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