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source: orxonox.OLD/trunk/src/lib/graphics/importer/vertex_array_model.cc @ 6308

Last change on this file since 6308 was 6308, checked in by bensch, 18 years ago

orxonox/trunk: added tc a library to convert Vertice-Melanges into VertexArrayStrips. Also implemented it partly in the VertexArrayModel-class…. testing

File size: 6.2 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
17
18#include "vertex_array_model.h"
19
20#include "stdlibincl.h"
21#include <stdarg.h>
22
23#include "tc.h"
24
25using namespace std;
26
27/////////////
28/// MODEL ///
29/////////////
30/**
31 * @brief Creates a 3D-VertexArrayModel.
32 *
33 * assigns it a Name and a Type
34 */
35VertexArrayModel::VertexArrayModel()
36{
37  this->setClassID(CL_MODEL, "VertexArrayModel");
38
39  this->bFinalized = false;
40  this->newStripe();
41}
42
43/**
44 * @brief special copy constructor for converting Models to VertexArray-Stripes
45 * @param model the Model to produce a VertexArray model from.
46 *
47 * Code that uses Brad Granthams
48 * excelent TC-code for generating stripes out of a mix of ModelCoordinates.
49 */
50VertexArrayModel::VertexArrayModel(const Model& model)
51{
52  this->setClassID(CL_MODEL, "VertexArrayModel");
53  this->bFinalized = false;
54  this->newStripe();
55
56  for (unsigned int i = 0; i < model.getVertexCount(); i+=3)
57    this->addVertex(model.getVertexArray()[i], model.getVertexArray()[i+1], model.getVertexArray()[i+2]);
58  for (unsigned int i = 0; i < model.getNormalsCount(); i+=3)
59    this->addNormal(model.getNormalsArray()[i], model.getNormalsArray()[i+1], model.getNormalsArray()[i+2]);
60  for (unsigned int i = 0; i < model.getTexCoordCount(); i+=2)
61    this->addTexCoor(model.getTexCoordArray()[i], model.getTexCoordArray()[i+1]);
62
63  // The acTC object generating this Model. //
64  ACTCData *tc;
65  tc = actcNew();
66  if(tc == NULL) {
67    /* memory allocation failed */
68    /* print error here and exit or whatever */
69  }
70
71  // inputing the data of model to the tc
72  actcBeginInput(tc);
73  for(unsigned int i = 0; i < model.getTriangleCount(); i++)
74      actcAddTriangle(tc, model.getTriangles()[i].indexToVertices[0], model.getTriangles()[i].indexToVertices[1], model.getTriangles()[i].indexToVertices[2]);
75  actcEndInput(tc);
76
77  // importing the data to the new Model.
78  int prim;
79  unsigned int v1, v2, v3;
80
81  actcBeginOutput(tc);
82  while((prim = actcStartNextPrim(tc, &v1, &v2) != ACTC_DATABASE_EMPTY))
83  {
84    this->addIndice(v1);
85    this->addIndice(v2);
86    /* start a primitive of type "prim" with v1 and v2 */
87    while(actcGetNextVert(tc, &v3) != ACTC_PRIM_COMPLETE)
88    {
89      /* continue primitive using v3 */
90      this->addIndice(v3);
91    }
92    this->newStripe();
93  }
94  actcEndOutput(tc);
95
96  this->finalize();
97}
98
99/**
100 * @brief deletes a VertexArrayModel.
101 *
102 * Looks if any from model allocated space is still in use, and if so deleted it.
103 */
104VertexArrayModel::~VertexArrayModel()
105{
106  PRINTF(4)("Deleting VertexArrayModel ");
107  if (this->getName())
108  {
109    PRINT(4)("%s\n", this->getName());
110  }
111  else
112  {
113    PRINT(4)("\n");
114  }
115}
116
117
118/**
119 * @brief Draws the VertexArrayModels of all Groups.
120 *
121 * It does this by just calling the Lists that must have been created earlier.
122 */
123void VertexArrayModel::draw() const
124{
125  PRINTF(4)("drawing the 3D-VertexArrayModels\n");
126
127  glEnableClientState(GL_VERTEX_ARRAY |
128                      GL_TEXTURE_COORD_ARRAY |
129                      GL_NORMAL_ARRAY);
130  //  glEnableClientState(GL_INDEX_ARRAY);
131
132  glVertexPointer(3, GL_FLOAT, 0, this->vertices.getArray());
133  glNormalPointer(GL_FLOAT, 0, this->normals.getArray());
134  glTexCoordPointer(2, GL_FLOAT, 0, this->texCoords.getArray());
135
136  for (GLuint i = 1; i < this->stripes.size(); ++i)
137    {
138      glDrawRangeElements(GL_TRIANGLE_STRIP,
139                          this->stripes[i-1],
140                          this->stripes[i],
141                          this->indices.getCount(),
142                          GL_UNSIGNED_BYTE,
143                          this->indices.getArray());
144    }
145}
146
147
148//////////
149// MESH //
150//////////
151/**
152 * @brief generates a new Stripe in this Model
153 */
154void VertexArrayModel::newStripe()
155{
156  this->stripes.push_back(this->vertices.getCount()-1);
157}
158
159
160/**
161 * @brief parses a vertex-String
162 * @param x the X-coordinate of the Vertex to add.
163 * @param y the Y-coordinate of the Vertex to add.
164 * @param z the Z-coordinate of the Vertex to add.
165 */
166void VertexArrayModel::addVertex(float x, float y, float z)
167{
168  this->vertices.addEntry(x, y, z);
169  this->pModelInfo.numVertices++;
170}
171
172
173/**
174 * @brief adds a VertexNormal.
175 * @param x The x coordinate of the Normal.
176 * @param y The y coordinate of the Normal.
177 * @param z The z coordinate of the Normal.
178 *
179 * If a vertexNormal line is found this function will inject it into the vertexNormal-Array
180 */
181void VertexArrayModel::addNormal(float x, float y, float z)
182{
183  this->normals.addEntry(x, y, z);
184  this->pModelInfo.numNormals++;
185}
186
187
188/**
189 *  adds a Texture Coordinate
190 * @param u The u coordinate of the TextureCoordinate.
191 * @param v The y coordinate of the TextureCoordinate.
192 *
193 *  If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array
194 */
195void VertexArrayModel::addTexCoor(float u, float v)
196{
197  this->texCoords.addEntry(u);
198  this->texCoords.addEntry(v);
199  this->pModelInfo.numTexCoor++;
200}
201
202
203/**
204 *  adds a new Face
205 * @param faceElemCount the number of Vertices to add to the Face.
206 * @param type The information Passed with each Vertex
207*/
208void VertexArrayModel::addIndice(GLubyte indice)
209{
210  this->indices.addEntry(indice);
211}
212
213
214/**
215 * @brief Finalizes an Object. This can be done outside of the Class.
216 */
217void VertexArrayModel::finalize()
218{
219  // finalize the Arrays
220  this->vertices.finalizeArray();
221  this->texCoords.finalizeArray();
222  this->normals.finalizeArray();
223  this->indices.finalizeArray();
224
225  this->newStripe();
226
227  /*
228    glEnableClientState(GL_VERTEX_ARRAY |
229    GL_TEXTURE_COORD_ARRAY |
230    GL_NORMAL_ARRAY);
231  */
232
233  this->bFinalized = true;
234}
235
236
237
238/////////////
239// TESTING //
240/////////////
241/**
242 * @brief Includes a default model
243 *
244 * This will inject a Cube, because this is the most basic model.
245 */
246void VertexArrayModel::planeModel()
247{
248  unsigned int i, j;
249  for (i = 0; i < 20; i++)
250    {
251      for (j = 0; j < 20; j++)
252        {
253          this->addVertex(i* 50, .5, (j)*50);
254          this->addNormal(0, 1, 0);
255          this->addTexCoor((float)i/20.0, (float)j/20.0);
256
257        }
258    }
259  for (i = 0; i < 20; i++)
260    {
261      this->addIndice(i);
262      this->addIndice(i+20);
263    }
264}
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