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source: orxonox.OLD/branches/terrain/src/world_entities/terrain_entity.cc @ 9457

Last change on this file since 9457 was 9421, checked in by bensch, 18 years ago

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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_entity.h"
19#include "terrain/terrain.h"
20#include "util/loading/load_param.h"
21#include "util/loading/factory.h"
22#include "spatial_separation.h"
23
24#include "util/loading/resource_manager.h"
25#include "model.h"
26#include "network_game_manager.h"
27#include "vector.h"
28#include "material.h"
29
30#include "glincl.h"
31
32#include "state.h"
33
34CREATE_FACTORY( TerrainEntity, CL_TERRAIN_ENTITY );
35
36/**
37 *  standard constructor
38 */
39TerrainEntity::TerrainEntity (const TiXmlElement* root)
40{
41  this->init();
42
43
44  if( root != NULL)
45    this->loadParams(root);
46  terrain->build( );
47}
48
49
50/**
51 *  Constructor for loading a TerrainEntity out of a file
52 * @param fileName The file to load data from.
53
54   this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found.
55*/
56TerrainEntity::TerrainEntity(const std::string& fileName )
57{
58  this->init();
59
60  if (fileName.rfind(".obj" ) != std::string::npos || fileName.rfind(".OBJ") != std::string::npos )
61  {
62    this->loadModel(fileName);
63  }
64  else
65  {
66    // load the hightMap here.
67  }
68}
69
70/**
71 *  a Constructor for the Debug-Worlds
72 */
73TerrainEntity::TerrainEntity(DebugTerrainEntity debugTerrainEntity)
74{
75  this->init();
76  this->buildDebugTerrainEntity(debugTerrainEntity);
77}
78
79/**
80 *  standard deconstructor
81
82*/
83TerrainEntity::~TerrainEntity ()
84{
85  if (objectList)
86    glDeleteLists(this->objectList, 1);
87
88  if (this->vegetation)
89  {
90    ResourceManager::getInstance()->unload( this->vegetation );
91  }
92
93  if( this->terrain )
94    delete terrain;
95}
96
97
98void TerrainEntity::init()
99{
100  this->setClassID( CL_TERRAIN_ENTITY, "TerrainEntity");
101  this->toList(OM_ENVIRON);
102  this->toReflectionList();
103
104  this->objectList = 0;
105  this->vegetation = NULL;
106
107  this->terrain = new Terrain();
108
109  //this->heightMapMaterial = new Material();
110}
111
112
113void TerrainEntity::loadParams(const TiXmlElement* root)
114{
115  WorldEntity::loadParams( root );
116
117  LoadParam(root, "scale", this, TerrainEntity, setScale)
118  .describe("The scale in x,y,z direction");
119
120  LoadParam( root, "light_map", this, TerrainEntity, loadLightmap )
121  .describe("The name of the lightmap.");
122
123  LoadParam( root, "elevation_map", this, TerrainEntity, loadElevationmap )
124  .describe( "The name of the elevation map. Must be an 8bit image" );
125  ResourceManager *manager = ResourceManager::getInstance();
126  TiXmlElement * layer = (TiXmlElement*)root->FirstChild( "material_layer" );
127  while ( layer )
128  {
129    LayerInfo *info = new LayerInfo();
130    TiXmlElement *detail = (TiXmlElement*)layer->FirstChild( "detail_map" );
131    if ( detail )
132    {
133      std::string detailmap( detail->Attribute( "file" ) );
134      info->detail = (Texture*)manager->load( detailmap,
135                                              IMAGE, RP_GAME, (int)GL_TEXTURE_2D );
136      if ( !info->detail )
137      {
138        PRINTF(0)( "%s not found\n", detailmap.c_str() );
139      }
140      else
141        PRINTF(0)( "loaded %s\n", detailmap.c_str() );
142      TiXmlElement *repeat = (TiXmlElement*)detail->FirstChild( "repeat" );
143      if ( repeat )
144      {
145        repeat->QueryFloatAttribute( "x", &info->repeatX );
146        repeat->QueryFloatAttribute( "z", &info->repeatZ );
147      }
148    }
149    else
150    {
151      PRINTF(0)( "Please specify a detail-map" );
152    }
153    TiXmlElement *alpha = (TiXmlElement*)layer->FirstChild( "alpha" );
154    if ( alpha )
155    {
156      if ( !alpha->Attribute( "full" ) )
157      {
158        std::string alphamap( alpha->Attribute( "file" ) );
159        info->alpha = (Texture*)manager->load( alphamap,
160                                               IMAGE, RP_GAME, (int)GL_TEXTURE_2D );
161        if ( !info->alpha )
162          PRINTF(0)( "%s not found\n", alphamap.c_str() );
163        else
164          PRINTF(0)( "loaded %s\n", alphamap.c_str() );
165      }
166    }
167    terrain->addMaterialLayer( info );
168    layer = (TiXmlElement*)layer->NextSibling( "material_layer" );
169  }
170}
171
172void TerrainEntity::setScale(float x, float y, float z)
173{
174  terrain->setScale( Vector( x, y, z ) );
175}
176
177void TerrainEntity::loadElevationmap( const std::string& _eleFile )
178{
179  terrain->setHeightmap( _eleFile );
180}
181
182void TerrainEntity::loadLightmap( const std::string& _lightFile )
183{
184  ResourceManager *manager = ResourceManager::getInstance();
185  Texture *lightmap = (Texture*)manager->load( _lightFile,
186                      IMAGE, RP_GAME, (int)GL_TEXTURE_2D );
187  if ( lightmap )
188    terrain->setLightmap( lightmap );
189  else
190  {
191    PRINTF(0)("no lightmap %s\n", _lightFile.c_str() );
192
193  }
194}
195
196
197
198void TerrainEntity::loadVegetation(const std::string& vegetationFile)
199{
200  PRINTF(4)("loadVegetation: %s\n", vegetationFile.c_str());
201  if (this->vegetation)
202    ResourceManager::getInstance()->unload(this->vegetation, RP_LEVEL);
203  if (!vegetationFile.empty())
204  {
205    PRINTF(4)("fetching %s\n", vegetationFile.c_str());
206    this->vegetation = dynamic_cast<Model*>(ResourceManager::getInstance()->load(vegetationFile, OBJ, RP_CAMPAIGN));
207  }
208  else
209    this->vegetation = NULL;
210}
211
212
213
214void TerrainEntity::tick( float _dt ) { if ( terrain ) terrain->tick( _dt ); }
215
216void TerrainEntity::draw () const
217{
218  glMatrixMode( GL_MODELVIEW );
219  glPushMatrix();
220
221  glTranslatef( this->getAbsCoor().x,
222                this->getAbsCoor().y,
223                this->getAbsCoor().z );
224
225  Vector cam = State::getCameraNode()->getAbsCoor();
226
227  if ( this->terrain )
228  {
229    terrain->setCameraPosition( cam );
230    terrain->draw( );
231  }
232  glPopMatrix();
233
234
235}
236
237
238void TerrainEntity::buildDebugTerrainEntity(DebugTerrainEntity debugTerrainEntity)
239{
240  terrain->build( );
241  /*
242  // if the TerrainEntity is the TerrainEntity of Dave
243  if (debugTerrainEntity == TERRAINENTITY_DAVE)
244  {
245    objectList = glGenLists(1);
246    glNewList (objectList, GL_COMPILE);
247
248    glColor3f(1.0,0,0);
249
250    int sizeX = 100;
251    int sizeZ = 80;
252    float length = 1000;
253    float width = 200;
254    float widthX = float (length /sizeX);
255    float widthZ = float (width /sizeZ);
256
257    float height [sizeX][sizeZ];
258    Vector normal_vectors[sizeX][sizeZ];
259
260
261    for ( int i = 0; i<sizeX-1; i+=1)
262      for (int j = 0; j<sizeZ-1;j+=1)
263        //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
264  #ifdef __WIN32__
265        height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
266  #else
267        height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
268  #endif
269
270    //Die Huegel ein wenig glaetten
271    for (int h=1; h<2;h++)
272      for (int i=1;i<sizeX-2 ;i+=1 )
273        for(int j=1;j<sizeZ-2;j+=1)
274          height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
275
276    //Berechnung von normalen Vektoren
277    for(int i=1;i<sizeX-2;i+=1)
278      for(int j=1;j<sizeZ-2 ;j+=1)
279      {
280        Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
281        Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
282        Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
283        Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
284        Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
285
286        Vector c1 = v2 - v1;
287        Vector c2 = v3 - v1;
288        Vector c3=  v4 - v1;
289        Vector c4 = v5 - v1;
290        Vector zero = Vector (0,0,0);
291        normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
292        normal_vectors[i][j].normalize();
293      }
294
295    glBegin(GL_QUADS);
296    int snowheight=3;
297    for ( int i = 0; i<sizeX; i+=1)
298      for (int j = 0; j<sizeZ;j+=1)
299      {
300        Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
301        Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
302        Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
303        Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
304        float a[3];
305        if(height[i][j]<snowheight)
306        {
307          a[0]=0;
308          a[1]=1.0-height[i][j]/10-.3;
309          a[2]=0;
310          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
311        }
312        else
313        {
314          a[0]=1.0;
315          a[1]=1.0;
316          a[2]=1.0;
317          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
318
319        }
320        glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
321        glVertex3f(v1.x, v1.y, v1.z);
322        if(height[i+1][j]<snowheight)
323        {
324          a[0]=0;
325          a[1] =1.0-height[i+1][j]/10-.3;
326          a[2]=0;
327          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
328        }
329        else
330        {
331          a[0]=1.0;
332          a[1]=1.0;
333          a[2]=1.0;
334          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
335
336        }
337        glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
338        glVertex3f(v2.x, v2.y, v2.z);
339        if(height[i+1][j+1]<snowheight)
340        {
341          a[0]=0;
342          a[1] =1.0-height[i+1][j+1]/10-.3;
343          a[2]=0;
344          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
345        }
346        else
347        {
348          a[0]=1.0;
349          a[1]=1.0;
350          a[2]=1.0;
351          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
352
353
354        }
355        glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
356        glVertex3f(v3.x, v3.y, v3.z);
357        if(height[i][j+1]<snowheight)
358        {
359          a[0]=0;
360          a[1] =1.0-height[i+1][j+1]/10-.3;
361          a[2]=0;
362          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
363        }
364        else
365        {
366          a[0]=1.0;
367          a[1]=1.0;
368          a[2]=1.0;
369          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
370        }
371        glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
372        glVertex3f(v4.x, v4.y, v4.z);
373
374      }
375    glEnd();
376    glEndList();
377  }
378  */
379  if (debugTerrainEntity == TERRAINENTITY_BENSCH)
380  {
381    /*
382      this->model = (OBJModel*) new Model();
383    this->model->setName("CUBE");
384    this->model->addVertex (-0.5, -0.5, 0.5);
385    this->model->addVertex (0.5, -0.5, 0.5);
386    this->model->addVertex (-0.5, 0.5, 0.5);
387    this->model->addVertex (0.5, 0.5, 0.5);
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
393    this->model->addVertexTexture (0.0, 0.0);
394    this->model->addVertexTexture (1.0, 0.0);
395    this->model->addVertexTexture (0.0, 1.0);
396    this->model->addVertexTexture (1.0, 1.0);
397    this->model->addVertexTexture (0.0, 2.0);
398    this->model->addVertexTexture (1.0, 2.0);
399    this->model->addVertexTexture (0.0, 3.0);
400    this->model->addVertexTexture (1.0, 3.0);
401    this->model->addVertexTexture (0.0, 4.0);
402    this->model->addVertexTexture (1.0, 4.0);
403    this->model->addVertexTexture (2.0, 0.0);
404    this->model->addVertexTexture (2.0, 1.0);
405    this->model->addVertexTexture (-1.0, 0.0);
406    this->model->addVertexTexture (-1.0, 1.0);
407
408    this->model->finalize();
409    */
410  }
411}
412void TerrainEntity::getAltitude( Vector& _position, Vector& _normal )
413{
414  Vector        altitude( _position.x-getAbsCoor().x, 0.0f, _position.z-getAbsCoor().z ),
415  normal( 0.0f, 0.0f, 0.0f );
416  if ( terrain )
417    terrain->getAltitude( altitude, normal );
418
419  _position.y = altitude.y+getAbsCoor().y;
420  _normal.z = normal.z; _normal.y = normal.y; _normal.z = normal.z;
421}
422
423float TerrainEntity::getHeight( float x, float z )
424{
425  Vector        altitude( x-getAbsCoor().x, 0.0f, z-getAbsCoor().z ),
426  normal( 0.0f, 0.0f, 0.0f );
427  if ( terrain )
428    terrain->getAltitude( altitude, normal );
429
430  return altitude.y+getAbsCoor().y;
431}
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