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legacy/objJedi.cpp 36.1 KB
f1402849   dmayerich   renewed commit
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  /*BUG NOTES

  The standard function calls for inserting vertices don't work anymore.  I've fixed points

  but everything beyond that has to be updated.

  */

  

  #include "objJedi.h"

  #include "rtsvector3D.h"

  #include "rtspoint3D.h"

  #include <string>

  //variable for use in global functions

  rtsOBJ g_OBJ;

  

  /********UTILITY METHODS*******************************/

  void rtsOBJ::Scale(float scale_x, float scale_y, float scale_z)

  {

  	vector<vertex_position>::iterator i;

  	for(i = v_list.begin(); i!= v_list.end(); i++)

  	{

  		(*i).x *= scale_x;

  		(*i).y *= scale_y;

  		(*i).z *= scale_z;

  	}

  }

  

  void rtsOBJ::Translate(float trans_x, float trans_y, float trans_z)

  {

  	vector<vertex_position>::iterator i;

  	for(i = v_list.begin(); i!= v_list.end(); i++)

  	{

  		(*i).x += trans_x;

  		(*i).y += trans_y;

  		(*i).z += trans_z;

  	}

  	

  }

  

  float rtsOBJ::GetDistance(float x, float y, float z)

  {

  	//gets the distance between the specified point and the nearest surface of the OBJ

  	//currently only works for lines

  

  	//cout<<"Primitives: "<<primitives.size()<<endl;

  	int num_primitives = primitives.size();

  	point3D<double> p0, p1, p2;

  	double min_dist = 255;

  	double dist, numerator, denominator;

  	int p, l;

  	vector3D<double> v, w;

  	double c1, c2, b;

  	point3D<double> Pb;

  

  	//for each line

  	for(l=0; l<num_primitives; l++)

  	{

  		if(primitives[l].type & OBJ_LINES)

  		{

  			//for each point

  			for(p = 1; p<primitives[l].p.size(); p++)

  			{

  				

  				vertex_position v1 = v_list[primitives[l].p[p-1].v];

  				vertex_position v2 = v_list[primitives[l].p[p].v];

  				p1.x = v1.x;

  				p1.y = v1.y;

  				p1.z = v1.z;

  				p2.x = v2.x;

  				p2.y = v2.y;

  				p2.z = v2.z;

  				

  				p0.x = x;

  				p0.y = y;

  				p0.z = z;

  

  				v = p2 - p1;

  				w = p0 - p1;

  				if((c1 = w*v) <= 0)

  					dist = (p1 - p0).Length();

  				else if((c2 = v*v) <= c1)

  					dist = (p2 - p0).Length();

  				else

  				{

  					b = c1/c2;

  					Pb = p1 + b*v;

  					dist = (Pb - p0).Length();

  				}

  				if(dist < min_dist)

  					min_dist = dist;

  				

  

  		

  			}

  		}

  	}

  	//cout<<"---------------------------------------------"<<endl;

  

  	return min_dist;

  				

  

  }

  

  /********CLASS METHOD DEFINITIONS**********************/

  //constructors

  

  //constructor

  rtsOBJ::rtsOBJ()

  {

  	g_CurrentMode = OBJ_NONE;

  	g_NumVertices = 0;

  	g_AttributeMask = 0x0;

  	g_AttributeResetMask = 0x0;

  	g_LatestVT = 0;

  	g_LatestVN = 0;

  

  	m_bounds.min.x = m_bounds.min.y = m_bounds.min.z = 99999;

  	m_bounds.max.x = m_bounds.max.y = m_bounds.max.z = -99999;

  

  	current_primitive_mask = 0x0;

  }

  

  void rtsOBJ::CopyOBJ(const rtsOBJ& obj)

  {

  	current_vt = obj.current_vt;

  	current_vn = obj.current_vn;

  	vt_changed = obj.vt_changed;				//true if a new vt or vn was inserted since the last vertex

  	vn_changed = obj.vn_changed;

  	current_primitive_mask = obj.current_primitive_mask;	//defines what coordinates are being used by the current primitive

  	//global variable storing the current render mode

  	g_CurrentMode = obj.g_CurrentMode;

  	//output file stream

  	//g_objFile = obj.g_objFile;

  	//obj file object

  	//objData g_OBJ;

  	//number of vertices since the last BEGIN

  	g_NumVertices = obj.g_NumVertices;

  	/*Attribute mask.  This indicates what attributes are stored for each vertex.

  	Only a single mask applies to each vertex between objBegin() and objEnd().  The

  	attribute mask is flipped the first time an attribute is set but it is fixed after

  	the first vertex is passed.*/

  	g_AttributeMask = obj.g_AttributeMask;

  	/*Attribute reset mask.  This indicates whether or not an attribute has been

  	reset since the last vertex was rendered.  This applies to OBJ_VT and OBJ_VN*/

  	g_AttributeResetMask = obj.g_AttributeResetMask;

  	//latest texture coordinate sent

  	g_LatestVT = obj.g_LatestVT;

  	//latest vertex normal sent

  	g_LatestVN = obj.g_LatestVN;

  	m_bounds = obj.m_bounds;

  

  

  	v_list = obj.v_list;

  	vt_list = obj.vt_list;

  	vn_list = obj.vn_list;

  	primitives = obj.primitives;

  

  	points = obj.points;

  	lines = obj.lines;

  	faces = obj.faces;

  }

  

  //opens an obj file for rendering

  OBJint rtsOBJ::objOpen(const char* filename)

  {

  	g_objFile.open(filename);

  	return OBJ_OK;

  }

  

  //close the obj file

  OBJint rtsOBJ::objClose()

  {

  	//TODO: write obj data

  	f_OutputVertices();

  	f_OutputTextureCoordinates();

  	f_OutputVertexNormals();

  	f_OutputPoints();

  	f_OutputLines();

  	f_OutputFaces();

  

  	//close the file

  	g_objFile.close();

  

  	//delete all of the data from the global object

  	f_ClearAll();

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::objBegin(OBJint mode)

  {

  	//make sure that we aren't currently rendering

  	if(g_CurrentMode != OBJ_NONE)

  		return OBJ_ERROR;

  	//make sure that the given mode is valid

  	if(mode < OBJ_POINTS || mode > OBJ_POLYGON)

  		return OBJ_ERROR;

  

  	//otherwise, go ahead and set the mode

  	g_CurrentMode = mode;

  	//set the number of vertices to zero

  	g_NumVertices = 0;

  

  	//reset the current state primitive state

  	current_primitive_mask = 0x0;

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::objEnd()

  {

  	OBJint error = OBJ_OK;

  	//check to make sure the number of rendered vertices is valid for the current mode

  	switch(g_CurrentMode)

  	{

  	case OBJ_NONE:

  		//can't quit if we haven't started

  		error = OBJ_ERROR;

  		break;

  	case OBJ_LINES:

  		//if less than two vertices or an odd number of vertices

  		if(g_NumVertices < 2 || g_NumVertices%2 != 0)

  		{

  			//if there wasn't a vertex at all

  			if(g_NumVertices == 0)

  				error = OBJ_ERROR;

  			//if there was at least one vertex

  			else

  			{

  				//pop the last line off the list

  				primitives.pop_back();

  				lines.pop_back();

  				error = OBJ_ERROR;

  			}

  		}

  		break;

  	case OBJ_LINE_STRIP:

  		//if less than two vertices

  		if(g_NumVertices < 2)

  		{

  			//if there wasn't a vertex at all

  			if(g_NumVertices == 0)

  				error = OBJ_ERROR;

  			//if there was at least one vertex

  			else

  			{

  				//pop the last line off the list

  				primitives.pop_back();

  				lines.pop_back();

  				error = OBJ_ERROR;

  			}

  		}

  		break;

  	case OBJ_LINE_LOOP:

  		//if less than three vertices

  		if(g_NumVertices < 3)

  		{

  			//pop the last line off the list

  			primitives.pop_back();

  			lines.pop_back();

  			error = OBJ_ERROR;

  		}

  		//connect the first and last points

  		else

  		{

  			error = f_TerminateLineLoop();

  		}

  		break;

  	case OBJ_TRIANGLES:

  		//if less than three vertices or not a power of three

  		if(g_NumVertices < 3 || g_NumVertices%3 !=0)

  		{

  			primitives.pop_back();

  			faces.pop_back();

  			error = OBJ_ERROR;

  		}

  		break;

  	case OBJ_TRIANGLE_STRIP:

  		//if less than three vertices

  		if(g_NumVertices < 3)

  		{

  			primitives.pop_back();

  			faces.pop_back();

  			error = OBJ_ERROR;

  		}

  		break;

  	case OBJ_TRIANGLE_FAN:

  		//if less than three vertices

  		if(g_NumVertices < 3)

  		{

  			primitives.pop_back();

  			faces.pop_back();

  			error = OBJ_ERROR;

  		}

  		break;

  	case OBJ_QUADS:

  		if(g_NumVertices < 4 || g_NumVertices%4 != 0)

  		{

  			primitives.pop_back();

  			faces.pop_back();

  			error = OBJ_ERROR;

  		}

  		break;

  	case OBJ_QUAD_STRIP:

  		//has to be at least 4 vertices and an even number

  		if(g_NumVertices < 4 || g_NumVertices%2 != 0)

  		{

  			primitives.pop_back();

  			faces.pop_back();

  			error = OBJ_ERROR;

  		}

  		break;

  	case OBJ_POLYGON:

  		//has to be at least three vertices

  		if(g_NumVertices < 3)

  		{

  			primitives.pop_back();

  			faces.pop_back();

  			error = OBJ_ERROR;

  		}

  		break;

  	}

  

  	//reset the attribute mask

  	g_AttributeMask = 0x0;

  	//just for closure, reset the attribute reset mask

  	g_AttributeResetMask = 0x0;

  	//stop rendering

  	g_CurrentMode = OBJ_NONE;

  	return error;

  }

  

  OBJint rtsOBJ::f_InsertVertexf(float x, float y, float z, float w, unsigned char mask)

  {

  	//make sure we're rendering

  	if(g_CurrentMode == OBJ_NONE)

  		return OBJ_ERROR;

  

  	//insert the vertex into the vertex vector

  	vertex_position v; 

  	v.x = x; v.y = y; v.z=z; v.w=w; v.mask = mask;

  	v_list.push_back(v);

  	f_AdjustExtents(v);			//set the bounding box

  	//insert texture coordinate and normal if specified for this primitive

  	if((current_primitive_mask & OBJ_VT)  && (vt_changed))

  		vt_list.push_back(current_vt);

  	if((current_primitive_mask & OBJ_VN) && (vn_changed))

  		vn_list.push_back(current_vn);

  

  

  	//increment the number of vertices inserted

  	g_NumVertices++;

  

  	//handle each case of the vertex creation individually

  	OBJint error = OBJ_OK;

  	switch(g_CurrentMode)

  	{

  	case OBJ_POINTS:

  		error = f_InsertPointVertex();

  		break;

  	case OBJ_LINES:

  		error = f_InsertLineVertex();

  		break;

  	case OBJ_LINE_LOOP:

  		error = f_InsertLineLoopVertex();

  		break;

  	case OBJ_LINE_STRIP:

  		error = f_InsertLineStripVertex();

  		break;

  	case OBJ_TRIANGLES:

  		error = f_InsertTriangleVertex();

  		break;

  	case OBJ_TRIANGLE_STRIP:

  		error = f_InsertTriangleStripVertex();

  		break;

  	case OBJ_TRIANGLE_FAN:

  		error = f_InsertTriangleFanVertex();

  		break;

  	case OBJ_QUADS:

  		error = f_InsertQuadVertex();

  		break;

  	case OBJ_QUAD_STRIP:

  		error = f_InsertQuadStripVertex();

  		break;

  	case OBJ_POLYGON:

  		error = f_InsertPolygonVertex();

  		break;

  	}

  	//set the reset mask to zero

  	g_AttributeResetMask = 0x0;

  	

  	//set the attribute mask to include vertex position

  	g_AttributeMask = g_AttributeMask | OBJ_V;

  

  	//return the result of the insertion

  	return error;

  }

  

  OBJint rtsOBJ::objVertex1f(float x)

  {

  	return f_InsertVertexf(x, 0.0, 0.0, 0.0, OBJ_V_X);

  }

  

  OBJint rtsOBJ::objVertex2f(float x, float y)

  {

  	return f_InsertVertexf(x, y, 0.0, 0.0, OBJ_V_X | OBJ_V_Y);

  }

  

  OBJint rtsOBJ::objVertex3f(float x, float y, float z)

  {

  	return f_InsertVertexf(x, y, z, 0.0, OBJ_V_X | OBJ_V_Y | OBJ_V_Z);

  	

  }

  

  OBJint rtsOBJ::objVertex4f(float x, float y, float z, float w)

  {

  	return f_InsertVertexf(x, y, z, w, OBJ_V_X | OBJ_V_Y | OBJ_V_Z | OBJ_V_W);

  }

  

  OBJint rtsOBJ::objNormal3f(float i, float j, float k)

  {

  	return f_InsertNormalf(i, j, k, OBJ_VN_I | OBJ_VN_J | OBJ_VN_K);

  }

  OBJint rtsOBJ::objNormal2f(float i, float j)

  {

  	return f_InsertNormalf(i, j, 0.0, OBJ_VN_I | OBJ_VN_J);

  }

  

  OBJint rtsOBJ::objNormal1f(float i)

  {

  	return f_InsertNormalf(i, 0.0, 0.0, OBJ_VN_I);

  }

  

  OBJint rtsOBJ::f_InsertNormalf(float i, float j, float k, unsigned char mask)

  {

  	/*DEPRECATED

  	//if the mode is not rendering faces, there is an error

  	if(g_CurrentMode < OBJ_TRIANGLES)

  		return OBJ_ERROR;

  	//if the normal attribute flag is not set, set it (as long as a vertex hasn't been written)

  	if(!(g_AttributeMask & OBJ_VN))

  	{

  		//if a vertex has been rendered, then we can't change the attribute, so exit

  		if(g_NumVertices > 0)

  			return OBJ_ERROR;

  		else

  			//otherwise, just set the attribute flag

  			g_AttributeMask = g_AttributeMask | OBJ_VN;

  	}

  

  

  	//insert the new normal into the normal list for the file

  	vertex_normal new_vn;

  	new_vn.i = i;  new_vn.j = j;  new_vn.k = k;

  	new_vn.mask = mask;

  	vn_list.push_back(new_vn);

  	*/

  	current_vn.i = i;											//set the current texture state to the given coordinates

  	current_vn.j = j;		

  	current_vn.k = k;

  	current_vn.mask = mask;										//set the mask as appropriate

  	vn_changed = true;											//the texture coordinate state has changed

  	current_primitive_mask = current_primitive_mask | OBJ_VN;	//the current primitive now uses texture coordinates (if it didn't previously)

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::objTexCoord3f(float u, float v, float w)

  {

  	return f_InsertTexCoordf(u, v, w, OBJ_VT_U | OBJ_VT_V | OBJ_VT_W);

  }

  

  OBJint rtsOBJ::objTexCoord2f(float u, float v)

  {

  	return f_InsertTexCoordf(u, v, 0.0, OBJ_VT_U | OBJ_VT_V);

  }

  

  OBJint rtsOBJ::objTexCoord1f(float u)

  {

  	return f_InsertTexCoordf(u, 0.0, 0.0, OBJ_VT_U);

  }

  

  OBJint rtsOBJ::f_InsertTexCoordf(float u, float v, float w, unsigned char mask)

  {

  	/*

  	DEPRECATED

  	//if the normal attribute flag is not set, set it (as long as a vertex hasn't been written)

  	if(!(g_AttributeMask & OBJ_VT))

  	{

  		//if a vertex has been rendered, then we can't change the attribute, so exit

  		if(g_NumVertices > 0)

  			return OBJ_ERROR;

  		else

  			//otherwise, just set the attribute flag

  			g_AttributeMask = g_AttributeMask | OBJ_VT;

  	}

  

  	//insert the new texture coordinate into the list for the file

  	vertex_texture new_vt;

  	new_vt.u = u;  new_vt.v = v;  new_vt.w = w;

  	new_vt.mask = mask;

  	vt_list.push_back(new_vt);

  	*/

  	current_vt.u = u;											//set the current texture state to the given coordinates

  	current_vt.v = v;		

  	current_vt.w = w;

  	current_vt.mask = mask;										//set the mask as appropriate

  	vt_changed = true;											//the texture coordinate state has changed

  	current_primitive_mask = current_primitive_mask | OBJ_VT;	//the current primitive now uses texture coordinates (if it didn't previously)

  

  	return OBJ_OK;

  }

  

  

  void rtsOBJ::insertVertexPosition(float x, float y, float z, unsigned char mask)

  {

  	vertex_position v;

  	v.x = x;

  	v.y = y;

  	v.z = z;

  	v.mask = mask;

  

  	v_list.push_back(v);

  }

  

  void rtsOBJ::insertLine(unsigned int num_points, unsigned int* pointlist, unsigned int* normallist, unsigned int* texturelist)

  {

  	//create the new primitive

  	primitive line;

  	line.type = OBJ_LINES;

  	line.mask = 0;

  

  	//set the mask based on the passed data

  	if(pointlist != NULL)

  		line.mask = line.mask | OBJ_V;

  	if(normallist != NULL)

  		line.mask = line.mask | OBJ_VN;

  	if(texturelist != NULL)

  		line.mask = line.mask | OBJ_VT;

  

  	//insert the line

  	int v;

  	vertex new_vert;

  	for(v=0; v<num_points; v++)

  	{

  		if(pointlist)

  			new_vert.v = pointlist[v];

  		if(normallist)

  			new_vert.vn = normallist[v];

  		if(texturelist)

  			new_vert.vt = texturelist[v];

  		line.p.push_back(new_vert);

  	}

  	//insert the new primitive into the list

  	primitives.push_back(line);

  }

  OBJint rtsOBJ::f_InsertPointVertex()

  {

  	//insert the most recent point into the most recent point list

  	//if this is the first vertex, create the point list

  	if(g_NumVertices == 1)

  	{

  		primitive new_p;						//create the new point

  		new_p.type = OBJ_POINTS;

  		new_p.mask = current_primitive_mask;

  		points.push_back(primitives.size());	//store the primitive id in the points list

  		primitives.push_back(new_p);

  	}

  

  	//find the id of the most recent primitive

  	unsigned int p_index = primitives.size() - 1;

  	//find the index of the recent point

  	vertex p;

  	p.v = v_list.size() - 1;

  	//insert the indices for texture coordinates and normal if necessary

  	if(primitives[p_index].mask & OBJ_VT)

  		p.vt = vt_list.size() - 1;

  	if(primitives[p_index].mask & OBJ_VN)

  		p.vn = vn_list.size() - 1;

  

  	//insert the vertex index into the primitive's point list

  	primitives[p_index].p.push_back(p);

  

  	//push the point into the points list if it is not the only point in the primitive

  	if(g_NumVertices > 1)

  		points.push_back(p_index);

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_InsertLineVertex()

  {

  	//if this is an odd vertex, create a new line

  	if(g_NumVertices%2 == 1)

  	{

  		f_CreateNewLine();

  	}

  

  	f_InsertNewLineVertex();

  

  	return OBJ_OK;

  }

  OBJint rtsOBJ::f_InsertLineLoopVertex()

  {

  	//technically, this is the same as inserting a line strip vertex

  	f_InsertLineStripVertex();

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_InsertLineStripVertex()

  {

  	if(g_NumVertices == 1)

  	{

  		f_CreateNewLine();

  	}

  

  	f_InsertNewLineVertex();

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_InsertTriangleVertex()

  {

  	//if this is the first vertex in a triangle, create a new triangle

  	if(g_NumVertices%3 == 1)

  	{

  		f_CreateNewFace();

  	}

  

  

  	f_InsertNewFaceVertex();

  

  	return OBJ_OK;

  }

  OBJint rtsOBJ::f_InsertTriangleStripVertex()

  {

  	//in the special case of the first three vertices, just create a triangle

  	if(g_NumVertices <4)

  		f_InsertTriangleVertex();

  	else

  	{

  		

  		//create a new face for the new triangle

  		f_CreateNewFace();

  

  		//insert the last two vertices from the previous triangle

  		f_InsertPreviousFaceVertex(1);

  		f_InsertPreviousFaceVertex(2);

  		//insert the new vertex

  		f_InsertNewFaceVertex();

  	}

  

  	return OBJ_OK;

  }

  OBJint rtsOBJ::f_InsertTriangleFanVertex()

  {

  	//in the special case of the first three vertices, just create a triangle

  	if(g_NumVertices <4)

  		f_InsertTriangleVertex();

  	else

  	{

  		//create a new face for the new triangle

  		f_CreateNewFace();

  		//add the previous vertices to the face

  		f_InsertFirstFaceVertex(0);

  		f_InsertPreviousFaceVertex(2);

  		//insert the current vertex

  		f_InsertNewFaceVertex();

  	}

  

  	return OBJ_OK;

  }

  OBJint rtsOBJ::f_InsertQuadVertex()

  {

  	//if this is the first vertex in a quad, create a new quad

  	if(g_NumVertices%4 == 1)

  	{

  		f_CreateNewFace();

  	}

  

  	f_InsertNewFaceVertex();

  

  	return OBJ_OK;

  }

  OBJint rtsOBJ::f_InsertQuadStripVertex()

  {

  	//in the case of one of the first four vertices, just create a quad

  	if(g_NumVertices < 5)

  		f_InsertQuadVertex();

  	//if the vertex is odd (it will be the third vertex of a quad)

  	else if(g_NumVertices%2 == 1)

  	{

  		//create a new face for the new quad

  		f_CreateNewFace();

  		//add the previous two vertices

  		f_InsertPreviousFaceVertex(2);

  		f_InsertPreviousFaceVertex(3);

  		//add the current vertex

  		f_InsertNewFaceVertex();

  	}

  	else

  	{

  		//if this is the last vertex of the quad, just add it

  		f_InsertNewFaceVertex();

  

  	}

  	return OBJ_OK;

  }

  OBJint rtsOBJ::f_InsertPolygonVertex()

  {

  	//if this is the first vertex, create the quad

  	if(g_NumVertices == 1)

  	{

  		f_CreateNewFace();

  	}

  	f_InsertNewFaceVertex();

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_InsertPreviousFaceVertex(unsigned int v_index)

  {

  	/*Finds the vertex used in the previous face with the given index and

  	inserts it into the current face.  This limits the redundancy in the file

  	for re-used vertices (in strips and fans).  This also transfers texture

  	and normal information.*/

  

  	//find the index of the previous face

  	unsigned int prev_f_index = primitives.size() - 2;

  	//find the index of the current face

  	unsigned int f_index = prev_f_index +1;

  	//add the vertex information from the previous face to this face

  	primitives[f_index].p.push_back(primitives[prev_f_index].p[v_index]);

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_InsertFirstFaceVertex(unsigned int v_index)

  {

  	/*Finds the vertex used in the first face (since the last objBegin())

  	with the given index and inserts it at the end of the current face.

  	This includes texture and normal information.*/

  

  	//The result depends on the type of face being rendered

  	//So far, this function only applies to triangle fans

  	if(g_CurrentMode != OBJ_TRIANGLE_FAN)

  		return OBJ_ERROR;

  

  	//calculate the number of faces that have been rendered

  	unsigned int num_faces = g_NumVertices - 2;

  	//find the index of the first face

  	unsigned int first_f_index = primitives.size() - num_faces;

  	//find the index of the current face

  	unsigned int f_index = primitives.size() - 1;

  	//transfer the vertex information from the first face to this one

  	primitives[f_index].p.push_back(primitives[first_f_index].p[v_index]);

  

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_InsertNewFaceVertex()

  {

  	/*This inserts information about the current vertex into the current face*/

  	//find the new vertex index

  	vertex p;

  	p.v = v_list.size() -1;

  	p.vt = vt_list.size() - 1;

  	p.vn = vn_list.size() -1;

  	//find the face index

  	unsigned int f_index = primitives.size() -1;

  	//INSERT VERTEX AND ATTRIBUTE DATA

  	//just add the vertex to the face

  	primitives[f_index].p.push_back(p);

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_InsertNewLineVertex()

  {

  	/*This inserts information about the current vertex into the current line*/

  	//find the new vertex index

  	vertex p;

  	p.v = v_list.size() -1;

  	p.vt = vt_list.size() - 1;

  	//find the line index

  	unsigned int l_index = primitives.size() -1;

  

  	//ADD VERTEX AND ATTRIBUTE INFORMATION

  	//add the vertex to the line

  	primitives[l_index].p.push_back(p);

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_CreateNewFace()

  {

  	primitive new_f;

  	new_f.type = OBJ_FACE;

  	new_f.mask = g_AttributeMask;

  	faces.push_back(primitives.size());

  	primitives.push_back(new_f);

  

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_CreateNewLine()

  {

  	primitive new_l;

  	new_l.type = OBJ_LINES;

  	new_l.mask = g_AttributeMask;

  	lines.push_back(primitives.size());

  	primitives.push_back(new_l);

  

  	return OBJ_OK;

  }

  

  

  OBJint rtsOBJ::f_TerminateLineLoop()

  {

  	/*This function just terminates the line loop by setting the last vertex

  	to the first vertex.*/

  	if(g_CurrentMode != OBJ_LINE_LOOP)

  		return OBJ_ERROR;

  	//find the index for the current line

  	unsigned int l_index = lines.size() -1;

  	//insert the first vertex as the last vertex

  	primitives[l_index].p.push_back(primitives[l_index].p[0]);

  

  	return OBJ_OK;

  }

  

  void rtsOBJ::f_OutputVertices()

  {

  	//get the number of vertices in the object

  	unsigned int v_num = v_list.size();

  	for(unsigned int i=0; i<v_num; i++)

  	{

  		g_objFile<<"v";

  		if(v_list[i].mask & OBJ_V_X)

  			g_objFile<<" "<<v_list[i].x;

  		if(v_list[i].mask & OBJ_V_Y)

  			g_objFile<<" "<<v_list[i].y;

  		if(v_list[i].mask & OBJ_V_Z)

  			g_objFile<<" "<<v_list[i].z;

  		if(v_list[i].mask & OBJ_V_W)

  			g_objFile<<" "<<v_list[i].w;

  		g_objFile<<endl;

  	}

  

  }

  

  void rtsOBJ::f_OutputVertexNormals()

  {

  	//get the number of normals in the object

  	unsigned int vn_num = vn_list.size();

  	for(unsigned int i=0; i<vn_num; i++)

  	{

  		g_objFile<<"vn ";

  		if(vn_list[i].mask & OBJ_VN_I)

  		{

  			g_objFile<<vn_list[i].i;

  			if(vn_list[i].mask & OBJ_VN_J)

  			{

  				g_objFile<<" "<<vn_list[i].j;

  				if(vn_list[i].mask & OBJ_VN_K)

  					g_objFile<<" "<<vn_list[i].k;

  			}

  		}

  		g_objFile<<endl;

  	}

  }

  

  void rtsOBJ::f_OutputTextureCoordinates()

  {

  	//get the number of vertices in the object

  	unsigned int vt_num = vt_list.size();

  	for(unsigned int i=0; i<vt_num; i++)

  	{

  		g_objFile<<"vt ";

  		if(vt_list[i].mask & OBJ_VT_U)

  		{

  			g_objFile<<vt_list[i].u;

  			if(vt_list[i].mask & OBJ_VT_V)

  			{

  				g_objFile<<" "<<vt_list[i].v;

  				if(vt_list[i].mask & OBJ_VT_W)

  					g_objFile<<" "<<vt_list[i].w;

  			}

  		}

  		g_objFile<<endl;

  	}

  }

  

  void rtsOBJ::f_OutputPoints()

  {

  	/*

  	//get the number of point vectors

  	unsigned int p_num = points.size();

  

  	//for each point vector, output the points

  	for(unsigned int i=0; i<p_num; i++)

  	{

  		g_objFile<<"p";

  		unsigned int v_num = points[i].p.size();

  		for(unsigned int j=0; j<v_num; j++)

  		{

  			g_objFile<<" "<<points[i].p[j].v+1;

  		}

  		g_objFile<<endl;

  	}

  	*/

  }

  

  void rtsOBJ::f_OutputLines()

  {

  	/*

  	//get the number of line vectors

  	unsigned int l_num = lines.size();

  

  	//for each line vector, output the associated points

  	for(unsigned int i=0; i<l_num; i++)

  	{

  		g_objFile<<"l";

  		unsigned int v_num = lines[i].p.size();

  		for(unsigned int j=0; j<v_num; j++)

  		{

  			g_objFile<<" "<<lines[i].p[j].v+1;

  			//output texture coordinate if there are any

  			if(lines[i].mask & OBJ_VT)

  				g_objFile<<"/"<<lines[i].p[j].vt+1;

  		}

  		g_objFile<<endl;

  	}

  	*/

  }

  

  void rtsOBJ::f_OutputFaces()

  {

  	/*

  	//get the number of faces

  	unsigned int f_num = faces.size();

  

  	//for each face, output the associated points

  	for(unsigned int i=0; i<f_num; i++)

  	{

  		g_objFile<<"f";

  		//get the number of face vertices

  		unsigned int v_num = faces[i].p.size();

  		for(unsigned int j=0; j<v_num; j++)

  		{

  			g_objFile<<" "<<faces[i].p[j].v+1;

  			//if there are texture coordinates

  			if(faces[i].mask & OBJ_VT)

  				g_objFile<<"/"<<faces[i].p[j].vt+1;

  			//if there is a normal

  			if(faces[i].mask & OBJ_VN)

  			{

  				//but no texture coordinates, put an extra slash

  				if(!(faces[i].mask & OBJ_VT))

  					g_objFile<<"/";

  				g_objFile<<"/"<<faces[i].p[j].vn+1;

  			}

  

  		}

  		g_objFile<<endl;

  	}

  	*/

  }

  

  void rtsOBJ::f_ClearAll()

  {

  	rtsOBJ();

  	//clear all data from the global obj function

  	faces.clear();

  	lines.clear();

  	points.clear();

  	v_list.clear();

  	vn_list.clear();

  	vt_list.clear();

  	primitives.clear();

  }

  

  /*GLOBAL FUNCTION DEFINITIONS*/

  //initialize the OBJ file

  OBJint objOpen(char* filename)

  {

  	return g_OBJ.objOpen(filename);

  }

  //close the obj file

  OBJint objClose()

  {

  	return g_OBJ.objClose();

  }

  

  //start rendering in a certain mode

  OBJint objBegin(OBJint mode)

  {

  	return g_OBJ.objBegin(mode);

  }

  //stop the current rendering sequence

  OBJint objEnd(void)

  {

  	return g_OBJ.objEnd();

  }

  //render a vertex to the file

  OBJint objVertex1f(float x)

  {

  	return g_OBJ.objVertex1f(x);

  }

  

  OBJint objVertex2f(float x, float y)

  {

  	return g_OBJ.objVertex2f(x, y);

  }

  

  OBJint objVertex3f(float x, float y, float z)

  {

  	return g_OBJ.objVertex3f(x, y, z);

  }

  

  OBJint objVertex4f(float x, float y, float z, float w)

  {

  	return g_OBJ.objVertex4f(x, y, z, w);

  }

  //set a normal vector for a vertex

  OBJint objNormal3f(float i, float j, float k)

  {

  	return g_OBJ.objNormal3f(i, j, k);

  }

  OBJint objNormal2f(float i, float j)

  {

  	return g_OBJ.objNormal2f(i, j);

  }

  OBJint objNormal1f(float i)

  {

  	return g_OBJ.objNormal1f(i);

  }

  //set a texture coordinate for a vertex

  OBJint objTexCoord3f(float u, float v, float w)

  {

  	return g_OBJ.objTexCoord3f(u, v, w);

  }

  

  OBJint objTexCoord2f(float u, float v)

  {

  	return g_OBJ.objTexCoord2f(u,v);

  }

  

  OBJint objTexCoord1f(float u)

  {

  	return g_OBJ.objTexCoord1f(u);

  }

  

  OBJint rtsOBJ::f_ReadPosition(ifstream &infile)

  {

  	vertex_position new_vertex;

  	//get each coordinate

  	infile>>new_vertex.x;

  	new_vertex.mask = OBJ_V_X;

  

  	if(infile.peek() == ' ')

  	{

  		infile>>new_vertex.y;

  		new_vertex.mask = new_vertex.mask | OBJ_V_Y;

  	}

  	if(infile.peek() == ' ')

  	{

  		infile>>new_vertex.z;

  		new_vertex.mask = new_vertex.mask | OBJ_V_Z;

  	}

  	if(infile.peek() == ' ')

  	{

  		infile>>new_vertex.w;

  		new_vertex.mask = new_vertex.mask | OBJ_V_W;

  	}

  	int c = infile.peek();

  	//ignore the rest of the line

  	infile.ignore(1000, '\n');

  	c = infile.peek();

  	

  	//cout<<"vertex read: "<<new_vertex.x<<","<<new_vertex.y<<","<<new_vertex.z<<","<<new_vertex.w<<endl;

  	//insert the vertex into the list

  	v_list.push_back(new_vertex);

  

  	//adjust the extents of the model

  	f_AdjustExtents(new_vertex);

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_ReadNormal(ifstream &infile)

  {

  	vertex_normal new_normal;

  	infile>>new_normal.i;

  	new_normal.mask = OBJ_VN_I;

  	//get every other component

  	if(infile.peek() == ' ')

  	{

  		infile>>new_normal.j;

  		new_normal.mask = new_normal.mask | OBJ_VN_J;

  	}

  	if(infile.peek() == ' ')

  	{

  		infile>>new_normal.k;

  		new_normal.mask = new_normal.mask | OBJ_VN_K;

  	}

  	//ignore the rest of the line

  	infile.ignore(1000, '\n');

  	//insert the normal

  	vn_list.push_back(new_normal);

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_ReadTexCoord(ifstream &infile)

  {

  	vertex_texture new_texcoord;

  	infile>>new_texcoord.u;

  	new_texcoord.mask = OBJ_VT_U;

  	//get every other component

  	if(infile.peek() == ' ')

  	{

  		infile>>new_texcoord.v;

  		new_texcoord.mask = new_texcoord.mask | OBJ_VT_V;

  	}

  	if(infile.peek() == ' ')

  	{

  		infile>>new_texcoord.w;

  		new_texcoord.mask = new_texcoord.mask | OBJ_VT_W;

  	}

  

  	//ignore the rest of the line

  	infile.ignore(1000, '\n');

  	//insert the texture coordinate

  	vt_list.push_back(new_texcoord);

  

  	return OBJ_OK;

  

  }

  

  OBJint rtsOBJ::f_ReadVertex(ifstream &infile, vertex &new_point, unsigned char &mask)

  {

  	//store the line vertex

  	infile>>new_point.v;

  	new_point.v--;

  	mask = OBJ_V;

  	//new_face.v.push_back(new_v - 1);

  	if(infile.peek() == '/')

  	{

  		infile.get();

  		//if there actually is a texcoord

  		if(infile.peek() != '/')

  		{

  			infile>>new_point.vt;						//get the index

  			new_point.vt--;

  			mask = mask | OBJ_VT;				//update the mask

  			//new_face.vt.push_back(new_vt - 1);	

  		}

  	}

  	//check for a normal

  	if(infile.peek() == '/')

  	{

  		infile.get();

  		infile>>new_point.vn;							//get the index

  		new_point.vn--;

  		mask = mask | OBJ_VN;	//update the mask

  	}

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_ReadPrimitive(ifstream &infile, primitive_type type)

  {

  	//create a new point list

  	primitive new_primitive;

  	new_primitive.type = type;

  	//until the end of the line

  	while(infile.peek() != '\n')

  	{

  		//read each point

  		if(infile.peek() == ' ')

  			infile.get();

  		else

  		{

  			vertex new_point;

  			f_ReadVertex(infile, new_point, new_primitive.mask);

  			new_primitive.p.push_back(new_point);

  		}

  	}

  	//ignore the rest of the line

  	infile.ignore(1000, '\n');

  

  	//push the id of the primitive into the new list

  	//:DEBUG:

  	if(type == OBJ_POINTS)

  		points.push_back(primitives.size());

  	else if(type == OBJ_LINES)

  		lines.push_back(primitives.size());

  	else if(type == OBJ_FACE)

  		faces.push_back(primitives.size());

  

  	primitives.push_back(new_primitive);	//push the new primitive

  

  	return OBJ_OK;

  }

  

  

  OBJint rtsOBJ::f_AdjustExtents(vertex_position v)

  {

  	if(v.x < m_bounds.min.x) 

  		m_bounds.min.x = v.x;

  	if(v.y < m_bounds.min.y) 

  		m_bounds.min.y = v.y;

  	if(v.z < m_bounds.min.z) 

  		m_bounds.min.z = v.z;

  

  	if(v.x > m_bounds.max.x) m_bounds.max.x = v.x;

  	if(v.y > m_bounds.max.y) m_bounds.max.y = v.y;

  	if(v.z > m_bounds.max.z) m_bounds.max.z = v.z;

  

  	return OBJ_OK;

  }

  

  OBJint rtsOBJ::f_LoadOBJ(const char* filename)

  {

  	f_ClearAll();

  	//open the file as a stream

  	ifstream infile;

  	infile.open(filename);

  	if(!infile.is_open())

  		return OBJ_ERROR;

  

  	unsigned int vertices = 0;

  

  	string token;

  	infile>>token;

  	while(!infile.eof())

  	{

  		//if the token is some vertex property

  		if(token == "v")

  			f_ReadPosition(infile);

  		else if(token == "vn")

  			f_ReadNormal(infile);

  		else if(token == "vt")

  			f_ReadTexCoord(infile);

  		else if(token == "p")

  			f_ReadPrimitive(infile, OBJ_POINTS);

  		else if(token == "l")

  			f_ReadPrimitive(infile, OBJ_LINES);

  		else if(token == "f")

  			f_ReadPrimitive(infile, OBJ_FACE);

  		else

  			infile.ignore(9999, '\n');

  		//vertices++;

  

  		infile>>token;

  	}

  

  }

  

  OBJint rtsOBJ::f_LoadSWC(const char* filename)

  {

  	f_ClearAll();

  	//open the file as a stream

  	ifstream infile;

  	infile.open(filename);

  	if(!infile.is_open())

  		return OBJ_ERROR;

  

  	vector<vertex_position> swcVertices;

  	float token;

  	objBegin(OBJ_LINES);

  	while(!infile.eof())

  	{

  		vertex_position v;

  		infile>>token;			//get the id

  		infile>>token;			//get the fiber type

  		infile>>v.x;			//get the node position

  		infile>>v.y;

  		infile>>v.z;

  		infile>>token;			//get the radius

  		infile>>token;			//get the parent

  

  		//insert the node into the swc vector

  		swcVertices.push_back(v);

  		//now draw the line from the parent to the current node

  		if(token != -1)

  		{

  			objVertex3f(swcVertices[token-1].x, swcVertices[token-1].y, swcVertices[token-1].z);

  			objVertex3f(v.x, v.y, v.z);

  		}

  	}

  	objEnd();

  

  

  	return OBJ_OK;

  

  }

  OBJint rtsOBJ::LoadFile(const char* filename)

  {

  	string strFilename = filename;

  	int length = strFilename.length();

  	string extension = strFilename.substr(strFilename.length() - 3, 3);

  	if(!extension.compare(string("obj")))

  		return f_LoadOBJ(filename);

  	else if(!extension.compare(string("swc")))

  		return f_LoadSWC(filename);

  	else return f_LoadOBJ(filename);

  

  }

  

  OBJint rtsOBJ::SaveFile(const char* filename)

  {

  	//open the file as a stream

  	ofstream outfile;

  	outfile.open(filename);

  	if(!outfile.is_open())

  		return OBJ_ERROR;

  

  	//output vertex positions

  	vector<vertex_position>::iterator v;

  	for(v=v_list.begin(); v!= v_list.end(); v++)

  	{

  		outfile<<"v";

  		if((*v).mask & OBJ_V_X)

  		{

  			outfile<<' '<<(*v).x;

  			if((*v).mask & OBJ_V_Y)

  			{

  				outfile<<' '<<(*v).y;

  				if((*v).mask & OBJ_V_Z)

  				{

  					outfile<<' '<<(*v).z;

  					if((*v).mask & OBJ_V_W)

  						outfile<<' '<<(*v).w;

  				}

  			}

  		}

  		outfile<<'\n';

  	}

  

  	//output vertex texture coordinates

  	vector<vertex_texture>::iterator vt;

  	for(vt=vt_list.begin(); vt!= vt_list.end(); vt++)

  	{

  		outfile<<"vt";

  		if((*vt).mask & OBJ_VT_U)

  		{

  			outfile<<' '<<(*vt).u;

  			if((*vt).mask & OBJ_VT_V)

  			{

  				outfile<<' '<<(*vt).v;

  				if((*vt).mask & OBJ_VT_W)

  					outfile<<' '<<(*vt).w;

  			}

  		}

  		outfile<<'\n';

  	}

  

  	//output vertex normal coordinates

  	vector<vertex_normal>::iterator vn;

  	for(vn=vn_list.begin(); vn!= vn_list.end(); vn++)

  	{

  		outfile<<"vn";

  		if((*vn).mask & OBJ_VN_I)

  		{

  			outfile<<' '<<(*vn).i;

  			if((*vn).mask & OBJ_VN_J)

  			{

  				outfile<<' '<<(*vn).j;

  				if((*vn).mask & OBJ_VN_K)

  					outfile<<' '<<(*vn).k;

  			}

  		}

  		outfile<<'\n';

  	}

  

  	//output each primitive

  	vector<primitive>::iterator p;

  	vector<vertex>::iterator vert;

  	for(p=primitives.begin(); p!= primitives.end(); p++)

  	{

  		switch((*p).type)

  		{

  		case OBJ_POINTS:

  			outfile<<"p";			//output the points token

  			break;

  		case OBJ_LINES:

  			outfile<<"l";			//output the lines token

  			break;

  		case OBJ_FACE:

  			outfile<<"f";			//output the face token

  			break;

  		}

  

  		//for each vertex in the list for the primitive

  		for(vert = (*p).p.begin(); vert != (*p).p.end(); vert++)

  		{

  			outfile<<' '<<(*vert).v + 1;

  			if((*p).mask & OBJ_VT)

  				outfile<<'/'<<(*vert).vt + 1;

  			if((*p).mask & OBJ_VN)

  			{

  				if(!((*p).mask & OBJ_VT))

  					outfile<<'/';

  				outfile<<'/'<<(*vert).vn + 1;

  			}

  		}

  		outfile<<'\n';

  			

  	}

  

  

  

  }

  

  //get methods

  unsigned int rtsOBJ::getNumVertices(){return v_list.size();}

  unsigned int rtsOBJ::getNumLines(){return lines.size();}

  unsigned int rtsOBJ::getNumFaces(){return faces.size();}

  unsigned int rtsOBJ::getNumPointLists(){return points.size();}

  unsigned int rtsOBJ::getNumTexCoords(){return vt_list.size();}

  unsigned int rtsOBJ::getNumNormals(){return vn_list.size();}

  

  //these functions return the coordinate index as well as the value

  unsigned int rtsOBJ::getNumFaceVertices(unsigned int face){return primitives[face].p.size();}

  unsigned int rtsOBJ::getFaceVertex(unsigned int face, unsigned int vertex){return primitives[face].p[vertex].v;}

  unsigned int rtsOBJ::getFaceNormal(unsigned int face, unsigned int normal){return primitives[face].p[normal].vn;}

  unsigned int rtsOBJ::getFaceTexCoord(unsigned int face, unsigned int texcoord){return primitives[face].p[texcoord].vt;}

  unsigned int rtsOBJ::getNumLineVertices(unsigned int line){return primitives[line].p.size();}

  unsigned int rtsOBJ::getLineVertex(unsigned int line, unsigned int vertex){return primitives[line].p[vertex].v;}

  unsigned int rtsOBJ::getLineTexCoord(unsigned int line, unsigned int texcoord){return primitives[line].p[texcoord].vt;}

  point3D<float> rtsOBJ::getVertex3d(unsigned int index)

  {

  	return point3D<float>(v_list[index].x, v_list[index].y, v_list[index].z);

  }

  point3D<float> rtsOBJ::getTexCoord3d(unsigned int index)

  {

  	return point3D<float>(vt_list[index].u, vt_list[index].v, vt_list[index].w);

  }

  point3D<float> rtsOBJ::getNormal3d(unsigned int index)

  {

  	return point3D<float>(vn_list[index].i, vn_list[index].j, vn_list[index].k);

  }

  vertex_position rtsOBJ::getVertex(unsigned int index){return v_list[index];}

  vertex_texture rtsOBJ::getTexCoord(unsigned int index){return vt_list[index];}

  vertex_normal rtsOBJ::getNormal(unsigned int index){return vn_list[index];}

  

  

  unsigned int rtsOBJ::getPrimitiveType(unsigned int primitive)

  {

  	/*

  	switch(primitives[i].type)

  	{

  	case OBJ_POINTS:

  		return OBJ_POINTS;

  		break;

  	case OBJ_LINES:

  		return OBJ_LINES;

  		break;

  	case OBJ_FACE:

  		f_RenderFace(i);

  		break;

  	}*/

  	return 0;

  }

  /****************************************************/

  /*******Iterator Methods*****************************/

  /****************************************************/

  

  rtsOBJ::iterator rtsOBJ::begin()

  {

  	//create an iterator that will be returned and assign it to this OBJ

  	iterator result;

  	result.obj = this;

  	result.end_object = false;

  	result.end_primitive = false;

  

  	//if there are no primitives, return the end iterator

  	if(primitives.size() == 0)

  		return end();

  	

  	//start at the beginning of the primitive array

  	result.primitive_index = 0;

  

  	return result;

  }

  

  rtsOBJ::iterator rtsOBJ::end()

  {

  	//create an end iterator to return

  	iterator result;

  	result.obj = this;

  	result.end_primitive = true;

  	result.primitive_index = result.obj->primitives.size();

  

  	return result;

  }

  

  void rtsOBJ::iterator::operator++()

  {

  	primitive_index++;

  	if(primitive_index >= obj->primitives.size())

  		(*this) = obj->end();

  

  }

  

  bool rtsOBJ::iterator::operator ==(rtsOBJ::iterator operand)

  {

  	if(operand.primitive_index == primitive_index)

  	   return true;

  	else return false;

  }

  

  bool rtsOBJ::iterator::operator !=(rtsOBJ::iterator operand)

  {

  	if(operand.primitive_index != primitive_index)

  	   return true;

  	else return false;

  }

  

  unsigned int rtsOBJ::iterator::operator*()

  {

  	return primitive_index;

  }

  

  void rtsOBJ::iterator::print()

  {

  	cout<<"This is a test"<<endl;	

  }