cooles update, funtzt mehr, materialien noch nich ganz
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4db04f28c7
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@ -22,25 +22,25 @@ bool Load3ds::parse(Model *m) {
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unsigned short ident;
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unsigned int len;
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bool modelloaded = false;
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bool materialloaded = false;
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Material mat;
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ModelObject modobj;
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m->clear();
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std::cout << "size: " << sizeof(int) << std::endl;
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while(!mfile.eof()) {
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ident = len = 0;
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mfile.read((char *)&ident, 2);
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mfile.read((char *)&len, 4);
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// mfile.read((char *)&m, 1);
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// mfile.read((char *)&n, 1);
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std::cout << "Chunk: 0x" << std::hex << ident << " (" << std::dec << len << ")" << std::endl;
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switch(ident) {
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case 0x4d4d:
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// Main Chunk
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std::cout << "yeah!" << std::endl;
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break;
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case 0x3d3d:
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// 3D Editor Chunk
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std::cout << "editorchunk" << std::endl;
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break;
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case 0x4000:
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{
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@ -50,7 +50,7 @@ bool Load3ds::parse(Model *m) {
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modobj.clear();
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}
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modelloaded = true;
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std::cout << "namechunk" << std::endl;
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// std::cout << "namechunk" << std::endl;
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std::string name;
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char c;
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do {
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@ -67,6 +67,7 @@ bool Load3ds::parse(Model *m) {
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unsigned short panz;
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Punkt3D p;
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mfile.read((char*)&panz, 2);
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// std::cout << "\t\t\tVertexanz: " << panz << std::endl;
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glBegin(GL_LINE_LOOP);
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for(unsigned int i=0; i<panz; i++) {
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mfile.read((char*)&p.x, sizeof(float));
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@ -84,6 +85,7 @@ bool Load3ds::parse(Model *m) {
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unsigned short panz, tp;
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Punkt3D p;
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mfile.read((char*)&panz, 2);
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// std::cout << "\t\t\tPolygonanz: " << panz << std::endl;
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for(unsigned int i=0; i<panz; i++) {
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mfile.read((char*)&tp, 2);
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p.x = tp;
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@ -91,16 +93,40 @@ bool Load3ds::parse(Model *m) {
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p.y = tp;
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mfile.read((char*)&tp, 2);
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p.z = tp;
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p.print("Polygon");
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mfile.read((char*)&tp, 2);
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tp; // flags
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// p.print("Polygon");
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modobj.polygon.push_back(p);
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}
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}
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break;
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// Komischer Chunk, ein haufen Zahlen sind sich selber zugewiesen
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case 0x4130:
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{
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std::string name;
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char c;
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do {
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mfile.read(&c, 1);
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name += c;
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} while(c!=0);
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modobj.mat = m->findMaterial(name);
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std::cout << "Mat Name: " << name << std::endl;
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unsigned short panz, tp;
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mfile.read((char*)&panz, 2);
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mfile.ignore(panz*2);
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// for(unsigned int i=0; i<panz; i++) {
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// mfile.read((char*)&tp, 2);
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// std::cout << i << " ==> " << tp << std::endl;
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// }
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}
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break;
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case 0x4140:
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{
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unsigned short panz;
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Punkt2D p;
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mfile.read((char*)&panz, 2);
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// std::cout << "\t\t\tUV-Anz: " << panz << std::endl;
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for(unsigned int i=0; i<panz; i++) {
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mfile.read((char*)&p.x, sizeof(float));
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mfile.read((char*)&p.y, sizeof(float));
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@ -108,25 +134,94 @@ bool Load3ds::parse(Model *m) {
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}
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}
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break;
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case 0xafff:
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// Materialchunk
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break;
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case 0xa000:
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{
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if(materialloaded) {
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m->addMaterial(mat);
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mat.clear();
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}
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materialloaded = true;
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std::string name;
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char c;
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do {
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mfile.read(&c, 1);
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name += c;
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} while(c!=0);
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mat.name = name;
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std::cout << "Mat Name: " << name << std::endl;
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}
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break;
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case 0xa010:
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{
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GLColor col;
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col = readColorChunk(&mfile);
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mat.ambient = col;
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std::cout << col.r << ", " << col.g << ", " << col.b << std::endl;
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}
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break;
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case 0xa020:
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{
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GLColor col;
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col = readColorChunk(&mfile);
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mat.diffuse = col;
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std::cout << col.r << ", " << col.g << ", " << col.b << std::endl;
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}
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break;
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case 0xa030:
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{
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GLColor col;
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col = readColorChunk(&mfile);
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mat.specular = col;
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std::cout << col.r << ", " << col.g << ", " << col.b << std::endl;
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}
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break;
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default:
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//Switch Chunk
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std::cout << "einfach ignorieren..." << std::endl;
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// std::cout << "einfach ignorieren..." << std::endl;
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mfile.ignore(len-6);
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// std::cout << "moep" << std::endl;
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break;
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}
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}
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if(materialloaded)
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m->addMaterial(mat);
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if(modelloaded) {
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modobj.calcNormales();
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modobj.mat = m->findMaterial(modobj.getName());
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m->addObject(modobj);
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modobj.clear();
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}
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std::cout << "Ende Load" << std::endl;
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mfile.close();
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return true;
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}
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GLColor Load3ds::readColorChunk(std::ifstream *file) {
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GLColor col;
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unsigned short id, tp;
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unsigned int clen;
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file->read((char*)&id, 2); // Color, warscheinlich nur bytes, wenn nich implementiere funktion
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file->read((char*)&clen, 4); // len, gleiches wie oben
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switch(id) {
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case 0x11:
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file->read((char*)&tp, 1);
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col.r = tp/255.0f;
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file->read((char*)&tp, 1);
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col.g = tp/255.0f;
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file->read((char*)&tp, 1);
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col.b = tp/255.0f;
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break;
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default:
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file->ignore(clen-6);
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break;
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}
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return col;
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}
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void Load3ds::unload() {
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parsed = false;
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error = false;
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@ -6,6 +6,7 @@
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#include <string>
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#include <vector>
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#include "model.h"
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#include "../glcolor.h"
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class Chunk {
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private:
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@ -24,6 +25,8 @@ class Load3ds {
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bool parsed;
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bool error;
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GLColor readColorChunk(std::ifstream *file);
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public:
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Load3ds(std::string _fname, bool parse=true);
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@ -13,35 +13,70 @@ void ModelObject::clear() {
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void ModelObject::calcNormales() {
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normal.clear();
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Punkt3D a, b;
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Punkt3D a, b, c;
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for(unsigned int i=0; i<polygon.size(); i++) {
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a = vertex.at((unsigned short)polygon[i].x) - vertex.at((unsigned short)polygon[i].z);
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b = vertex.at((unsigned short)polygon[i].y) - vertex.at((unsigned short)polygon[i].z);
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normal.push_back(a.kreuzprodukt(b));
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c = a.kreuzprodukt(b);
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c.normalize();
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normal.push_back(c);
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// c.print("Normale");
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}
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}
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void ModelObject::render() {
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std::cout << "render " << name << std::endl;
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// std::cout << "render " << name << " mit " << polygon.size()<< std::endl;
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// std::cout << "Vertex: " << vertex.size() << std::endl;
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glBegin(GL_TRIANGLES);
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for(unsigned int i=0; i<polygon.size(); i++) {
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// glNormal3f(normal.at( (unsigned short)polygon[i].x));
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// glTexCoord2f(mapcoord.at((unsigned short)polygon[i].x));
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// std::cout << "whee nr " <<i << std::endl;
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// polygon[i].print();
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// std::cout << "Stat: " << polygon.size() << " " << vertex.size() << " " << mapcoord.size() << " " << normal.size() << std::endl;
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// glNormal3f(normal.at( (unsigned short)polygon[i].x));
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// glColor3f(mat.diffuse.r, mat.diffuse.g, mat.diffuse.b);
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glColorGLC(mat.ambient);
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// std::cout << mat.ambient.r << ", " << mat.ambient.g << ", " << mat.ambient.b << std::endl;
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glNormal3f(normal.at(i));
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glTexCoord2f(mapcoord.at((unsigned short)polygon[i].x));
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glVertex3f(vertex.at( (unsigned short)polygon[i].x));
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// glNormal3f(normal.at( (unsigned short)polygon[i].y));
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// glTexCoord2f(mapcoord.at((unsigned short)polygon[i].y));
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glTexCoord2f(mapcoord.at((unsigned short)polygon[i].y));
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glVertex3f(vertex.at( (unsigned short)polygon[i].y));
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// glNormal3f(normal.at( (unsigned short)polygon[i].z));
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// glTexCoord2f(mapcoord.at((unsigned short)polygon[i].z));
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glTexCoord2f(mapcoord.at((unsigned short)polygon[i].z));
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glVertex3f(vertex.at( (unsigned short)polygon[i].z));
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vertex.at( (unsigned short)polygon[i].x).print();
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// vertex.at( (unsigned short)polygon[i].x).print();
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}
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glEnd();
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}
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std::string ModelObject::getName() {
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return name;
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}
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Material::Material() {
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clear();
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}
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void Material::clear() {
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name = "";
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ambient.set(0.0f, 0.0f, 0.0f);
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diffuse.set(0.0f, 0.0f, 0.0f);
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specular.set(0.0f, 0.0f, 0.0f);
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percent = 0.0f;
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}
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std::string Material::getName() {
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return name;
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}
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Model::Model() {
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}
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}
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void Model::render() {
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std::cout << "Render Model " << objects.size() << std::endl;
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// std::cout << "Render Model " << objects.size() << std::endl;
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for(unsigned int i=0; i<objects.size(); i++)
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objects[i].render();
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}
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void Model::addMaterial(Material m) {
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materials.push_back(m);
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}
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Material Model::findMaterial(std::string name) {
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for(unsigned int i=0; i<materials.size(); i++) {
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if(name==materials[i].getName()) {
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std::cout<<"found!"<<std::endl;
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return materials[i];
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}
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}
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return Material();
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}
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@ -6,8 +6,28 @@
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#include "../punkt2d.h"
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#include "../punkt3d.h"
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#include "../gltexture.h"
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#include "../glcolor.h"
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// #include "load3ds.h"
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class Material {
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friend class Load3ds;
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friend class ModelObject;
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private:
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std::string name;
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GLColor ambient;
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GLColor diffuse;
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GLColor specular;
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float percent;
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public:
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Material();
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void clear();
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std::string getName();
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};
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class ModelObject {
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friend class Load3ds;
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private:
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@ -17,9 +37,12 @@ class ModelObject {
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std::vector<Punkt3D> polygon;
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void calcNormales();
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std::string name;
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Material mat;
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public:
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ModelObject();
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std::string getName();
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void render();
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void clear();
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@ -28,13 +51,16 @@ class ModelObject {
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class Model {
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private:
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std::vector<ModelObject> objects;
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std::vector<Material> materials;
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public:
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Model();
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void addObject(ModelObject c);
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void addMaterial(Material m);
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void clear();
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void render();
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Material findMaterial(std::string name);
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};
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#endif
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