are currently working with.)
74    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...
75    int faceCount;      //!< The Number of Faces this Group holds.
[2850]76
[3186]77    Group* next;        //!< Pointer to the next Group.
[3063]78  };
[2850]79
[3063]80
[3186]81  Array* vertices;      //!< The Array that handles the Vertices.
82  int verticesCount;    //!< A global Counter for vertices.
83  Array* normals;       //!< The Array that handles the Normals.
84  Array* vTexture;      //!< The Array that handles the VertexTextureCoordinates.
[3063]85
[2850]86 
[3186]87  Group* firstGroup;    //!< The first of all groups.
88  Group* currentGroup;  //!< The currentGroup. this is the one we will work with.
89  int groupCount;       //!< The Count of Groups.
[2850]90
[3186]91  Material* material;   //!< Initial pointer to the Material. This can hold many materials, because Material can be added with Material::addMaterial(..)
[3360]92  float scaleFactor;    //!< The Factor with which the Model should be scaled. \todo maybe one wants to scale the Model after Initialisation
[2760]93
[3400]94  bool initialize(void);
[2850]95  bool initGroup(Group* group);
[3066]96  bool initFace (Face* face);
97  bool cleanup(void);
98  bool cleanupGroup(Group* group);
99  bool cleanupFace(Face* face);
[3068]100  bool cleanupFaceElement(FaceElement* faceElem);
[2850]101
[3398]102 public:
[3894]103  bool addGroup(const char* groupString);
[3400]104  bool addVertex(char* vertexString);
[3894]105  bool addVertex(float x, float y, float z);
[3400]106  bool addFace(char* faceString);
[3894]107  bool addFace(int faceElemCount, int type, ...);
[3400]108  bool addVertexNormal(char* normalString);
[3894]109  bool addVertexNormal(float x, float y, float z);
[3400]110  bool addVertexTexture(char* vTextureString);
[3894]111  bool addVertexTexture(float u, float v);
112  bool addUseMtl(const char* mtlString);
[3801]113  bool addUseMtl(Material* mtl);
[3398]114  void finalize(void);
[2754]115
[3398]116 protected:
[3400]117  bool importToGL(void);
118  bool addGLElement(FaceElement* elem);
[2821]119
[3400]120  bool buildVertexNormals(void);
[3075]121
[3400]122  void cubeModel(void);
[2748]123};
[2773]124
125#endif
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