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#ifndef _MODELS_H_
#define _MODELS_H_
/**> Model Loading <**/
//
// Model Maximums
//
#include <GL/gl.h>
#include <GL/glu.h>
#include "Quaternions.h"
#include "Files.h"
#include "Constants.h"
#define max_textured_triangle 400 // maximum number of texture-filled triangles in a model
#define max_model_vertex max_textured_triangle*3 // maximum number of vertexs
//
// Model Structures
//
class TexturedTriangle{
public:
short vertex[3];
float r,g,b;
};
class Model{
public:
short vertexNum,TriangleNum;
XYZ vertex[max_model_vertex];
XYZ normals[max_textured_triangle];
TexturedTriangle Triangles[max_textured_triangle];
GLfloat vArray[max_textured_triangle*27];
XYZ boundingspherecenter;
float boundingsphereradius;
int LineCheck(XYZ p1,XYZ p2, XYZ *p);
int LineCheck2(XYZ p1,XYZ p2, XYZ *p,XYZ move,float rotate);
int LineCheck2(XYZ *p1,XYZ *p2, XYZ *p,XYZ *move,float *rotate);
int LineCheck3(XYZ p1,XYZ p2, XYZ *p,XYZ move,float rotate,float *d);
void UpdateVertexArray();
bool load(Str255 Name);
void Scale(float xscale,float yscale,float zscale);
void ScaleNormals(float xscale,float yscale,float zscale);
void Translate(float xtrans,float ytrans,float ztrans);
void CalculateNormals();
void draw();
void draw(float r,float g,float b);
void draw(float r,float g,float b, float o);
void draw(float r,float g,float b, float x, float y, float z);
void Rotate(float xang,float yang,float zang);
void MultColor(float howmuch);
XYZ boundingboxmin,boundingboxmax;
};
#endif
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