# obj-model.h

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00001 /*
00002  * obj-model.h
00003  *
00004  * Copyright (C) 2009  Thomas A. Vaughan
00006  *
00007  *
00008  * Redistribution and use in source and binary forms, with or without
00009  * modification, are permitted provided that the following conditions are met:
00010  *     * Redistributions of source code must retain the above copyright
00011  *       notice, this list of conditions and the following disclaimer.
00012  *     * Redistributions in binary form must reproduce the above copyright
00013  *       notice, this list of conditions and the following disclaimer in the
00014  *       documentation and/or other materials provided with the distribution.
00015  *     * Neither the name of the <organization> nor the
00016  *       names of its contributors may be used to endorse or promote products
00017  *       derived from this software without specific prior written permission.
00018  *
00019  * THIS SOFTWARE IS PROVIDED BY THOMAS A. VAUGHAN ''AS IS'' AND ANY
00020  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
00021  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
00022  * DISCLAIMED. IN NO EVENT SHALL THOMAS A. VAUGHAN BE LIABLE FOR ANY
00023  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
00024  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
00025  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
00026  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
00027  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
00028  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
00029  *
00030  *
00031  * Rendering 3D OBJ models (the Wavefront OBJ format)
00032  */
00033
00034 #ifndef WAVE_GLUT_OBJ_MODEL_H__
00035 #define WAVE_GLUT_OBJ_MODEL_H__
00036
00037 // includes --------------------------------------------------------------------
00038 #include "common/common.h"
00039
00040 #include "glut/renderable.h"
00041 #include "nstream/nstream.h"
00043
00044
00045
00046 namespace obj {
00047
00048
00049 ////////////////////////////////////////////////////////////////////////////////
00050 ///
00051 /// \ingroup models
00052 /// \defgroup obj_model OBJ 3D Models
00053 ///
00054 /// A simple reference implemenation rendering Wavefront OBJ format
00055 /// 3D models.  See http://en.wikipedia.org/wiki/Obj
00056 ///
00057 /// The Open Asset Library implementation also supports OBJ, but there are
00058 /// a few issues there:
00059 ///  - some bugs in how tags are parsed
00060 ///  - only works for native filesystem-based OBJ files
00061 ///
00062 /// OBJ is simple enough so this is a quick reference implementation.
00063 ///
00064 /// A note to users of this model: in the interest of rendering performance,
00065 /// vertex data is copied per vertex.  That is, it is not \em indexed per
00066 /// vertex, but instead the vertex data (including normals etc) is copied.
00067 ///
00068 /// So if you have a large model with a lot of shared vertices, this approach
00069 /// could be too memory intensive.
00070 ///
00071 ////////////////////////////////////////////////////////////////////////////////
00072 /*@{*/
00073
00074
00075
00076 ////////////////////////////////////////////////////////////////////////////////
00077 //
00078 //      public API
00079 //
00080 ////////////////////////////////////////////////////////////////////////////////
00081
00082 class Model : public glut::Renderable {
00083 public:
00084         // virtual destructor --------------------------------------------------
00085         virtual ~Model(void) throw();
00086
00087         // obj::Model class interface methods ----------------------------------
00088
00089         // static factory methods ----------------------------------------------
00090
00091         /// loads an OBJ scene object (aiScene) which can render itself
00092         static smart_ptr<Model> create(IN nstream::Stream * stream,
00093                                 IN float scale);
00094 };
00095
00096
00097
00098 };      // obj namespace
00099
00100
00101 #endif  // WAVE_GLUT_OBJ_MODEL_H__
00102