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source: orxonox.OLD/branches/control/src/world_entities/terrain.cc @ 7285

Last change on this file since 7285 was 7055, checked in by patrick, 19 years ago

trunk: md2 scaling patch

File size: 12.7 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
16
17
18#include "terrain.h"
19
20#include "load_param.h"
21#include "factory.h"
22#include "spatial_separation.h"
23
24#include "resource_manager.h"
25#include "model.h"
26#include "network_game_manager.h"
27
28#include "height_map.h"
29#include "material.h"
30
31#include "glincl.h"
32
33#include "state.h"
34
35using namespace std;
36
37CREATE_FACTORY(Terrain, CL_TERRAIN);
38
39/**
40 *  standard constructor
41 */
42Terrain::Terrain (const TiXmlElement* root)
43{
44  this->init();
45
46
47  if( root != NULL)
48    this->loadParams(root);
49
50//  if (this->model != NULL)
51    //this->ssp = new SpatialSeparation((Model*)this->model, 10.0f);
52}
53
54
55/**
56 *  Constructor for loading a Terrain out of a file
57 * @param fileName The file to load data from.
58
59   this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found.
60*/
61Terrain::Terrain(const char* fileName)
62{
63  this->init();
64
65  if (!strstr(fileName, ".obj") || !strstr(fileName, ".OBJ") )
66    {
67      this->loadModel(fileName);
68    }
69  else
70    {
71      // load the hightMap here.
72    }
73}
74
75/**
76 *  a Constructor for the Debug-Worlds
77 */
78Terrain::Terrain(DebugTerrain debugTerrain)
79{
80  this->init();
81  this->buildDebugTerrain(debugTerrain);
82}
83
84/**
85 *  standard deconstructor
86
87*/
88Terrain::~Terrain ()
89{
90  if (objectList)
91    glDeleteLists(this->objectList, 1);
92  if( this->ssp)
93    delete ssp;
94  if (this->vegetation)
95  {
96    ResourceManager::getInstance()->unload(this->vegetation);
97  }
98
99  if(this->heightMap)
100        delete heightMap;
101}
102
103
104void Terrain::init()
105{
106  this->setClassID(CL_TERRAIN, "Terrain");
107  this->toList(OM_ENVIRON_NOTICK);
108
109  this->objectList = 0;
110  this->ssp = NULL;
111  this->vegetation = NULL;
112
113  this->heightMap = NULL;
114
115  this->heightMapMaterial = new Material();
116}
117
118
119void Terrain::loadParams(const TiXmlElement* root)
120{
121  WorldEntity::loadParams(root);
122
123  LoadParam(root, "scale", this, Terrain, setScale)
124      .describe("The scale in x,y,z direction");
125
126  LoadParam(root, "texture", this, Terrain, loadTexture)
127      .describe("The name of the Texture for this heightMap");
128
129  LoadParam(root, "vegetation", this, Terrain, loadVegetation)
130      .describe("the fileName of the vegetation, that should be loaded onto this terrain. (must be relative to the data-dir)") ;
131
132  LoadParam(root, "height-map", this, Terrain, loadHeightMap)
133      .describe("The HeightMap, splitted into two strings seperated by ','. 1: HeighMap, 2: ColorMap");
134
135}
136
137void Terrain::setScale(float x, float y, float z)
138{
139  this->terrainScale = Vector(x, y, z);
140}
141
142void Terrain::loadHeightMap(const char* heightMapFile, const char* colorMap)
143{
144  if (this->heightMap != NULL)
145    delete this->heightMap;
146  this->heightMap = NULL;
147
148  char* hmName = ResourceManager::getFullName(heightMapFile);
149  char* hmColorName = ResourceManager::getFullName(colorMap);
150
151
152  this->heightMap = new HeightMap(hmName, hmColorName);
153//   heightMap->scale(Vector(43.0f,4.7f,43.0f));
154  heightMap->scale(this->terrainScale);
155  heightMap->setAbsCoor(this->getAbsCoor());
156  heightMap->load();
157  delete[] hmName;
158  delete[] hmColorName;
159
160}
161
162
163void Terrain::loadTexture(const char* textureName)
164{
165   PRINTF(0)("Load texture: %s\n", textureName);
166
167   heightMapMaterial->setDiffuse(1.0,1.0,1.0);
168   heightMapMaterial->setAmbient(1.0,1.0,1.0 );
169   heightMapMaterial->setSpecular(1.0,1.0,1.0);
170   heightMapMaterial->setShininess(.5);
171   heightMapMaterial->setTransparency(1.0);
172
173   heightMapMaterial->setDiffuseMap(textureName);
174   heightMapMaterial->setAmbientMap(textureName);
175   heightMapMaterial->setSpecularMap(textureName);
176}
177
178
179
180void Terrain::loadVegetation(const char* vegetationFile)
181{
182  PRINTF(0)("loadVegetation: %s\n", vegetationFile);
183  if (this->vegetation)
184    ResourceManager::getInstance()->unload(this->vegetation, RP_LEVEL);
185  if (vegetationFile != NULL)
186  {
187    PRINTF(4)("fetching %s\n", vegetationFile);
188    this->vegetation = (Model*)ResourceManager::getInstance()->load(vegetationFile, OBJ, RP_CAMPAIGN);
189  }
190  else
191    this->vegetation = NULL;
192}
193
194
195
196
197
198void Terrain::draw () const
199{
200  glPushMatrix();
201
202  /* translate */
203  glTranslatef (this->getAbsCoor ().x,
204                this->getAbsCoor ().y,
205                this->getAbsCoor ().z);
206  /* rotate */
207 // Vector tmpRot = this->getAbsDir().getSpacialAxis();
208  //glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
209
210  if (this->objectList)
211    glCallList(this->objectList);
212  else if (this->getModel())
213    this->getModel()->draw();
214
215  if (this->vegetation)
216    this->vegetation->draw();
217
218  if( this->heightMap)
219  {
220    this->heightMapMaterial->select();
221
222    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
223    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
224    this->heightMap->draw();
225  }
226  glPopMatrix();
227
228
229/*
230  glMatrixMode(GL_MODELVIEW);
231  glPushMatrix();
232  glLoadIdentity();
233  Vector camera =   State::getCameraNode()->getAbsCoor(); // Go on here ..........!!!
234
235  float height =    heightMap->getHeight(camera.x, camera.z);
236
237  glEnable (GL_COLOR_MATERIAL) ;
238  glBegin(GL_QUADS);            // Draw The Cube Using quads
239  glColor3f(0.0f,1.0f,0.0f);  // Color Blue
240  glVertex3f(camera.x + 63.0f,Terrain->getHeight(camera.x+63.0f, camera.z-10.0f)+13.0f,camera.z-10.0f);      // Top Right Of The Quad (Top)
241  glVertex3f(camera.x-63.0f, getHeight(camera.x+63.0f, camera.z-10.0f)+13.0f,camera.z-10.0f);      // Top Left Of The Quad (Top)
242  glVertex3f(camera.x-63.0f, getHeight(camera.x+63.0f, camera.z+10.0f)+13.0f, camera.z+10.0f);      // Bottom Left Of The Quad (Top)
243  glVertex3f(camera.x+ 63.0f, getHeight(camera.x+63.0f, camera.z+10.0f)+13.0f, camera.z+10.0f);      // Bottom Right Of The Quad (Top)
244  glEnd();                      // End Drawing The Plan
245
246  glPopMatrix();*/
247
248
249/* THIS IS ONLY FOR DEBUGGING INFORMATION */
250  if (this->ssp != NULL)
251    this->ssp->drawQuadtree();
252}
253
254
255void Terrain::buildDebugTerrain(DebugTerrain debugTerrain)
256{
257  // if the terrain is the Terrain of Dave
258  if (debugTerrain == TERRAIN_DAVE)
259    {
260      objectList = glGenLists(1);
261      glNewList (objectList, GL_COMPILE);
262
263      glColor3f(1.0,0,0);
264
265      int sizeX = 100;
266      int sizeZ = 80;
267      float length = 1000;
268      float width = 200;
269      float widthX = float (length /sizeX);
270      float widthZ = float (width /sizeZ);
271
272      float height [sizeX][sizeZ];
273      Vector normal_vectors[sizeX][sizeZ];
274
275
276      for ( int i = 0; i<sizeX-1; i+=1)
277        for (int j = 0; j<sizeZ-1;j+=1)
278          //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
279#ifdef __WIN32__
280          height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
281#else
282      height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
283#endif
284
285      //Die Huegel ein wenig glaetten
286      for (int h=1; h<2;h++)
287        for (int i=1;i<sizeX-2 ;i+=1 )
288          for(int j=1;j<sizeZ-2;j+=1)
289            height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
290
291      //Berechnung von normalen Vektoren
292      for(int i=1;i<sizeX-2;i+=1)
293        for(int j=1;j<sizeZ-2 ;j+=1)
294          {
295            Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
296            Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
297            Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
298            Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
299            Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
300
301            Vector c1 = v2 - v1;
302            Vector c2 = v3 - v1;
303            Vector c3=  v4 - v1;
304            Vector c4 = v5 - v1;
305            Vector zero = Vector (0,0,0);
306            normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
307            normal_vectors[i][j].normalize();
308          }
309
310      glBegin(GL_QUADS);
311      int snowheight=3;
312      for ( int i = 0; i<sizeX; i+=1)
313        for (int j = 0; j<sizeZ;j+=1)
314          {
315            Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
316            Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
317            Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
318            Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
319            float a[3];
320            if(height[i][j]<snowheight){
321              a[0]=0;
322              a[1]=1.0-height[i][j]/10-.3;
323              a[2]=0;
324              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
325            }
326            else{
327              a[0]=1.0;
328              a[1]=1.0;
329              a[2]=1.0;
330              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
331
332            }
333            glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
334            glVertex3f(v1.x, v1.y, v1.z);
335            if(height[i+1][j]<snowheight){
336              a[0]=0;
337              a[1] =1.0-height[i+1][j]/10-.3;
338              a[2]=0;
339              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
340            }
341            else{
342              a[0]=1.0;
343              a[1]=1.0;
344              a[2]=1.0;
345              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
346
347            }
348            glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
349            glVertex3f(v2.x, v2.y, v2.z);
350            if(height[i+1][j+1]<snowheight){
351              a[0]=0;
352              a[1] =1.0-height[i+1][j+1]/10-.3;
353              a[2]=0;
354              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
355            }
356            else{
357              a[0]=1.0;
358              a[1]=1.0;
359              a[2]=1.0;
360              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
361
362
363            }
364            glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
365            glVertex3f(v3.x, v3.y, v3.z);
366            if(height[i][j+1]<snowheight){
367              a[0]=0;
368              a[1] =1.0-height[i+1][j+1]/10-.3;
369              a[2]=0;
370              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
371            }
372            else{
373              a[0]=1.0;
374              a[1]=1.0;
375              a[2]=1.0;
376              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
377            }
378            glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
379            glVertex3f(v4.x, v4.y, v4.z);
380
381          }
382      glEnd();
383      glEndList();
384    }
385
386  if (debugTerrain == TERRAIN_BENSCH)
387    {
388      /*
389        this->model = (OBJModel*) new Model();
390      this->model->setName("CUBE");
391      this->model->addVertex (-0.5, -0.5, 0.5);
392      this->model->addVertex (0.5, -0.5, 0.5);
393      this->model->addVertex (-0.5, 0.5, 0.5);
394      this->model->addVertex (0.5, 0.5, 0.5);
395      this->model->addVertex (-0.5, 0.5, -0.5);
396      this->model->addVertex (0.5, 0.5, -0.5);
397      this->model->addVertex (-0.5, -0.5, -0.5);
398      this->model->addVertex (0.5, -0.5, -0.5);
399
400      this->model->addVertexTexture (0.0, 0.0);
401      this->model->addVertexTexture (1.0, 0.0);
402      this->model->addVertexTexture (0.0, 1.0);
403      this->model->addVertexTexture (1.0, 1.0);
404      this->model->addVertexTexture (0.0, 2.0);
405      this->model->addVertexTexture (1.0, 2.0);
406      this->model->addVertexTexture (0.0, 3.0);
407      this->model->addVertexTexture (1.0, 3.0);
408      this->model->addVertexTexture (0.0, 4.0);
409      this->model->addVertexTexture (1.0, 4.0);
410      this->model->addVertexTexture (2.0, 0.0);
411      this->model->addVertexTexture (2.0, 1.0);
412      this->model->addVertexTexture (-1.0, 0.0);
413      this->model->addVertexTexture (-1.0, 1.0);
414
415      this->model->finalize();
416      */
417    }
418}
419
420int Terrain::writeBytes( const byte * data, int length, int sender )
421{
422  setRequestedSync( false );
423  setIsOutOfSync( false );
424
425  SYNCHELP_READ_BEGIN();
426  SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_TER_WE_STATE );
427
428  return SYNCHELP_READ_N;
429}
430
431int Terrain::readBytes( byte * data, int maxLength, int * reciever )
432{
433  if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() )
434  {
435    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
436    setRequestedSync( true );
437  }
438
439  int rec = this->getRequestSync();
440  if ( rec > 0 )
441  {
442    *reciever = rec;
443
444    SYNCHELP_WRITE_BEGIN();
445    SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_TER_WE_STATE );
446    return SYNCHELP_WRITE_N;
447
448  }
449
450  *reciever = 0;
451  return 0;
452}
453
454void Terrain::writeDebug( ) const
455{
456}
457
458void Terrain::readDebug( ) const
459{
460}
461
462float Terrain::getHeight(float x, float y)
463{
464        if(this->heightMap != NULL)
465                return (this->heightMap->getHeight(x, y));
466        return 0;
467}
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