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source: orxonox.OLD/branches/playability.old/src/world_entities/effects/trail.cc @ 10371

Last change on this file since 10371 was 10132, checked in by marcscha, 18 years ago

Firing Echo fix on WM

File size: 8.1 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2006 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
13   Trail system for engine output trails.
14   uses a catmull rom spline to interpolate the curve which is subdivided
15   into sections parts.
16   main-programmer: Marc Schaerer
17*/
18
19#include "trail.h"
20
21#include "util/loading/load_param.h"
22#include "util/loading/factory.h"
23
24#include "quaternion.h"
25#include "vector.h"
26
27#include "graphics_engine.h"
28#include "material.h"
29#include "glincl.h"
30#include "state.h"
31#include "debug.h"
32
33#include "class_id_DEPRECATED.h"
34
35#define trailAlphaMax 1.0f
36#define trailAlphaMin 0.2f
37
38ObjectListDefinition(Trail);
39CREATE_FACTORY(Trail);
40
41/**
42 * standart constructor
43 * @param maxLength maximum length of the trail. You will later need to set the actual length used.
44 * @param sections number of sections into which the trail polygon shall be splited. Higher number for more smooth curves
45 * @param radius radius of the trail cross.
46 *
47 */
48Trail::Trail (float maxLength, int sections, float radius, PNode* parent)
49{
50  this->maxLength = maxLength;
51  this->length    = 1.0;
52  this->sections  = sections;
53  this->radius    = radius;
54  this->setParent( parent);
55
56  this->nodeList  = new Vector[sections];
57
58
59  this->init();
60}
61
62Trail::Trail (const TiXmlElement* root)
63{
64  this->init();
65
66  if( root)
67    this->loadParams(root);
68}
69
70/**
71 * destroys a Trail
72 */
73Trail::~Trail ()
74{
75  if (this->material)
76    delete this->material;
77  delete this->nodeList;
78}
79
80
81/**
82 * initializes the Trail
83 */
84void Trail::init()
85{
86  this->registerObject(this, Trail::_objectList);
87  this->setName("Trail");
88
89  this->material = new Material();
90  this->material->setIllum(3);
91  this->material->setDiffuse(1.0,1.0,1.0);
92  this->material->setSpecular(0.0,0.0,0.0);
93  this->material->setAmbient(1.0, 1.0, 1.0);
94
95  this->setAbsCoor(0, 0, 0);
96  this->setVisibiliy(true);
97
98  this->nodeList[0] = (this->getAbsCoor());
99  //PRINTF(0)("Trail data: N%i (%f,%f,%f)",0,this->getAbsCoor().x,this->getAbsCoor().y,this->getAbsCoor().z);
100  for( int i = 1; i < sections; i++)
101  {
102    this->nodeList[i] = (this->getAbsCoor());// - (((this->getParent()->getAbsDir().apply(Vector(1,1,1))).getNormalized() * (i * this->maxLength / sections))));
103    //PRINTF(0)(" N%i (%f,%f,%f)",i,this->nodeList[i].x,this->nodeList[i].y,this->nodeList[i].z);
104  }
105  //PRINTF(0)("\n");
106}
107
108
109/**
110 *  load params
111 * @param root TiXmlElement object
112 */
113void Trail::loadParams(const TiXmlElement* root)
114{
115  WorldEntity::loadParams( root);
116}
117
118/**
119 * sets the material to load
120 * @param textureFile The texture-file to load
121 */
122void Trail::setTexture(const std::string& textureFile)
123{
124  this->material->setDiffuseMap(textureFile);
125}
126
127
128/**
129 * ticks the Trail
130 * @param dt the time to ticks
131 */
132void Trail::tick(float dt)
133{
134  // Update node positions
135  float len = 0;
136  float secLen  = this->maxLength / this->sections;
137  this->nodeList[0] = this->getAbsCoor();
138  this->nodeList[1] = this->getAbsCoor() - ((this->getParent()->getAbsDir().apply(Vector(1,0,0))).getNormalized() *  this->maxLength / sections);
139  for(int i = 2; i < this->sections; i++)
140  {
141    len = (this->nodeList[i-1] - this->nodeList[i]).len();
142    if( secLen < len) len = secLen;
143    this->nodeList[i] = this->nodeList[i-1] - (this->nodeList[i-1] - this->nodeList[i]).getNormalized()*len;
144  }
145}
146
147
148/**
149 * draws the trail
150 * the trail has a cone shape
151 */
152void Trail::draw() const
153{
154  if(!this->isVisible())
155    return;
156
157  Vector* Q = new Vector[4];
158  Vector targ;
159  Vector now, later;
160  float fact  = 1.0/this->sections;
161  float radzero, radone;
162
163  glPushAttrib(GL_ENABLE_BIT);
164 
165  glPushMatrix();
166  //glMatrixMode(GL_MODELVIEW);
167  //glLoadIdentity();
168  /*
169  glEnable(GL_BLEND);
170  glBlendFunc(GL_SRC_ALPHA,GL_ONE);
171  glDisable( GL_ALPHA_TEST);*/
172
173  glTranslatef(-this->getAbsCoor().x,-this->getAbsCoor().y,-this->getAbsCoor().z);
174  glScalef(1,1,1);
175  this->material->select();
176
177  //float alphaStep = 1.0 / this->sections;
178
179  glBegin(GL_TRIANGLE_STRIP);
180
181  // Alpha goes from 1.0 to 0.4 -> alphastep = .6 / this->sections
182  for( int i = 1; i < this->sections-1; i++)
183  {
184    radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX);
185    radzero  = this->radius * (1.0-(i+1)*fact + 0.2 * (float)rand()/(float)RAND_MAX);
186
187    now   =  this->nodeList[i];
188    later =  this->nodeList[i+1];
189    if( i == 0)
190      targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
191    else
192      targ  = (this->getAbsCoor() - now).getNormalized();
193
194    // horizontal polygon
195    Q[0]  = now + Vector(0,radone,0) ;
196    Q[3]  = now + Vector(0,-radone,0) ;
197   
198    glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
199        glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
200
201    if( i == this->sections - 1)
202    {
203     
204      Q[1]  = later + Vector(0,radzero,0) ;
205      Q[2]  = later + Vector(0,-radzero,0) ;
206      glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
207      glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
208    }
209
210
211  }
212  glEnd();
213  glBegin(GL_TRIANGLE_STRIP);
214  for( int i = this->sections-1; i > 0; i--)
215  {
216    radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX);
217    radzero  = this->radius * (1.0-(i-1)*fact + 0.2 * (float)rand()/(float)RAND_MAX);
218
219    now   =  this->nodeList[i];
220    later =  this->nodeList[i-1];
221    if( i == 0)
222      targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
223    else
224      targ  = (this->getAbsCoor() - now).getNormalized();
225
226    // horizontal polygon
227    Q[0]  = now + Vector(0,radone,0) ;
228    Q[3]  = now + Vector(0,-radone,0) ;
229
230        glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z+0.01f);
231        glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z+0.01f);
232
233    if( i == 1)
234    {
235        Q[1]  = later + Vector(0,radzero,0) ;
236        Q[2]  = later + Vector(0,-radzero,0) ;
237
238                glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z+0.01f);
239                glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z+0.01f);
240        }
241
242  }
243  glEnd();
244
245
246  glBegin(GL_TRIANGLE_STRIP);
247  for( int i = 1; i < this->sections-1; i++)
248  {
249    radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX);
250    radzero  = this->radius * (1.0-(i+1)*fact + 0.2 * (float)rand()/(float)RAND_MAX);
251
252    now   =  this->nodeList[i];
253    later =  this->nodeList[i+1];
254    if( i == 0)
255      targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
256    else
257      targ  = (this->getAbsCoor() - now).getNormalized();
258
259    // horizontal polygon
260    Q[0]  = now + targ.cross(Vector(0,radone,0)) ;
261    Q[3]  = now + targ.cross(Vector(0,-radone,0)) ;
262   
263        glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
264        glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
265
266    if( i == this->sections-1)
267    {
268      Q[1]  = later + targ.cross(Vector(0,radzero,0)) ;
269      Q[2]  = later + targ.cross(Vector(0,-radzero,0)) ;
270      glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
271      glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
272    }
273
274
275  }
276  glEnd();
277  glBegin(GL_TRIANGLE_STRIP);
278  for( int i = this->sections-1; i > 0; i--)
279  {
280    radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX);
281    radzero  = this->radius * (1.0-(i-1)*fact + 0.2 * (float)rand()/(float)RAND_MAX);
282
283    now   =  this->nodeList[i];
284    later =  this->nodeList[i-1];
285    if( i == 0)
286      targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
287    else
288      targ  = (this->getAbsCoor() - now).getNormalized();
289
290    // horizontal polygon
291    Q[0]  = now + targ.cross(Vector(0,radone,0)) ;
292    Q[3]  = now + targ.cross(Vector(0,-radone,0)) ;
293
294        glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x+0.01f,Q[0].y,Q[0].z);
295        glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x+0.01f,Q[3].y,Q[3].z);
296
297    if( i == 1)
298    {
299        Q[1]  = later + targ.cross(Vector(0,radzero,0)) ;
300        Q[2]  = later + targ.cross(Vector(0,-radzero,0)) ;
301
302                glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x+0.01f,Q[1].y,Q[1].z);
303                glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x+0.01f,Q[2].y,Q[2].z);
304        }
305
306  }
307  glEnd();
308  this->material->unselect();
309
310  glPopMatrix();
311  glPopAttrib();
312}
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