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