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source: orxonox.OLD/branches/std/src/world_entities/terrain.cc @ 7215

Last change on this file since 7215 was 7207, checked in by bensch, 19 years ago

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[4597]1/*
[1853]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.
[1855]10
11   ### File Specific:
[3565]12   main-programmer: Benjamin Grauer
[1855]13   co-programmer: ...
[1853]14*/
[5357]15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
[1853]16
17
[3559]18#include "terrain.h"
[4607]19
[7193]20#include "util/loading/load_param.h"
21#include "util/loading/factory.h"
[4842]22#include "spatial_separation.h"
23
[7193]24#include "util/loading/resource_manager.h"
[5511]25#include "model.h"
[6341]26#include "network_game_manager.h"
[5465]27
[6956]28#include "height_map.h"
29#include "material.h"
[6341]30
[5511]31#include "glincl.h"
32
[6956]33#include "state.h"
34
[1856]35using namespace std;
[1853]36
[5750]37CREATE_FACTORY(Terrain, CL_TERRAIN);
[1856]38
[3245]39/**
[4836]40 *  standard constructor
[5357]41 */
[4607]42Terrain::Terrain (const TiXmlElement* root)
[3365]43{
[3564]44  this->init();
[7055]45
46
[6695]47  if( root != NULL)
48    this->loadParams(root);
[4844]49
[5308]50//  if (this->model != NULL)
[6022]51    //this->ssp = new SpatialSeparation((Model*)this->model, 10.0f);
[3365]52}
[1853]53
[4855]54
[3564]55/**
[4836]56 *  Constructor for loading a Terrain out of a file
57 * @param fileName The file to load data from.
[4597]58
[3566]59   this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found.
60*/
[4597]61Terrain::Terrain(const char* fileName)
[3566]62{
63  this->init();
64
[5415]65  if (!strstr(fileName, ".obj") || !strstr(fileName, ".OBJ") )
[3566]66    {
[5308]67      this->loadModel(fileName);
[3566]68    }
69  else
70    {
71      // load the hightMap here.
72    }
73}
74
75/**
[4836]76 *  a Constructor for the Debug-Worlds
[5308]77 */
[3564]78Terrain::Terrain(DebugTerrain debugTerrain)
79{
80  this->init();
81  this->buildDebugTerrain(debugTerrain);
82}
83
[3245]84/**
[4836]85 *  standard deconstructor
[1853]86
[3245]87*/
[4746]88Terrain::~Terrain ()
[3543]89{
[3564]90  if (objectList)
91    glDeleteLists(this->objectList, 1);
[4889]92  if( this->ssp)
93    delete ssp;
[5465]94  if (this->vegetation)
95  {
96    ResourceManager::getInstance()->unload(this->vegetation);
97  }
[6956]98
99  if(this->heightMap)
100        delete heightMap;
[3543]101}
[1853]102
[3245]103
[4746]104void Terrain::init()
[3559]105{
[4320]106  this->setClassID(CL_TERRAIN, "Terrain");
[6142]107  this->toList(OM_ENVIRON_NOTICK);
[4597]108
[4136]109  this->objectList = 0;
[5308]110  this->ssp = NULL;
[5465]111  this->vegetation = NULL;
[6956]112
113  this->heightMap = NULL;
[7055]114
115  this->heightMapMaterial = new Material();
[3559]116}
117
[4924]118
[4607]119void Terrain::loadParams(const TiXmlElement* root)
120{
[6512]121  WorldEntity::loadParams(root);
[3559]122
[7046]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
[5671]129  LoadParam(root, "vegetation", this, Terrain, loadVegetation)
[5465]130      .describe("the fileName of the vegetation, that should be loaded onto this terrain. (must be relative to the data-dir)") ;
[6956]131
132  LoadParam(root, "height-map", this, Terrain, loadHeightMap)
133      .describe("The HeightMap, splitted into two strings seperated by ','. 1: HeighMap, 2: ColorMap");
134
[7046]135}
[6956]136
[7046]137void Terrain::setScale(float x, float y, float z)
138{
139  this->terrainScale = Vector(x, y, z);
[4607]140}
141
[6956]142void Terrain::loadHeightMap(const char* heightMapFile, const char* colorMap)
143{
144  if (this->heightMap != NULL)
145    delete this->heightMap;
146  this->heightMap = NULL;
147
[7203]148  std::string hmName = ResourceManager::getFullName(heightMapFile);
149  std::string hmColorName = ResourceManager::getFullName(colorMap);
[6956]150
151
152  this->heightMap = new HeightMap(hmName, hmColorName);
[7046]153//   heightMap->scale(Vector(43.0f,4.7f,43.0f));
154  heightMap->scale(this->terrainScale);
[6956]155  heightMap->setAbsCoor(this->getAbsCoor());
156  heightMap->load();
157}
158
159
160void Terrain::loadTexture(const char* textureName)
161{
[7046]162   PRINTF(0)("Load texture: %s\n", textureName);
163
[6956]164   heightMapMaterial->setDiffuse(1.0,1.0,1.0);
165   heightMapMaterial->setAmbient(1.0,1.0,1.0 );
166   heightMapMaterial->setSpecular(1.0,1.0,1.0);
167   heightMapMaterial->setShininess(.5);
168   heightMapMaterial->setTransparency(1.0);
169
170   heightMapMaterial->setDiffuseMap(textureName);
[7055]171   heightMapMaterial->setAmbientMap(textureName);
172   heightMapMaterial->setSpecularMap(textureName);
[6956]173}
174
175
176
[7207]177void Terrain::loadVegetation(const std::string& vegetationFile)
[5465]178{
[7207]179  PRINTF(0)("loadVegetation: %s\n", vegetationFile.c_str());
[5465]180  if (this->vegetation)
181    ResourceManager::getInstance()->unload(this->vegetation, RP_LEVEL);
[7207]182  if (!vegetationFile.empty())
[5465]183  {
[7207]184    PRINTF(4)("fetching %s\n", vegetationFile.c_str());
[7193]185    this->vegetation = dynamic_cast<Model*>(ResourceManager::getInstance()->load(vegetationFile, OBJ, RP_CAMPAIGN));
[5465]186  }
187  else
188    this->vegetation = NULL;
189}
190
191
192
[6956]193
194
[5500]195void Terrain::draw () const
[4597]196{
[3559]197  glPushMatrix();
[4597]198
[3559]199  /* translate */
[4597]200  glTranslatef (this->getAbsCoor ().x,
201                this->getAbsCoor ().y,
202                this->getAbsCoor ().z);
[3559]203  /* rotate */
[6956]204 // Vector tmpRot = this->getAbsDir().getSpacialAxis();
205  //glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3559]206
[4136]207  if (this->objectList)
208    glCallList(this->objectList);
[5994]209  else if (this->getModel())
210    this->getModel()->draw();
[7046]211
[5465]212  if (this->vegetation)
213    this->vegetation->draw();
[6956]214
[7046]215  if( this->heightMap)
216  {
217    this->heightMapMaterial->select();
218
219    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
220    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
221    this->heightMap->draw();
222  }
[3559]223  glPopMatrix();
[4904]224
[6956]225
[7046]226/*
227  glMatrixMode(GL_MODELVIEW);
228  glPushMatrix();
229  glLoadIdentity();
230  Vector camera =   State::getCameraNode()->getAbsCoor(); // Go on here ..........!!!
[6956]231
[7046]232  float height =    heightMap->getHeight(camera.x, camera.z);
[6956]233
[7046]234  glEnable (GL_COLOR_MATERIAL) ;
235  glBegin(GL_QUADS);            // Draw The Cube Using quads
236  glColor3f(0.0f,1.0f,0.0f);  // Color Blue
237  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)
238  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)
239  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)
240  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)
241  glEnd();                      // End Drawing The Plan
[6956]242
[7046]243  glPopMatrix();*/
[6956]244
245
[7046]246/* THIS IS ONLY FOR DEBUGGING INFORMATION */
[5308]247  if (this->ssp != NULL)
248    this->ssp->drawQuadtree();
[3559]249}
[3564]250
251
252void Terrain::buildDebugTerrain(DebugTerrain debugTerrain)
253{
254  // if the terrain is the Terrain of Dave
255  if (debugTerrain == TERRAIN_DAVE)
256    {
257      objectList = glGenLists(1);
258      glNewList (objectList, GL_COMPILE);
[4597]259
[3564]260      glColor3f(1.0,0,0);
[4597]261
[3564]262      int sizeX = 100;
263      int sizeZ = 80;
264      float length = 1000;
265      float width = 200;
266      float widthX = float (length /sizeX);
267      float widthZ = float (width /sizeZ);
[4597]268
[3564]269      float height [sizeX][sizeZ];
270      Vector normal_vectors[sizeX][sizeZ];
[4597]271
272
[3564]273      for ( int i = 0; i<sizeX-1; i+=1)
[4597]274        for (int j = 0; j<sizeZ-1;j+=1)
275          //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
[3564]276#ifdef __WIN32__
[4597]277          height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
[3564]278#else
279      height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
280#endif
[4597]281
[3564]282      //Die Huegel ein wenig glaetten
283      for (int h=1; h<2;h++)
[4597]284        for (int i=1;i<sizeX-2 ;i+=1 )
285          for(int j=1;j<sizeZ-2;j+=1)
286            height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
287
[3564]288      //Berechnung von normalen Vektoren
289      for(int i=1;i<sizeX-2;i+=1)
[4597]290        for(int j=1;j<sizeZ-2 ;j+=1)
291          {
292            Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
293            Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
294            Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
295            Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
296            Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
297
298            Vector c1 = v2 - v1;
299            Vector c2 = v3 - v1;
300            Vector c3=  v4 - v1;
301            Vector c4 = v5 - v1;
302            Vector zero = Vector (0,0,0);
303            normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
304            normal_vectors[i][j].normalize();
305          }
306
[3564]307      glBegin(GL_QUADS);
308      int snowheight=3;
309      for ( int i = 0; i<sizeX; i+=1)
[4597]310        for (int j = 0; j<sizeZ;j+=1)
311          {
312            Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
313            Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
314            Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
315            Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
316            float a[3];
317            if(height[i][j]<snowheight){
318              a[0]=0;
319              a[1]=1.0-height[i][j]/10-.3;
320              a[2]=0;
321              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
322            }
323            else{
324              a[0]=1.0;
325              a[1]=1.0;
326              a[2]=1.0;
327              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
328
329            }
330            glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
331            glVertex3f(v1.x, v1.y, v1.z);
332            if(height[i+1][j]<snowheight){
333              a[0]=0;
334              a[1] =1.0-height[i+1][j]/10-.3;
335              a[2]=0;
336              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
337            }
338            else{
339              a[0]=1.0;
340              a[1]=1.0;
341              a[2]=1.0;
342              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
343
344            }
345            glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
346            glVertex3f(v2.x, v2.y, v2.z);
347            if(height[i+1][j+1]<snowheight){
348              a[0]=0;
349              a[1] =1.0-height[i+1][j+1]/10-.3;
350              a[2]=0;
351              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
352            }
353            else{
354              a[0]=1.0;
355              a[1]=1.0;
356              a[2]=1.0;
357              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
358
359
360            }
361            glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
362            glVertex3f(v3.x, v3.y, v3.z);
363            if(height[i][j+1]<snowheight){
364              a[0]=0;
365              a[1] =1.0-height[i+1][j+1]/10-.3;
366              a[2]=0;
367              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
368            }
369            else{
370              a[0]=1.0;
371              a[1]=1.0;
372              a[2]=1.0;
373              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
374            }
375            glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
376            glVertex3f(v4.x, v4.y, v4.z);
377
378          }
[3564]379      glEnd();
380      glEndList();
381    }
382
383  if (debugTerrain == TERRAIN_BENSCH)
384    {
385      /*
[4597]386        this->model = (OBJModel*) new Model();
[3564]387      this->model->setName("CUBE");
388      this->model->addVertex (-0.5, -0.5, 0.5);
389      this->model->addVertex (0.5, -0.5, 0.5);
390      this->model->addVertex (-0.5, 0.5, 0.5);
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);
[4597]396
[3564]397      this->model->addVertexTexture (0.0, 0.0);
398      this->model->addVertexTexture (1.0, 0.0);
399      this->model->addVertexTexture (0.0, 1.0);
400      this->model->addVertexTexture (1.0, 1.0);
401      this->model->addVertexTexture (0.0, 2.0);
402      this->model->addVertexTexture (1.0, 2.0);
403      this->model->addVertexTexture (0.0, 3.0);
404      this->model->addVertexTexture (1.0, 3.0);
405      this->model->addVertexTexture (0.0, 4.0);
406      this->model->addVertexTexture (1.0, 4.0);
407      this->model->addVertexTexture (2.0, 0.0);
408      this->model->addVertexTexture (2.0, 1.0);
409      this->model->addVertexTexture (-1.0, 0.0);
410      this->model->addVertexTexture (-1.0, 1.0);
411
412      this->model->finalize();
413      */
414    }
415}
[6341]416
417int Terrain::writeBytes( const byte * data, int length, int sender )
418{
419  setRequestedSync( false );
420  setIsOutOfSync( false );
421
422  SYNCHELP_READ_BEGIN();
[6815]423  SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_TER_WE_STATE );
[6341]424
425  return SYNCHELP_READ_N;
426}
427
428int Terrain::readBytes( byte * data, int maxLength, int * reciever )
429{
430  if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() )
431  {
432    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
433    setRequestedSync( true );
434  }
435
436  int rec = this->getRequestSync();
437  if ( rec > 0 )
438  {
439    *reciever = rec;
440
[6815]441    SYNCHELP_WRITE_BEGIN();
442    SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_TER_WE_STATE );
443    return SYNCHELP_WRITE_N;
[6341]444
445  }
446
447  *reciever = 0;
448  return 0;
449}
450
451void Terrain::writeDebug( ) const
452{
453}
454
455void Terrain::readDebug( ) const
456{
457}
[6956]458
459float Terrain::getHeight(float x, float y)
460{
461        if(this->heightMap != NULL)
462                return (this->heightMap->getHeight(x, y));
463        return 0;
464}
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