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Changeset 6010 in orxonox.OLD


Ignore:
Timestamp:
Dec 10, 2005, 5:10:32 PM (18 years ago)
Author:
bensch
Message:

orxonox/trunk: vertex_array_model implemented

Location:
trunk/src
Files:
4 edited

Legend:

Unmodified
Added
Removed
  • trunk/src/defs/class_id.h

    r6004 r6010  
    198198  CL_MATERIAL                   =    0x00000804,
    199199  CL_TEXTURE_SEQUENCE           =    0x00c04805,
     200  CL_VERTEX_ARRAY_MODEL         =    0x00000806,
    200201  CL_OBJMODEL                   =    0x00000807,
    201202  CL_PROMITIVE_MODEL            =    0x00000808,
  • trunk/src/lib/graphics/importer/Makefile.am

    r6009 r6010  
    55
    66libORXimporter_a_SOURCES = abstract_model.cc \
     7                           vertex_array_model.cc \
    78                           model.cc \
    89                           objModel.cc \
     
    1617
    1718noinst_HEADERS = abstract_model.h \
     19                 vertex_array_model.h \
    1820                 model.h \
    1921                 objModel.h \
  • trunk/src/lib/graphics/importer/vertex_array_model.cc

    r6009 r6010  
    1212   main-programmer: Benjamin Grauer
    1313   co-programmer: ...
    14 
    15    2005-07-06: (Patrick) added new function buildTriangleList()
    1614*/
    1715
    1816#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
    1917
    20 #include "vertex_list_model.h"
     18#include "vertex_array_model.h"
    2119
    2220#include "stdlibincl.h"
    2321#include <stdarg.h>
    2422
    25 #include "vector.h"
    26 
    2723using namespace std;
    2824
     
    3127/////////////
    3228/**
    33  *  Creates a 3D-Model.
    34 
    35    assigns it a Name and a Type
    36 */
    37 Model::Model(const char* modelName, MODEL_TYPE type)
    38 {
    39   this->setClassID(CL_MODEL, "Model");
    40   PRINTF(4)("new 3D-Model is being created\n");
    41   this->setName(modelName);
    42   this->type = type;
     29 * @brief Creates a 3D-VertexArrayModel.
     30 *
     31 * assigns it a Name and a Type
     32 */
     33VertexArrayModel::VertexArrayModel()
     34{
     35  this->setClassID(CL_MODEL, "VertexArrayModel");
    4336
    4437  this->finalized = false;
    45   // setting the start group;
    46 
    47   this->scaleFactor = 1;
    48 
    49   this->vertices = new tArray<GLfloat>();
    50   this->vTexture = new tArray<GLfloat>();
    51   this->normals = new tArray<GLfloat>();
    52 
    53   if (this->type == MODEL_VERTEX_ARRAY)
    54     glEnableClientState(GL_VERTEX_ARRAY | GL_NORMAL_ARRAY | GL_TEXTURE_COORD_ARRAY);
    55 }
    56 
    57 /**
    58  *  deletes an Model.
    59 
    60    Looks if any from model allocated space is still in use, and if so deleted it.
    61 */
    62 Model::~Model()
    63 {
    64   PRINTF(4)("Deleting Model ");
     38}
     39
     40
     41/**
     42 * @brief deletes an VertexArrayModel.
     43 *
     44 * Looks if any from model allocated space is still in use, and if so deleted it.
     45 */
     46VertexArrayModel::~VertexArrayModel()
     47{
     48  PRINTF(4)("Deleting VertexArrayModel ");
    6549  if (this->getName())
    6650  {
     
    7256  }
    7357  this->cleanup();
    74 
    75   PRINTF(5)("Deleting display Lists.\n");
    76   delete this->firstGroup;
    77 
    78   // deleting Arrays (if not allready done by finalize)
    79   this->deleteArrays();
    80 
    81   // deleting the MaterialList
    82   PRINTF(5)("Deleting Materials.\n");
    83 
    84   //! @todo do we really have to delete this material??
    85   list<ModelMaterial*>::iterator modMat;
    86   for(modMat = this->materialList.begin(); modMat != this->materialList.end(); modMat++)
    87   {
    88     if (!(*modMat)->external)
    89       delete (*modMat)->material;
    90     delete (*modMat);
    91   }
    92   delete this->pModelInfo;
    93 }
    94 
    95 /**
    96  *  Finalizes an Object. This can be done outside of the Class.
    97 */
    98 void Model::finalize()
     58}
     59
     60
     61/**
     62 * @brief Finalizes an Object. This can be done outside of the Class.
     63 */
     64void VertexArrayModel::finalize()
    9965{
    10066  // this creates the display List.
    101   this->importToDisplayList();
    102   this->buildTriangleList();
    103 
    104   // deletes everything we allocated.
    105   //if (this->type == MODEL_DISPLAY_LIST)
    106     //this->deleteArrays();
    107   //  this->cleanup();
    108 
    109   /* load the ModelInfo */
    110   this->pModelInfo = new modelInfo;
    111   this->pModelInfo->numVertices = this->vertexCount;
    112   this->pModelInfo->pVertices = this->vertices->getArray();
    113   this->pModelInfo->numTriangles = this->triangleCount;
    114   this->pModelInfo->pTriangles = this->triangles;
    115   this->pModelInfo->numNormals = this->normalCount;
    116   this->pModelInfo->pNormals = this->normals->getArray();
    117   this->pModelInfo->numTexCoor = this->vTexture->getCount();
    118   this->pModelInfo->pTexCoor = this->vTexture->getArray();
     67  this->importToVertexArray();
    11968
    12069  this->finalized = true;
    12170}
    12271
    123 /**
    124  * rebuild the Model from the Information we got.
    125  */
    126 void Model::rebuild()
    127 {
    128   PRINTF(3)("Rebuilding Model '%s'\n", this->getName());
    129   this->finalize();
    130 
    131 }
    13272
    13373//////////
     
    13575//////////
    13676/**
    137  *  Draws the Models of all Groups.
     77 *  Draws the VertexArrayModels of all Groups.
    13878   It does this by just calling the Lists that must have been created earlier.
    13979*/
    140 void Model::draw () const
    141 {
    142 
    143   PRINTF(4)("drawing the 3D-Models\n");
    144   ModelGroup* tmpGroup = this->firstGroup;
    145   while (tmpGroup != NULL)
    146     {
    147       PRINTF(5)("Drawing model %s\n", tmpGroup->name);
    148       glCallList (tmpGroup->listNumber);
    149       tmpGroup = tmpGroup->next;
    150     }
    151 
    152 
    153 /*  const GLfloat* pVertices = NULL;
    154   const GLfloat* pNorm = NULL;
    155 
    156   glBegin(GL_TRIANGLES);
    157   for( int i = 0; i < this->triangleCount; ++i)
    158   {
    159     //printf("int i = %i\n", i);
    160     pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[0]];
    161     pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[0]];
    162     glNormal3f(pNorm[0], pNorm[1], pNorm[2]);
    163     glVertex3f(pVertices[0], pVertices[1], pVertices[2]);
    164 
    165     pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[1]];
    166     pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[1]];
    167     glNormal3f(pNorm[0], pNorm[1], pNorm[2]);
    168     glVertex3f(pVertices[0], pVertices[1], pVertices[2]);
    169 
    170     pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[2]];
    171     pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[2]];
    172     glNormal3f(pNorm[0], pNorm[1], pNorm[2]);
    173     glVertex3f(pVertices[0], pVertices[1], pVertices[2]);
    174 
    175   }
    176   glEnd();*/
    177 }
    178 
    179 /**
    180  *  Draws the Model number groupNumber
    181  * @param groupNumber The number of the group that will be displayed.
    182 
    183    It does this by just calling the List that must have been created earlier.
    184 */
    185 void Model::draw (int groupNumber) const
    186 {
    187   if (groupNumber >= this->groupCount)
    188     {
    189       PRINTF(2)("You requested model number %i, but this File only contains of %i Models.\n", groupNumber-1, this->groupCount);
    190       return;
    191     }
    192   PRINTF(4)("drawing the requested 3D-Models if found.\n");
    193   ModelGroup* tmpGroup = this->firstGroup;
    194   int counter = 0;
    195   while (tmpGroup != NULL)
    196     {
    197       if (counter == groupNumber)
    198         {
    199           PRINTF(4)("Drawing model number %i named %s\n", counter, tmpGroup->name);
    200           glCallList (tmpGroup->listNumber);
    201           return;
    202         }
    203       ++counter;
    204       tmpGroup = tmpGroup->next;
    205     }
    206   PRINTF(2)("Model number %i in %s not Found.\n", groupNumber, this->getName());
    207   return;
    208 
    209 }
    210 
    211 /**
    212  *  Draws the Model with a specific groupName
    213  * @param groupName The name of the group that will be displayed.
    214 
    215    It does this by just calling the List that must have been created earlier.
    216 */
    217 void Model::draw (char* groupName) const
    218 {
    219   PRINTF(4)("drawing the requested 3D-Models if found.\n");
    220   ModelGroup* tmpGroup = this->firstGroup;
    221   while (tmpGroup != NULL)
    222     {
    223       if (!strcmp(tmpGroup->name, groupName))
    224         {
    225           PRINTF(4)("Drawing model %s\n", tmpGroup->name);
    226           glCallList (tmpGroup->listNumber);
    227           return;
    228         }
    229       tmpGroup = tmpGroup->next;
    230     }
    231   PRINTF(2)("Model Named %s in %s not Found.\n", groupName, this->getName());
    232   return;
    233 }
    234 
    235 //////////
    236 // INIT //
    237 //////////
    238 /**
    239  *  deletes all the arrays
    240 */
    241 bool Model::deleteArrays()
    242 {
    243   if (this->vertices)
    244     delete this->vertices;
    245   if (this->vTexture)
    246     delete this->vTexture;
    247   if (this->normals)
    248     delete this->normals;
    249   if (this->triangles)
    250     delete[] this->triangles;
    251 
    252   this->vertices = NULL;
    253   this->vTexture = NULL;
    254   this->normals = NULL;
    255   this->triangles = NULL;
    256   this->triangleCount = 0;
    257 }
    258 
    259 /**
    260  *  finalizes an Model.
    261  * This funcion is needed, to delete all the Lists, and arrays that are no more
    262  * needed because they are already imported into openGL.
    263  * This will be applied at the end of the importing Process.
    264 */
    265 bool Model::cleanup()
    266 {
    267   PRINTF(4)("cleaning up the 3D-Model to save Memory.\n");
    268   this->firstGroup->cleanup();
    269   return true;
    270 }
     80void VertexArrayModel::draw () const
     81{
     82  PRINTF(4)("drawing the 3D-VertexArrayModels\n");
     83
     84  glEnableClientState(GL_VERTEX_ARRAY);
     85  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
     86  glEnableClientState(GL_NORMAL_ARRAY);
     87  //  glEnableClientState(GL_INDEX_ARRAY);
     88
     89  glVertexPointer(3, GL_FLOAT, 0, this->vertices.getArray());
     90  glNormalPointer(GL_FLOAT, 0, this->normals.getArray());
     91  glTexCoordPointer(2, GL_FLOAT, 0, this->texCoords.getArray()); 
     92
     93  glDrawElements(GL_TRIANGLE_STRIP,
     94                 this->indices.getCount(),
     95                 GL_UNSIGNED_BYTE,
     96                 this->indices.getArray());
     97
     98
     99
     100  /*  const GLfloat* pVertices = NULL;
     101      const GLfloat* pNorm = NULL;
     102     
     103      glBegin(GL_TRIANGLES);
     104      for( int i = 0; i < this->triangleCount; ++i)
     105      {
     106      //printf("int i = %i\n", i);
     107      pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[0]];
     108      pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[0]];
     109      glNormal3f(pNorm[0], pNorm[1], pNorm[2]);
     110      glVertex3f(pVertices[0], pVertices[1], pVertices[2]);
     111     
     112      pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[1]];
     113      pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[1]];
     114      glNormal3f(pNorm[0], pNorm[1], pNorm[2]);
     115      glVertex3f(pVertices[0], pVertices[1], pVertices[2]);
     116     
     117      pNorm = &this->normals->getArray()[this->triangles[i].indexToNormals[2]];
     118      pVertices = &this->vertices->getArray()[this->triangles[i].indexToVertices[2]];
     119      glNormal3f(pNorm[0], pNorm[1], pNorm[2]);
     120      glVertex3f(pVertices[0], pVertices[1], pVertices[2]);
     121     
     122      }
     123      glEnd();
     124  */
     125}
     126
    271127
    272128//////////
     
    274130//////////
    275131/**
    276  * adds a new Material to the Material List
    277  * @param material the Material to add
    278  * @returns the added material
    279  *
    280  * this also tells this Model, that all the Materials are handled externally
    281  * with this option set the Materials will not be deleted with the Model.
    282  */
    283 Material* Model::addMaterial(Material* material)
    284 {
    285   if (material == NULL)
    286     return NULL;
    287   ModelMaterial* modMat = new ModelMaterial;
    288   modMat->external = true;
    289   modMat->material = material;
    290   this->materialList.push_back(modMat);
    291   return modMat->material;
    292 }
    293 
    294 /**
    295  *  adds a new Material to the Material List
    296  * @param materialName the name of the Material to add
    297  * @returns the added material
    298 */
    299 Material* Model::addMaterial(const char* materialName)
    300 {
    301   ModelMaterial* modMat = new ModelMaterial;
    302   modMat->external = false;
    303   modMat->material = new Material(materialName);
    304 
    305   // adding material to the List of materials
    306   this->materialList.push_back(modMat);
    307   return modMat->material;
    308 }
    309 
    310 /**
    311  *  finds a Material by its name and returns it
    312  * @param materialName the Name of the material to search for.
    313  * @returns the Material if found, NULL otherwise
    314 */
    315 Material* Model::findMaterialByName(const char* materialName)
    316 {
    317   list<ModelMaterial*>::iterator modMat;
    318   for  (modMat = this->materialList.begin(); modMat != this->materialList.end(); modMat++)
    319     if (!strcmp((*modMat)->material->getName(), materialName))
    320       return (*modMat)->material;
    321   return NULL;
    322 }
    323 
    324 /**
    325  *  parses a group String
    326  * @param groupString the new Group to create
    327 
    328    This function initializes a new Group.
    329    With it you should be able to create Models with more than one SubModel inside
    330 */
    331 bool Model::addGroup(const char* groupString)
    332 {
    333   PRINTF(5)("Read Group: %s.\n", groupString);
    334   if (this->groupCount != 0 && this->currentGroup->faceCount > 0)
    335     {
    336       // finalizeGroup(currentGroup);
    337       this->currentGroup = this->currentGroup->next = new ModelGroup;
    338     }
    339   // setting the group name if not default.
    340   if (strcmp(groupString, "default"))
    341     {
    342       this->currentGroup->name = new char [strlen(groupString)+1];
    343       strcpy(this->currentGroup->name, groupString);
    344     }
    345   ++this->groupCount;
    346 }
    347 
    348 /**
    349  *  parses a vertex-String
    350  * @param vertexString The String that will be parsed.
    351 
    352    If a vertex line is found this function will inject it into the vertex-Array
    353 */
    354 bool Model::addVertex (const char* vertexString)
    355 {
    356   float subbuffer1;
    357   float subbuffer2;
    358   float subbuffer3;
    359   sscanf (vertexString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3);
    360   this->vertices->addEntry(subbuffer1*scaleFactor, subbuffer2*scaleFactor, subbuffer3*scaleFactor);
    361   this->vertexCount++;
    362   return true;
    363 }
    364 
    365 /**
    366  *  parses a vertex-String
     132 * @brief parses a vertex-String
    367133 * @param x the X-coordinate of the Vertex to add.
    368134 * @param y the Y-coordinate of the Vertex to add.
    369135 * @param z the Z-coordinate of the Vertex to add.
    370 
    371 */
    372 bool Model::addVertex(float x, float y, float z)
    373 {
    374   PRINTF(5)("reading in a vertex: %f %f %f\n", x, y, z);
    375   this->vertices->addEntry(x*scaleFactor, y*scaleFactor, z*scaleFactor);
    376   this->vertexCount++;
    377   return true;
    378 }
    379 
    380 /**
    381  *  parses a vertexNormal-String
    382  * @param normalString The String that will be parsed.
    383 
    384    If a vertexNormal line is found this function will inject it into the vertexNormal-Array
    385 */
    386 bool Model::addVertexNormal (const char* normalString)
    387 {
    388   float subbuffer1;
    389   float subbuffer2;
    390   float subbuffer3;
    391   sscanf (normalString, "%f %f %f", &subbuffer1, &subbuffer2, &subbuffer3);
    392   this->normals->addEntry(subbuffer1, subbuffer2, subbuffer3);
    393   this->normalCount++;
    394   return true;
    395 }
    396 
    397 /**
    398  *  adds a VertexNormal.
     136 */
     137void VertexArrayModel::addVertex(float x, float y, float z)
     138{
     139  this->vertices.addEntry(x, y, z);
     140  this->pModelInfo.numVertices++;
     141}
     142
     143
     144/**
     145 * @brief adds a VertexNormal.
    399146 * @param x The x coordinate of the Normal.
    400147 * @param y The y coordinate of the Normal.
    401148 * @param z The z coordinate of the Normal.
    402 
    403    If a vertexNormal line is found this function will inject it into the vertexNormal-Array
    404 */
    405 bool Model::addVertexNormal(float x, float y, float z)
    406 {
    407   PRINTF(5)("found vertex-Normal %f, %f, %f\n", x, y, z);
    408   this->normals->addEntry(x, y, z);
    409   this->normalCount++;
    410   return true;
    411 }
    412 
    413 /**
    414  *  parses a vertexTextureCoordinate-String
    415  * @param vTextureString The String that will be parsed.
    416 
    417    If a vertexTextureCoordinate line is found,
    418    this function will inject it into the vertexTexture-Array
    419 
    420    !! WARNING THIS IS DIFFERNT FROM addVervexTexture(float, float); because it changes the second entry to 1-v !!
    421 */
    422 bool Model::addVertexTexture (const char* vTextureString)
    423 {
    424   float subbuffer1;
    425   float subbuffer2;
    426   sscanf (vTextureString, "%f %f", &subbuffer1, &subbuffer2);
    427   this->vTexture->addEntry(subbuffer1);
    428   this->vTexture->addEntry(1 - subbuffer2);
    429   this->texCoordCount++;
    430   return true;
    431 }
     149 *
     150 * If a vertexNormal line is found this function will inject it into the vertexNormal-Array
     151 */
     152void VertexArrayModel::addNormal(float x, float y, float z)
     153{
     154  this->normals.addEntry(x, y, z);
     155  this->pModelInfo.numNormals++;
     156}
     157
    432158
    433159/**
     
    435161 * @param u The u coordinate of the TextureCoordinate.
    436162 * @param v The y coordinate of the TextureCoordinate.
    437 
    438    If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array
    439 */
    440 bool Model::addVertexTexture(float u, float v)
    441 {
    442   PRINTF(5)("found vertex-Texture %f, %f\n", u, v);
    443   this->vTexture->addEntry(u);
    444   this->vTexture->addEntry(v);
    445   this->texCoordCount++;
    446   return true;
    447 }
    448 
    449 /**
    450  *  parses a face-string
    451  * @param faceString The String that will be parsed.
    452 
    453    If a face line is found this function will add it to the glList.
    454 
    455    String is different from the argument addFace, in this that the first Vertex/Normal/Texcoord is 1 instead of 0
    456 */
    457 bool Model::addFace (const char* faceString)
    458 {
    459   if (this->currentGroup->faceCount >0)
    460     this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace;
    461 
    462   ModelFaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new ModelFaceElement;
    463   tmpElem->next = NULL;
    464   while(strcmp (faceString, "\0"))
    465     {
    466       if (this->currentGroup->currentFace->vertexCount>0)
    467           tmpElem = tmpElem->next = new ModelFaceElement;
    468       tmpElem->next = NULL;
    469 
    470       char tmpValue [50];
    471       int tmpLen;
    472       char* vertex = NULL;
    473       char* texture = NULL;
    474       char* normal = NULL;
    475 
    476       sscanf (faceString, "%s", tmpValue);
    477       tmpLen = strlen(tmpValue);
    478       vertex = tmpValue;
    479 
    480       if ((texture = strstr (vertex, "/")) != NULL)
    481         {
    482           texture[0] = '\0';
    483           texture ++;
    484 
    485           if ((normal = strstr (texture, "/")) !=NULL)
    486             {
    487               normal[0] = '\0';
    488               normal ++;
    489             }
    490         }
    491       if (vertex)
    492         tmpElem->vertexNumber = atoi(vertex)-1;
    493       if (texture)
    494         tmpElem->texCoordNumber = atoi(texture)-1;
    495       if (normal)
    496         tmpElem->normalNumber = atoi(normal)-1;
    497 
    498       faceString += tmpLen;
    499       if (strcmp (faceString, "\0"))
    500         faceString++;
    501       this->currentGroup->currentFace->vertexCount++;
    502     }
    503 
    504   this->currentGroup->faceCount += this->currentGroup->currentFace->vertexCount -2;
    505   this->faceCount += this->currentGroup->currentFace->vertexCount -2;
    506 }
     163 *
     164 *  If a TextureCoordinate line is found this function will inject it into the TextureCoordinate-Array
     165 */
     166void VertexArrayModel::addTexCoor(float u, float v)
     167{
     168  this->texCoords.addEntry(u);
     169  this->texCoords.addEntry(v);
     170  this->pModelInfo.numTexCoor++;
     171}
     172
    507173
    508174/**
     
    511177 * @param type The information Passed with each Vertex
    512178*/
    513 bool Model::addFace(int faceElemCount, VERTEX_FORMAT type, ...)
    514 {
    515   if (this->currentGroup->faceCount > 0)
    516     this->currentGroup->currentFace = this->currentGroup->currentFace->next = new ModelFace;
    517 
    518   ModelFaceElement* tmpElem = this->currentGroup->currentFace->firstElem = new ModelFaceElement;
    519 
    520   va_list itemlist;
    521   va_start (itemlist, type);
    522 
    523   for (int i = 0; i < faceElemCount; i++)
    524     {
    525       if (this->currentGroup->currentFace->vertexCount > 0)
    526         tmpElem = tmpElem->next = new ModelFaceElement;
    527 
    528       tmpElem->vertexNumber = va_arg (itemlist, int);
    529       if (type & TEXCOORD)
    530         tmpElem->texCoordNumber = va_arg (itemlist, int);
    531       if (type & NORMAL)
    532         tmpElem->normalNumber = va_arg(itemlist, int);
    533       this->currentGroup->currentFace->vertexCount++;
    534     }
    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 }
     179void VertexArrayModel::addIndice(GLubyte indice)
     180{
     181  this->indices.addEntry(indice);
     182
     183}
     184
    646185
    647186////////////
     
    651190 *  reads and includes the Faces/Materials into the openGL state Machine
    652191*/
    653 bool Model::importToDisplayList()
     192bool VertexArrayModel::importToVertexArray()
    654193{
    655194  // 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)
     195  this->vertices.finalizeArray();
     196  this->texCoords.finalizeArray();
     197  this->normals.finalizeArray();
     198
     199
     200  glEnableClientState(GL_VERTEX_ARRAY);
     201  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
     202  glEnableClientState(GL_NORMAL_ARRAY);
     203  //  glEnableClientState(GL_INDEX_ARRAY);
     204
     205  glVertexPointer(3, GL_FLOAT, 0, this->vertices.getArray());
     206  glNormalPointer(GL_FLOAT, 0, this->normals.getArray());
     207  glTexCoordPointer(2, GL_FLOAT, 0, this->texCoords.getArray());
     208}
     209
     210
     211
     212/////////////
     213// TESTING //
     214/////////////
     215/**
     216 *  Includes a default model
     217 *
     218 * This will inject a Cube, because this is the most basic model.
     219 */
     220void VertexArrayModel::cubeModel()
     221{
     222  unsigned int i, j;
     223  for (i = 0; i < 20; i++)
    665224    {
    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;
     225      for (j = 0; j < 20; j++)
     226        {
     227          this->addVertex(i, i-10*j-10, j);
     228          this->addNormal(i-10, 1, j-10);
     229          this->addTexCoor((float)i/20.0, (float)j/20.0);
     230
     231        }
    739232    }
    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)
     233  for (i = 0; i < 20; i++)
    792234    {
    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;
     235      this->addIndice(i);
     236      this->addIndice(i+20);
    809237    }
    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 {
     238
     239  /*
    935240  this->addVertex (-0.5, -0.5, 0.5);
    936241  this->addVertex (0.5, -0.5, 0.5);
     
    942247  this->addVertex (0.5, -0.5, -0.5);
    943248
    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);
    989   this->addFace (4, VERTEX_TEXCOORD_NORMAL, 6,12,20, 0,0,21, 2,2,22, 4,13,23);
    990 }
     249  this->addTexCoor (0.0, 0.0);
     250  this->addTexCoor (1.0, 0.0);
     251  this->addTexCoor (0.0, 1.0);
     252  this->addTexCoor (1.0, 1.0);
     253  this->addTexCoor (0.0, 2.0);
     254  this->addTexCoor (1.0, 2.0);
     255  this->addTexCoor (0.0, 3.0);
     256  this->addTexCoor (1.0, 3.0);
     257  this->addTexCoor (0.0, 4.0);
     258  this->addTexCoor (1.0, 4.0);
     259  this->addTexCoor (2.0, 0.0);
     260  this->addTexCoor (2.0, 1.0);
     261  this->addTexCoor (-1.0, 0.0);
     262  this->addTexCoor (-1.0, 1.0);
     263
     264  this->addNormal (0.0, 0.0, 1.0);
     265  this->addNormal (0.0, 0.0, 1.0);
     266  this->addNormal (0.0, 0.0, 1.0);
     267  this->addNormal (0.0, 0.0, 1.0);
     268  this->addNormal (0.0, 1.0, 0.0);
     269  this->addNormal (0.0, 1.0, 0.0);
     270  this->addNormal (0.0, 1.0, 0.0);
     271  this->addNormal (0.0, 1.0, 0.0);
     272  this->addNormal (0.0, 0.0, -1.0);
     273  this->addNormal (0.0, 0.0, -1.0);
     274  this->addNormal (0.0, 0.0, -1.0);
     275  this->addNormal (0.0, 0.0, -1.0);
     276  this->addNormal (0.0, -1.0, 0.0);
     277  this->addNormal (0.0, -1.0, 0.0);
     278  this->addNormal (0.0, -1.0, 0.0);
     279  this->addNormal (0.0, -1.0, 0.0);
     280  this->addNormal (1.0, 0.0, 0.0);
     281  this->addNormal (1.0, 0.0, 0.0);
     282  this->addNormal (1.0, 0.0, 0.0);
     283  this->addNormal (1.0, 0.0, 0.0);
     284  this->addNormal (-1.0, 0.0, 0.0);
     285  this->addNormal (-1.0, 0.0, 0.0);
     286  this->addNormal (-1.0, 0.0, 0.0);
     287  this->addNormal (-1.0, 0.0, 0.0);
     288  */
     289}
  • trunk/src/lib/graphics/importer/vertex_array_model.h

    r6009 r6010  
    11/*!
    2   \file vertex_list_model.h
    3   \brief Contains the VertexListModel Class that handles 3D-Models rendered out of VertexArrays
    4 */
     2 * @file vertex_array_model.h
     3 * @brief Contains the VertexArrayModel Class that handles 3D-Models rendered out of VertexArrays
     4 */
    55
    6 #ifndef _MODEL_H
    7 #define _MODEL_H
     6#ifndef _VERTEX_ARRAY_MODEL_H
     7#define _VERTEX_ARRAY_MODEL_H
    88
    99#include "abstract_model.h"
     
    1414#include <list>
    1515
    16 // FORWARD DECLARATION //
    17 template<class T> class tArray;
     16/* Forward Declaration */
     17class Material;
     18
    1819
    1920/////////////
     
    2122/////////////
    2223//! Class that handles 3D-Models. it can also read them in and display them.
    23 class Model : public AbstractModel
     24class VertexArrayModel : public AbstractModel
    2425{
    2526 public:
    26   Model();
    27   virtual ~Model();
     27  VertexArrayModel();
     28  virtual ~VertexArrayModel();
    2829
    2930  void draw() const;
    3031
    31   Material* addMaterial(Material* material);
    32   Material* addMaterial(const char* materialName);
     32  void addVertex(float x, float y, float z);
    3333
    34   bool addVertex(float x, float y, float z);
     34  void addNormal(float x, float y, float z);
    3535
    36   bool addVertexNormal(float x, float y, float z);
     36  void addTexCoor(float u, float v);
    3737
    38   bool addVertexTexture(float u, float v);
    39 
    40   bool addFace(int faceElemCount, VERTEX_FORMAT type, ...);
    41 
    42   bool addGroup(const char* groupString);
    43 
    44   bool setMaterial(Material* mtl);
     38  void addIndice(GLubyte indice);
    4539
    4640  void finalize();
    4741
    4842
     43  void cubeModel();
     44
    4945 private:
    50   bool buildTriangleList();
    51 
    52   bool addGLElement(ModelFaceElement* elem);
    53 
    5446  bool importToVertexArray();
    5547
    56   bool deleteArrays();
    5748  bool cleanup();
    5849
     
    6253  tArray<GLfloat>            vertices;        //!< The Array that handles the Vertices.
    6354  tArray<GLfloat>            normals;         //!< The Array that handles the Normals.
    64   tArray<GLfloat>            textures;        //!< The Array that handles the VertexTextureCoordinates.
     55  tArray<GLfloat>            texCoords;       //!< The Array that handles the VertexTextureCoordinates.
    6556
    66   tArray<GLfloat>            indices;         //!< The Array that tells us what Vertex is connected to which other one.
    67 
    68   std::list<ModelMaterial*>  materialList;    //!< A list for all the Materials in this Model
     57  tArray<GLubyte>            indices;         //!< The Array that tells us what Vertex is connected to which other one.
    6958};
    7059
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