/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER #include "vertex_array_model.h" #include #include "debug.h" #include "tc.h" ObjectListDefinition(VertexArrayModel); ///////////// /// MODEL /// ///////////// /** * @brief Creates a 3D-VertexArrayModel. * * assigns it a Name and a Type */ VertexArrayModel::VertexArrayModel() { this->registerObject(this, VertexArrayModel::_objectList); this->newStripe(); } /** * @brief special copy constructor for converting Models to VertexArray-Stripes * @param model the Model to produce a VertexArray model from. * * Code that uses Brad Granthams * excelent TC-code for generating stripes out of a mix of ModelCoordinates. */ VertexArrayModel::VertexArrayModel(const Model& model) { this->registerObject(this, VertexArrayModel::_objectList); // importing the data to the new Model. this->newStripe(); for (unsigned int i = 0; i < model.getVertexCount()*3; i+=3) this->addVertex(model.getVertexArray()[i], model.getVertexArray()[i+1], model.getVertexArray()[i+2]); for (unsigned int i = 0; i < model.getVertexCount()*3; i+=3) this->addColor((float)i / (float)model.getVertexCount(), 0, 0); for (unsigned int i = 0; i < model.getNormalsCount()*3; i+=3) this->addNormal(model.getNormalsArray()[i], model.getNormalsArray()[i+1], model.getNormalsArray()[i+2]); for (unsigned int i = 0; i < model.getTexCoordCount(); i+=2) this->addTexCoor(model.getTexCoordArray()[i], model.getTexCoordArray()[i+1]); // The acTC object generating this Model. // ACTCData *tc; tc = actcNew(); if(tc == NULL) { /* memory allocation failed */ /* print error here and exit or whatever */ } // inputing the data of model to the tc actcBeginInput(tc); for(unsigned int i = 0; i < model.getTriangleCount(); i++) { actcAddTriangle(tc, model.getTriangles()[i].indexToVertices[0], model.getTriangles()[i].indexToVertices[1], model.getTriangles()[i].indexToVertices[2]); } actcEndInput(tc); int prim; unsigned int v1, v2, v3; actcBeginOutput(tc); while((prim = actcStartNextPrim(tc, &v1, &v2) != ACTC_DATABASE_EMPTY)) { this->newStripe(); this->addIndice(v1); this->addIndice(v2); /* start a primitive of type "prim" with v1 and v2 */ while(actcGetNextVert(tc, &v3) != ACTC_PRIM_COMPLETE) { /* continue primitive using v3 */ this->addIndice(v3); } } actcEndOutput(tc); this->finalize(); } /** * @brief deletes a VertexArrayModel. * * Looks if any from model allocated space is still in use, and if so deleted it. */ VertexArrayModel::~VertexArrayModel() { PRINTF(4)("Deleting VertexArrayModel %s\n", this->getCName()); } /** * @brief Draws the VertexArrayModels of all Groups. * * It does this by just calling the Lists that must have been created earlier. */ void VertexArrayModel::draw() const { PRINTF(4)("drawing 3D-VertexArrayModel %s\n", this->getCName()); glEnableClientState(GL_VERTEX_ARRAY ); glEnableClientState(GL_TEXTURE_COORD_ARRAY ); glEnableClientState(GL_NORMAL_ARRAY ); glEnableClientState(GL_COLOR_ARRAY ); glVertexPointer(3, GL_FLOAT, 0, &this->vertices[0]); glNormalPointer(GL_FLOAT, 0, &this->normals[0]); glTexCoordPointer(2, GL_FLOAT, 0, &this->texCoords[0]); glColorPointer(3, GL_FLOAT, 0, &this->colors[0]); for (GLuint i = 1; i < this->stripes.size(); ++i) { glDrawElements( GL_TRIANGLE_STRIP, this->stripes[i] - this->stripes[i-1], GL_UNSIGNED_INT, &this->indices[this->stripes[i-1]] ); } } ////////// // MESH // ////////// /** * @brief generates a new Stripe in this Model */ void VertexArrayModel::newStripe() { // no stripes of size 0 if (this->stripes.empty() || this->indices.size() != this->stripes.back()) this->stripes.push_back(this->indices.size()); } /** * @brief parses a vertex-String * @param x the X-coordinate of the Vertex to add. * @param y the Y-coordinate of the Vertex to add. * @param z the Z-coordinate of the Vertex to add. */ void VertexArrayModel::addVertex(float x, float y, float z) { this->vertices.push_back(Vector(x,y,z)); this->pModelInfo.numVertices++; } /** * @brief adds a VertexNormal. * @param x The x coordinate of the Normal. * @param y The y coordinate of the Normal. * @param z The z coordinate of the Normal. * * If a vertexNormal line is found this function will inject it into the vertexNormal-Array */ void VertexArrayModel::addNormal(float x, float y, float z) { this->normals.push_back(Vector(x,y,z)); this->pModelInfo.numNormals++; } /** * @brief adds a Texture Coordinate * @param u The u coordinate of the TextureCoordinate. * @param v The y coordinate of the TextureCoordinate. * * If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array */ void VertexArrayModel::addTexCoor(float u, float v) { this->texCoords.push_back(Vector2D(u,v)); this->pModelInfo.numTexCoor++; } /** * @brief adds a new Color * @param r the Red Component of the VertexColor to add. * @param g the Green Component of the VertexColor to add. * @param b the Blue of the VertexColor to add. */ void VertexArrayModel::addColor(float r, float g, float b) { this->colors.push_back(Vector(r,g,b)); // FIXME } /** * adds a new Face * @param faceElemCount the number of Vertices to add to the Face. * @param type The information Passed with each Vertex */ void VertexArrayModel::addIndice(GLuint indice) { this->indices.push_back(indice); } /** * @brief Finalizes an Object. This can be done outside of the Class. */ void VertexArrayModel::finalize() { // finalize the Arrays this->newStripe(); } ///////////// // TESTING // ///////////// /** * @brief Includes a default model * * This will inject a Cube, because this is the most basic model. */ void VertexArrayModel::planeModel(float sizeX, float sizeY, unsigned int resolutionX, unsigned int resolutionY) { GLuint i, j; for (i = 0; i < resolutionY; i++) { for (j = 0; j < resolutionX; j++) { this->addVertex( ((float)i - (float)resolutionX/2.0)/(float)resolutionX * sizeX, 0.0, ((float)j - (float)resolutionY/2.0)/(float)resolutionY * sizeY); this->addNormal(0.0, 1, 0.0); this->addTexCoor((float)i/(float)resolutionX, (float)j/(float)resolutionY); this->addColor(1.0, 1.0, 1.0); } } for (i = 0; i < resolutionY-1; i++) { for (j = 0; j < resolutionX; j++) { this->addIndice( resolutionY*i + j ); this->addIndice( resolutionY*(i+1) + j ); } this->newStripe(); } } #include /** * @brief builds a Triangle Stripped sphere * @param radius: radius * @param loops: the count of loops * @param segmentsPerLoop how many Segments per loop */ void VertexArrayModel::spiralSphere(const float radius, const unsigned int loops, const unsigned int segmentsPerLoop) { for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) { float theta = 0; float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop; float sinTheta = std::sin(theta); float sinPhi = std::sin(phi); float cosTheta = std::cos(theta); float cosPhi = std::cos(phi); this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); this->addTexCoor(0,0); /// FIXME this->addColor(.125,.436,.246); ///FIXME } for (unsigned int loopNumber = 0; loopNumber <= loops; ++loopNumber) { for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) { float theta = (loopNumber * PI / loops) + ((PI * loopSegmentNumber) / (segmentsPerLoop * loops)); if (loopNumber == loops) { theta = PI; } float phi = loopSegmentNumber * 2 * PI / segmentsPerLoop; float sinTheta = std::sin(theta); float sinPhi = std::sin(phi); float cosTheta = std::cos(theta); float cosPhi = std::cos(phi); this->addVertex(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); this->addNormal(radius * cosPhi * sinTheta, radius * sinPhi * sinTheta, radius * cosTheta); this->addTexCoor(0,0); //FIXME this->addColor(.125,.436,.246); } } for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) { this->addIndice(loopSegmentNumber); this->addIndice(segmentsPerLoop + loopSegmentNumber); } for (unsigned int loopNumber = 0; loopNumber < loops; ++loopNumber) { for (unsigned int loopSegmentNumber = 0; loopSegmentNumber < segmentsPerLoop; ++loopSegmentNumber) { this->addIndice( ((loopNumber + 1) * segmentsPerLoop) + loopSegmentNumber); this->addIndice( ((loopNumber + 2) * segmentsPerLoop) + loopSegmentNumber); } } } /** * @brief print out some nice debug information about this VertexArrayModel. */ void VertexArrayModel::debug() const { PRINT(0)("VertexArrayModel (%s): debug\n", this->getCName()); PRINT(0)("Stripes: %d; Indices: %d; Vertices: %d; Normals %d; TextCoords %d; Colors %d\n", this->stripes.size(), this->indices.size(), this->vertices.size(), this->normals.size(), this->texCoords.size(), this->colors.size() ); for (GLuint i = 1; i < this->stripes.size(); ++i) { PRINT(0)("Stripe-%d (s:%d:e:%d):: ", i, this->stripes[i-1], this->stripes[i]); for (GLuint j = this->stripes[i-1] ; j < this->stripes[i]; j++) { PRINT(0)("->%d", this->indices[j]); } PRINT(0)("\n"); } }