| 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 | |
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| 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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| 17 | |
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| 18 | #include "vertex_array_model.h" |
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| 19 | |
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| 20 | #include "stdlibincl.h" |
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| 21 | #include <stdarg.h> |
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| 22 | |
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| 23 | #include "tc.h" |
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| 24 | |
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| 25 | using namespace std; |
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| 26 | |
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| 27 | ///////////// |
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| 28 | /// MODEL /// |
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| 29 | ///////////// |
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| 30 | /** |
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| 31 | * @brief Creates a 3D-VertexArrayModel. |
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| 32 | * |
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| 33 | * assigns it a Name and a Type |
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| 34 | */ |
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| 35 | VertexArrayModel::VertexArrayModel() |
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| 36 | { |
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| 37 | this->setClassID(CL_MODEL, "VertexArrayModel"); |
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| 38 | |
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| 39 | this->bFinalized = false; |
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| 40 | this->newStripe(); |
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| 41 | } |
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| 42 | |
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| 43 | /** |
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| 44 | * @brief special copy constructor for converting Models to VertexArray-Stripes |
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| 45 | * @param model the Model to produce a VertexArray model from. |
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| 46 | * |
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| 47 | * Code that uses Brad Granthams |
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| 48 | * excelent TC-code for generating stripes out of a mix of ModelCoordinates. |
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| 49 | */ |
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| 50 | VertexArrayModel::VertexArrayModel(const Model& model) |
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| 51 | { |
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| 52 | this->setClassID(CL_MODEL, "VertexArrayModel"); |
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| 53 | this->bFinalized = false; |
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| 54 | |
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| 55 | // importing the data to the new Model. |
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| 56 | this->newStripe(); |
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| 57 | |
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| 58 | for (unsigned int i = 0; i < model.getVertexCount()*3; i+=3) |
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| 59 | this->addVertex(model.getVertexArray()[i], model.getVertexArray()[i+1], model.getVertexArray()[i+2]); |
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| 60 | for (unsigned int i = 0; i < model.getVertexCount()*3; i+=3) |
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| 61 | this->addColor((float)i / (float)model.getVertexCount(), 0, 0); |
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| 62 | |
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| 63 | for (unsigned int i = 0; i < model.getNormalsCount()*3; i+=3) |
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| 64 | this->addNormal(model.getNormalsArray()[i], model.getNormalsArray()[i+1], model.getNormalsArray()[i+2]); |
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| 65 | for (unsigned int i = 0; i < model.getTexCoordCount(); i+=2) |
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| 66 | this->addTexCoor(model.getTexCoordArray()[i], model.getTexCoordArray()[i+1]); |
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| 67 | |
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| 68 | |
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| 69 | // The acTC object generating this Model. // |
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| 70 | ACTCData *tc; |
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| 71 | tc = actcNew(); |
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| 72 | if(tc == NULL) { |
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| 73 | /* memory allocation failed */ |
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| 74 | /* print error here and exit or whatever */ |
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| 75 | } |
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| 76 | |
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| 77 | // inputing the data of model to the tc |
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| 78 | actcBeginInput(tc); |
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| 79 | for(unsigned int i = 0; i < model.getTriangleCount(); i++) |
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| 80 | { |
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| 81 | actcAddTriangle(tc, |
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| 82 | model.getTriangles()[i].indexToVertices[0], |
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| 83 | model.getTriangles()[i].indexToVertices[1], |
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| 84 | model.getTriangles()[i].indexToVertices[2]); |
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| 85 | } |
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| 86 | actcEndInput(tc); |
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| 87 | |
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| 88 | |
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| 89 | |
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| 90 | int prim; |
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| 91 | uint v1, v2, v3; |
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| 92 | |
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| 93 | actcBeginOutput(tc); |
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| 94 | while((prim = actcStartNextPrim(tc, &v1, &v2) != ACTC_DATABASE_EMPTY)) |
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| 95 | { |
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| 96 | this->newStripe(); |
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| 97 | |
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| 98 | this->addIndice(v1); |
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| 99 | this->addIndice(v2); |
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| 100 | /* start a primitive of type "prim" with v1 and v2 */ |
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| 101 | while(actcGetNextVert(tc, &v3) != ACTC_PRIM_COMPLETE) |
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| 102 | { |
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| 103 | /* continue primitive using v3 */ |
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| 104 | this->addIndice(v3); |
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| 105 | } |
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| 106 | } |
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| 107 | actcEndOutput(tc); |
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| 108 | |
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| 109 | this->finalize(); |
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| 110 | } |
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| 111 | |
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| 112 | |
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| 113 | /** |
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| 114 | * @brief deletes a VertexArrayModel. |
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| 115 | * |
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| 116 | * Looks if any from model allocated space is still in use, and if so deleted it. |
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| 117 | */ |
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| 118 | VertexArrayModel::~VertexArrayModel() |
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| 119 | { |
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| 120 | PRINTF(4)("Deleting VertexArrayModel "); |
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| 121 | if (this->getName()) |
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| 122 | { |
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| 123 | PRINT(4)("%s\n", this->getName()); |
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| 124 | } |
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| 125 | else |
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| 126 | { |
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| 127 | PRINT(4)("\n"); |
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| 128 | } |
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| 129 | } |
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| 130 | |
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| 131 | |
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| 132 | /** |
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| 133 | * @brief Draws the VertexArrayModels of all Groups. |
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| 134 | * |
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| 135 | * It does this by just calling the Lists that must have been created earlier. |
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| 136 | */ |
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| 137 | void VertexArrayModel::draw() const |
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| 138 | { |
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| 139 | PRINTF(4)("drawing 3D-VertexArrayModel %s\n", this->getName()); |
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| 140 | glEnableClientState(GL_VERTEX_ARRAY ); |
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| 141 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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| 142 | glEnableClientState(GL_NORMAL_ARRAY ); |
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| 143 | glEnableClientState(GL_COLOR_ARRAY ); |
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| 144 | |
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| 145 | |
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| 146 | glVertexPointer(3, GL_FLOAT, 0, &this->vertices[0]); |
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| 147 | glNormalPointer(GL_FLOAT, 0, &this->normals[0]); |
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| 148 | glTexCoordPointer(2, GL_FLOAT, 0, &this->texCoords[0]); |
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| 149 | glColorPointer(3, GL_FLOAT, 0, &this->colors[0]); |
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| 150 | |
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| 151 | for (GLuint i = 1; i < this->stripes.size(); ++i) |
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| 152 | { |
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| 153 | glDrawElements( GL_TRIANGLE_STRIP, |
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| 154 | this->stripes[i] - this->stripes[i-1], |
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| 155 | GL_UNSIGNED_INT, |
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| 156 | &this->indices[this->stripes[i-1]] ); |
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| 157 | } |
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| 158 | } |
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| 159 | |
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| 160 | |
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| 161 | ////////// |
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| 162 | // MESH // |
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| 163 | ////////// |
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| 164 | /** |
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| 165 | * @brief generates a new Stripe in this Model |
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| 166 | */ |
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| 167 | void VertexArrayModel::newStripe() |
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| 168 | { |
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| 169 | // no stripes of size 0 |
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| 170 | if (this->stripes.empty() || this->indices.size() != this->stripes.back()) |
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| 171 | this->stripes.push_back(this->indices.size()); |
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| 172 | } |
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| 173 | |
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| 174 | |
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| 175 | /** |
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| 176 | * @brief parses a vertex-String |
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| 177 | * @param x the X-coordinate of the Vertex to add. |
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| 178 | * @param y the Y-coordinate of the Vertex to add. |
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| 179 | * @param z the Z-coordinate of the Vertex to add. |
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| 180 | */ |
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| 181 | void VertexArrayModel::addVertex(float x, float y, float z) |
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| 182 | { |
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| 183 | this->vertices.push_back(x); |
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| 184 | this->vertices.push_back(y); |
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| 185 | this->vertices.push_back(z); |
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| 186 | this->pModelInfo.numVertices++; |
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| 187 | } |
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| 188 | |
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| 189 | |
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| 190 | /** |
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| 191 | * @brief adds a VertexNormal. |
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| 192 | * @param x The x coordinate of the Normal. |
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| 193 | * @param y The y coordinate of the Normal. |
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| 194 | * @param z The z coordinate of the Normal. |
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| 195 | * |
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| 196 | * If a vertexNormal line is found this function will inject it into the vertexNormal-Array |
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| 197 | */ |
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| 198 | void VertexArrayModel::addNormal(float x, float y, float z) |
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| 199 | { |
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| 200 | this->normals.push_back(x); |
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| 201 | this->normals.push_back(y); |
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| 202 | this->normals.push_back(z); |
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| 203 | this->pModelInfo.numNormals++; |
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| 204 | } |
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| 205 | |
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| 206 | |
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| 207 | /** |
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| 208 | * @brief adds a Texture Coordinate |
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| 209 | * @param u The u coordinate of the TextureCoordinate. |
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| 210 | * @param v The y coordinate of the TextureCoordinate. |
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| 211 | * |
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| 212 | * If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array |
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| 213 | */ |
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| 214 | void VertexArrayModel::addTexCoor(float u, float v) |
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| 215 | { |
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| 216 | this->texCoords.push_back(u); |
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| 217 | this->texCoords.push_back(v); |
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| 218 | this->pModelInfo.numTexCoor++; |
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| 219 | } |
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| 220 | |
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| 221 | /** |
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| 222 | * @brief adds a new Color |
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| 223 | * @param r the Red Component of the VertexColor to add. |
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| 224 | * @param g the Green Component of the VertexColor to add. |
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| 225 | * @param b the Blue of the VertexColor to add. |
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| 226 | */ |
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| 227 | void VertexArrayModel::addColor(float r, float g, float b) |
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| 228 | { |
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| 229 | this->colors.push_back(r); |
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| 230 | this->colors.push_back(g); |
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| 231 | this->colors.push_back(b); |
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| 232 | // FIXME |
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| 233 | } |
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| 234 | |
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| 235 | |
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| 236 | /** |
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| 237 | * adds a new Face |
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| 238 | * @param faceElemCount the number of Vertices to add to the Face. |
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| 239 | * @param type The information Passed with each Vertex |
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| 240 | */ |
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| 241 | void VertexArrayModel::addIndice(GLuint indice) |
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| 242 | { |
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| 243 | this->indices.push_back(indice); |
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| 244 | } |
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| 245 | |
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| 246 | |
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| 247 | /** |
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| 248 | * @brief Finalizes an Object. This can be done outside of the Class. |
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| 249 | */ |
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| 250 | void VertexArrayModel::finalize() |
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| 251 | { |
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| 252 | // finalize the Arrays |
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| 253 | this->newStripe(); |
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| 254 | this->bFinalized = true; |
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| 255 | } |
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| 256 | |
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| 257 | |
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| 258 | |
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| 259 | |
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| 260 | ///////////// |
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| 261 | // TESTING // |
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| 262 | ///////////// |
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| 263 | /** |
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| 264 | * @brief Includes a default model |
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| 265 | * |
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| 266 | * This will inject a Cube, because this is the most basic model. |
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| 267 | */ |
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| 268 | void VertexArrayModel::planeModel(float sizeX, float sizeY, unsigned int resolutionX, unsigned int resolutionY) |
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| 269 | { |
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| 270 | GLuint i, j; |
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| 271 | for (i = 0; i < resolutionY; i++) |
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| 272 | { |
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| 273 | for (j = 0; j < resolutionX; j++) |
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| 274 | { |
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| 275 | this->addVertex((float)i - (float)sizeY/2.0, 0.0, (float)j - (float)sizeX/2.0); |
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| 276 | this->addNormal(0.0, 1, 0.0); |
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| 277 | this->addTexCoor((float)i/(float)resolutionY, (float)j/(float)resolutionY); |
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| 278 | this->addColor((float)i/20.0, 0.0, (float)j/20.0); |
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| 279 | } |
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| 280 | } |
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| 281 | |
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| 282 | for (i = 0; i < resolutionY-1; i++) |
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| 283 | { |
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| 284 | for (j = 0; j < resolutionX; j++) |
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| 285 | { |
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| 286 | this->addIndice( resolutionY*i + j ); |
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| 287 | this->addIndice( resolutionY*(i+1) + j ); |
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| 288 | } |
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| 289 | this->newStripe(); |
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| 290 | } |
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| 291 | } |
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| 292 | |
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| 293 | #include <cmath> |
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| 294 | |
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| 295 | /** |
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| 296 | * @brief builds a Triangle Stripped sphere |
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| 297 | * @param radius: radius |
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| 298 | * @param loops: the count of loops |
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| 299 | * @param segmentsPerLoop how many Segments per loop |
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| 300 | */ |
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| 301 | void VertexArrayModel::spiralSphere(const float radius, const unsigned int loops, const unsigned int segmentsPerLoop) |
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| 302 | { |
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| 303 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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| 304 | { |
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| 305 | float theta = 0; |
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| 306 | float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop; |
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| 307 | float sinTheta = std::sin(theta); |
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| 308 | float sinPhi = std::sin(phi); |
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| 309 | float cosTheta = std::cos(theta); |
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| 310 | float cosPhi = std::cos(phi); |
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| 311 | this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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| 312 | this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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| 313 | this->addTexCoor(0,0); /// FIXME |
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| 314 | this->addColor(.125,.436,.246); ///FIXME |
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| 315 | } |
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| 316 | for (unsigned int loopNumber = 0; loopNumber <= loops; ++loopNumber) |
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| 317 | { |
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| 318 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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| 319 | { |
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| 320 | float theta = (loopNumber * PI / loops) + ((PI * loopSegmentNumber) / (segmentsPerLoop * loops)); |
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| 321 | if (loopNumber == loops) |
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| 322 | { |
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| 323 | theta = PI; |
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| 324 | } |
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| 325 | float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop; |
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| 326 | float sinTheta = std::sin(theta); |
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| 327 | float sinPhi = std::sin(phi); |
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| 328 | float cosTheta = std::cos(theta); |
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| 329 | float cosPhi = std::cos(phi); |
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| 330 | this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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| 331 | this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); |
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| 332 | this->addTexCoor(0,0); //FIXME |
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| 333 | this->addColor(.125,.436,.246); |
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| 334 | |
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| 335 | } |
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| 336 | } |
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| 337 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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| 338 | { |
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| 339 | this->addIndice(loopSegmentNumber); |
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| 340 | this->addIndice(segmentsPerLoop + loopSegmentNumber); |
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| 341 | } |
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| 342 | for (unsigned int loopNumber = 0; loopNumber < loops; ++loopNumber) |
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| 343 | { |
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| 344 | for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) |
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| 345 | { |
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| 346 | this->addIndice( ((loopNumber + 1) * segmentsPerLoop) + loopSegmentNumber); |
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| 347 | this->addIndice( ((loopNumber + 2) * segmentsPerLoop) + loopSegmentNumber); |
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| 348 | } |
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| 349 | } |
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| 350 | } |
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| 351 | |
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| 352 | |
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| 353 | /** |
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| 354 | * @brief print out some nice debug information about this VertexArrayModel. |
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| 355 | */ |
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| 356 | void VertexArrayModel::debug() const |
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| 357 | { |
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| 358 | PRINT(0)("VertexArrayModel (%s): debug\n", this->getName()); |
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| 359 | PRINT(0)("Stripes: %d; Indices: %d; Vertices: %d; Normals %d; TextCoords %d; Colors %d\n", |
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| 360 | this->stripes.size(), |
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| 361 | this->indices.size(), |
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| 362 | this->vertices.size()/3, |
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| 363 | this->normals.size()/3, |
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| 364 | this->texCoords.size()/2, |
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| 365 | this->colors.size() )/3; |
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| 366 | for (GLuint i = 1; i < this->stripes.size(); ++i) |
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| 367 | { |
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| 368 | PRINT(0)("Stripe-%d (s:%d:e:%d):: ", i, this->stripes[i-1], this->stripes[i]); |
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| 369 | for (GLuint j = this->stripes[i-1] ; j < this->stripes[i]; j++) |
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| 370 | { |
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| 371 | PRINT(0)("->%d", this->indices[j]); |
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| 372 | } |
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| 373 | PRINT(0)("\n"); |
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| 374 | } |
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| 375 | } |
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