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source: orxonox.OLD/branches/playability/src/world_entities/effects/trail.cc @ 10088

Last change on this file since 10088 was 10083, checked in by bknecht, 18 years ago

didn't compile, sorry. working on this branch now as well

File size: 11.0 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
35ObjectListDefinition(Trail);
36CREATE_FACTORY(Trail);
37
38/**
39 * standart constructor
40 * @param maxLength maximum length of the trail. You will later need to set the actual length used.
41 * @param sections number of sections into which the trail polygon shall be splited. Higher number for more smooth curves
42 * @param radius radius of the trail cross.
43 *
44 */
45Trail::Trail (float maxLength, int sections, float radius)
46{
47  this->maxLength = maxLength;
48  this->length    = 1.0;
49  this->sections  = sections;
50  this->radius    = radius;
51
52  this->nodeList  = new Vector[sections];
53
54
55  this->init();
56}
57
58Trail::Trail (const TiXmlElement* root)
59{
60  this->init();
61
62  if( root)
63    this->loadParams(root);
64}
65
66/**
67 * destroys a Trail
68 */
69Trail::~Trail ()
70{
71  if (this->material)
72    delete this->material;
73  delete this->nodeList;
74}
75
76
77/**
78 * initializes the Trail
79 */
80void Trail::init()
81{
82  this->registerObject(this, Trail::_objectList);
83  this->setName("Trail");
84
85  this->material = new Material();
86  this->material->setIllum(3);
87  this->material->setDiffuse(1.0,1.0,1.0);
88  this->material->setSpecular(0.0,0.0,0.0);
89  this->material->setAmbient(1.0, 1.0, 1.0);
90
91  this->setAbsCoor(0, 0, 0);
92  this->setVisibiliy(true);
93
94  this->nodeList[0] = (this->getAbsCoor());
95  //PRINTF(0)("Trail data: N%i (%f,%f,%f)",0,this->getAbsCoor().x,this->getAbsCoor().y,this->getAbsCoor().z);
96  for( int i = 1; i < sections; i++)
97  {
98    this->nodeList[i] = (this->getAbsCoor() - ((Vector(1,0,0) * (i * this->maxLength / sections))));
99    //PRINTF(0)(" N%i (%f,%f,%f)",i,this->nodeList[i].x,this->nodeList[i].y,this->nodeList[i].z);
100  }
101  //PRINTF(0)("\n");
102}
103
104
105/**
106 *  load params
107 * @param root TiXmlElement object
108 */
109void Trail::loadParams(const TiXmlElement* root)
110{
111  WorldEntity::loadParams( root);
112}
113
114/**
115 * sets the material to load
116 * @param textureFile The texture-file to load
117 */
118void Trail::setTexture(const std::string& textureFile)
119{
120  this->material->setDiffuseMap(textureFile);
121}
122
123
124/**
125 * ticks the Trail
126 * @param dt the time to ticks
127 */
128void Trail::tick(float dt)
129{
130  // Update node positions
131  float secLen  = this->maxLength / this->sections;
132  this->nodeList[0] = (this->getAbsCoor());
133  for(int i = 1; i < this->sections; i++)
134  {
135    this->nodeList[i] = this->nodeList[i-1] - (this->nodeList[i-1] - this->nodeList[i]).getNormalized()*secLen;
136  }
137  /*
138  this->length  = this->maxLength / (this->getAbsCoor() - this->nodeList[this->sections-1]).len();
139  if (!likely(this->length == 1.0))
140    for(int i = 1; i < this->sections; i++)
141      this->nodeList[i] = this->getAbsCoor()- (this->getAbsCoor() - this->nodeList[i])*this->length;
142  */
143  /*PRINTF(0)("TRAIL POS ");
144  for( int i=0; i < this->sections; i++)
145  {
146    PRINTF(0)("N%i (%f,%f,%f)",i,this->nodeList[i].x,this->nodeList[i].y,this->nodeList[i].z);
147  }
148  PRINTF(0)("\n");*/
149}
150
151
152/**
153 * draws the trail
154 * the trail has a cone shape
155 */
156void Trail::draw() const
157{
158  if(!this->isVisible())
159    return;
160
161  Vector* Q = new Vector[4];
162  Vector targ;
163  Vector now, later;
164  float fact  = 1.0/this->sections;
165  float radzero, radone;
166
167  //glPushAttrib(GL_ENABLE_BIT);
168 
169  glPushMatrix();
170  //glMatrixMode(GL_MODELVIEW);
171  //glLoadIdentity();
172  glTranslatef(-this->getAbsCoor().x,-this->getAbsCoor().y,-this->getAbsCoor().z);
173  glScalef(1,1,1);
174  this->material->select();
175  /*
176  glBegin(GL_TRIANGLESTRIP);
177  for( int i = 0; i < this->sections-1; i++)
178  {
179    rad1  = this->radius * (1.0-i*fact);
180    rad0  = this->radius * (1.0-(i+1)*fact);
181
182    now   =  this->nodeList[i];
183    later =  this->nodeList[i+1];
184    if( i == 0)
185      targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
186    else
187      targ  = (this->getAbsCoor() - now).getNormalized();
188
189    // vertical polygon
190    Q[0]  = now + Vector(0,rad1,0) ;
191    Q[1]  = later + Vector(0,rad0,0) ;
192    Q[2]  = later + Vector(0,-rad0,0) ;
193    Q[3]  = now + Vector(0,-rad1,0) ;
194    //PRINTF(0)("Debug output: Q0 (%f,%f,%f) :: Q1 (%f,%f,%f) :: Q2 (%f,%f,%f) :: Q3 (%f,%f,%f)\n",Q[0].x,Q[0].y,Q[0].z,Q[1].x,Q[1].y,Q[1].z,Q[2].x,Q[2].y,Q[2].z,Q[3].x,Q[3].y,Q[3].z);
195
196      glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
197      glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
198      glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
199      glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
200   
201  }
202  glEnd();
203  glBegin(GL_TRIANGLESTRIP);
204  for( int i = 0; i < this->sections-1; i++)
205  {
206    rad1  = this->radius * (1.0-i*fact);
207    rad0  = this->radius * (1.0-(i+1)*fact);
208
209    now   =  this->nodeList[i];
210    later =  this->nodeList[i+1];
211    if( i == 0)
212      targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
213    else
214      targ  = (this->getAbsCoor() - now).getNormalized();
215
216    // vertical polygon
217    Q[0]  = now + Vector(0,rad1,0) ;
218    Q[1]  = later + Vector(0,rad0,0) ;
219    Q[2]  = later + Vector(0,-rad0,0) ;
220    Q[3]  = now + Vector(0,-rad1,0) ;
221    //PRINTF(0)("Debug output: Q0 (%f,%f,%f) :: Q1 (%f,%f,%f) :: Q2 (%f,%f,%f) :: Q3 (%f,%f,%f)\n",Q[0].x,Q[0].y,Q[0].z,Q[1].x,Q[1].y,Q[1].z,Q[2].x,Q[2].y,Q[2].z,Q[3].x,Q[3].y,Q[3].z);
222
223      glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
224      glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
225      glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
226      glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
227   
228  }
229  glEnd();*/
230  glBegin(GL_TRIANGLE_STRIP);
231  for( int i = 1; i < this->sections-1; i++)
232  {
233    radone  = this->radius * (1.0-i*fact);
234    radzero  = this->radius * (1.0-(i+1)*fact);
235
236    now   =  this->nodeList[i];
237    later =  this->nodeList[i+1];
238    if( i == 0)
239      targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
240    else
241      targ  = (this->getAbsCoor() - now).getNormalized();
242
243    // horizontal polygon
244    Q[0]  = now + Vector(0,radone,0) ;
245    Q[3]  = now + Vector(0,-radone,0) ;
246   
247    glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
248        glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
249
250    if( i == this->sections - 1)
251    {
252     
253      Q[1]  = later + Vector(0,radzero,0) ;
254      Q[2]  = later + Vector(0,-radzero,0) ;
255      glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
256      glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
257    }
258
259
260  }
261  glEnd();
262  glBegin(GL_TRIANGLE_STRIP);
263  for( int i = this->sections-1; i > 0; i--)
264  {
265    radone  = this->radius * (1.0-i*fact);
266    radzero  = this->radius * (1.0-(i-1)*fact);
267
268    now   =  this->nodeList[i];
269    later =  this->nodeList[i-1];
270    if( i == 0)
271      targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
272    else
273      targ  = (this->getAbsCoor() - now).getNormalized();
274
275    // horizontal polygon
276    Q[0]  = now + Vector(0,radone,0) ;
277    Q[3]  = now + Vector(0,-radone,0) ;
278
279        glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
280        glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
281
282    if( i == 1)
283    {
284        Q[1]  = later + Vector(0,radzero,0) ;
285        Q[2]  = later + Vector(0,-radzero,0) ;
286                glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
287                glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
288        }
289
290  }
291  glEnd();
292
293
294  glBegin(GL_TRIANGLE_STRIP);
295  for( int i = 1; i < this->sections-1; i++)
296  {
297    radone  = this->radius * (1.0-i*fact);
298    radzero  = this->radius * (1.0-(i+1)*fact);
299
300    now   =  this->nodeList[i];
301    later =  this->nodeList[i+1];
302    if( i == 0)
303      targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
304    else
305      targ  = (this->getAbsCoor() - now).getNormalized();
306
307    // horizontal polygon
308    Q[0]  = now + targ.cross(Vector(0,radone,0)) ;
309    Q[3]  = now + targ.cross(Vector(0,-radone,0)) ;
310   
311        glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
312        glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
313
314    if( i == this->sections-1)
315    {
316      Q[1]  = later + targ.cross(Vector(0,radzero,0)) ;
317      Q[2]  = later + targ.cross(Vector(0,-radzero,0)) ;
318      glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
319      glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
320    }
321
322
323  }
324  glEnd();
325  glBegin(GL_TRIANGLE_STRIP);
326  for( int i = this->sections-1; i > 0; i--)
327  {
328    radone  = this->radius * (1.0-i*fact);
329    radzero  = this->radius * (1.0-(i-1)*fact);
330
331    now   =  this->nodeList[i];
332    later =  this->nodeList[i-1];
333    if( i == 0)
334      targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized();
335    else
336      targ  = (this->getAbsCoor() - now).getNormalized();
337
338    // horizontal polygon
339    Q[0]  = now + targ.cross(Vector(0,radone,0)) ;
340    Q[3]  = now + targ.cross(Vector(0,-radone,0)) ;
341
342        glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z);
343        glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z);
344
345    if( i == 1)
346    {
347        Q[1]  = later + targ.cross(Vector(0,radzero,0)) ;
348        Q[2]  = later + targ.cross(Vector(0,-radzero,0)) ;
349                glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z);
350                glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z);
351        }
352
353  }
354  glEnd();
355  this->material->unselect();
356
357  glPopMatrix();
358  //glPopAttrib();
359/*
360  //glTranslatef(this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
361  //glTranslatef(0,0,0);
362
363  const PNode* camera = State::getCameraNode();  //!< @todo MUST be different
364  Vector cameraPos = camera->getAbsCoor();
365  Vector cameraTargetPos = State::getCameraTargetNode()->getAbsCoor();
366  Vector view = cameraTargetPos - cameraPos;
367  Vector up = Vector(0, 1, 0);
368  up = camera->getAbsDir().apply(up);
369  Vector h = up.cross(view);
370  Vector v = h.cross(view);
371  h.normalize();
372  v.normalize();
373
374  v *= sizeX;
375  h *= sizeY;
376
377//v += this->getAbsCoor();
378    //PRINTF(0)("sizeX: %f sizeY: %f\n", sizeX, sizeY);
379  glBegin(GL_QUADS);
380  glTexCoord2f(0.0f, 0.0f);
381  glVertex3f(this->getAbsCoor().x - h.x - v.x,
382             this->getAbsCoor().y - h.y - v.y,
383             this->getAbsCoor().z - h.z - v.z);
384  glTexCoord2f(1.0f, 0.0f);
385  glVertex3f( this->getAbsCoor().x + h.x - v.x,
386              this->getAbsCoor().y + h.y - v.y,
387              this->getAbsCoor().z + h.z - v.z);
388  glTexCoord2f(1.0f, 1.0f);
389  glVertex3f(this->getAbsCoor().x + h.x + v.x,
390             this->getAbsCoor().y + h.y + v.y,
391             this->getAbsCoor().z + h.z + v.z);
392  glTexCoord2f(0.0f, 1.0f);
393  glVertex3f(this->getAbsCoor().x - h.x + v.x,
394             this->getAbsCoor().y - h.y + v.y,
395             this->getAbsCoor().z - h.z + v.z);
396  glEnd();
397
398
399  glPopMatrix();
400
401  glPopAttrib();*/
402}
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