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#ifndef _MODELS_H_
#define _MODELS_H_

/**> Model Loading <**/
//
// Model Maximums
//
#include <GL/gl.h>

#include "Quaternions.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();
	void load(const char*);
	void save(const char*);
	void CalculateNormals();
	void draw();
	void draw(float r,float g,float b);

	XYZ boundingboxmin, boundingboxmax;
};

#endif