[1853] | 1 | |
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| 2 | /* |
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| 3 | orxonox - the future of 3D-vertical-scrollers |
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| 4 | |
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| 5 | Copyright (C) 2004 orx |
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| 6 | |
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| 7 | This program is free software; you can redistribute it and/or modify |
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| 8 | it under the terms of the GNU General Public License as published by |
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| 9 | the Free Software Foundation; either version 2, or (at your option) |
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| 10 | any later version. |
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[1855] | 11 | |
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| 12 | ### File Specific: |
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| 13 | main-programmer: Patrick Boenzli |
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[2190] | 14 | co-programmer: Christian Meyer |
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[1853] | 15 | */ |
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| 16 | |
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[2190] | 17 | #include "world.h" |
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| 18 | #include "world_entity.h" |
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| 19 | #include "collision.h" |
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[3335] | 20 | #include "track_manager.h" |
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[2190] | 21 | #include "track.h" |
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[2036] | 22 | #include "player.h" |
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[2190] | 23 | #include "command_node.h" |
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| 24 | #include "camera.h" |
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[2816] | 25 | #include "environment.h" |
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[3265] | 26 | #include "p_node.h" |
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[3276] | 27 | #include "null_parent.h" |
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[3311] | 28 | #include "helper_parent.h" |
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[2036] | 29 | |
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[3337] | 30 | #include <SDL/SDL_image.h> |
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| 31 | |
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[1856] | 32 | using namespace std; |
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[1853] | 33 | |
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| 34 | |
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[1858] | 35 | /** |
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[2551] | 36 | \brief create a new World |
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| 37 | |
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| 38 | This creates a new empty world! |
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[1858] | 39 | */ |
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[2636] | 40 | World::World (char* name) |
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[1855] | 41 | { |
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[3302] | 42 | this->setClassName ("World"); |
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[2636] | 43 | this->worldName = name; |
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| 44 | this->debugWorldNr = -1; |
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[2822] | 45 | this->entities = new tList<WorldEntity>(); |
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[1855] | 46 | } |
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| 47 | |
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[2636] | 48 | World::World (int worldID) |
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| 49 | { |
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| 50 | this->debugWorldNr = worldID; |
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| 51 | this->worldName = NULL; |
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[2822] | 52 | this->entities = new tList<WorldEntity>(); |
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[2636] | 53 | } |
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| 54 | |
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[1858] | 55 | /** |
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[2551] | 56 | \brief remove the World from memory |
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[3309] | 57 | |
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| 58 | delete everything explicitly, that isn't contained in the parenting tree! |
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| 59 | things contained in the tree are deleted automaticaly |
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[1858] | 60 | */ |
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[2190] | 61 | World::~World () |
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[1872] | 62 | { |
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[3220] | 63 | printf("World::~World() - deleting current world\n"); |
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[3226] | 64 | CommandNode* cn = Orxonox::getInstance()->getLocalInput(); |
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[3220] | 65 | cn->unbind(this->localPlayer); |
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| 66 | cn->reset(); |
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| 67 | this->localCamera->destroy(); |
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| 68 | |
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[3309] | 69 | this->nullParent->destroy (); |
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| 70 | |
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[3337] | 71 | //delete this->testCurve; |
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| 72 | |
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[3309] | 73 | /* |
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[3220] | 74 | WorldEntity* entity = entities->enumerate(); |
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| 75 | while( entity != NULL ) |
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| 76 | { |
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| 77 | entity->destroy(); |
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| 78 | entity = entities->nextElement(); |
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| 79 | } |
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| 80 | this->entities->destroy(); |
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[3309] | 81 | */ |
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[3220] | 82 | |
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[3277] | 83 | /* FIX the parent list has to be cleared - not possible if we got the old list also*/ |
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| 84 | |
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[3309] | 85 | |
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| 86 | //delete this->entities; |
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| 87 | //delete this->localCamera; |
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[3220] | 88 | /* this->localPlayer hasn't to be deleted explicitly, it is |
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| 89 | contained in entities*/ |
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[1872] | 90 | } |
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[1858] | 91 | |
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[3311] | 92 | GLfloat ctrlpoints[4][3] = { |
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| 93 | {20.0, 10.0, 5.0}, {40.0, -10.0, 0.0}, |
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| 94 | {60.0, -10.0, 5.0}, {80.0, 10.0, 5.0}}; |
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[2636] | 95 | |
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[3311] | 96 | |
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[3222] | 97 | ErrorMessage World::init() |
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[2636] | 98 | { |
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| 99 | this->bPause = false; |
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[3226] | 100 | CommandNode* cn = Orxonox::getInstance()->getLocalInput(); |
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[3216] | 101 | cn->addToWorld(this); |
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| 102 | cn->enable(true); |
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[3265] | 103 | |
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[3311] | 104 | glMap1f (GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, &ctrlpoints[0][0]); |
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| 105 | glEnable (GL_MAP1_VERTEX_3); |
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| 106 | |
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| 107 | //theNurb = gluNewNurbsRenderer (); |
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| 108 | //gluNurbsProperty (theNurb, GLU_NURBS_MODE, GLU_NURBS_TESSELLATOR); |
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| 109 | //gluNurbsProperty (theNurb, GLU_NURBS_VERTEX, vertexCallback ); |
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[2636] | 110 | } |
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| 111 | |
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[3311] | 112 | |
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| 113 | |
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[3222] | 114 | ErrorMessage World::start() |
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[2636] | 115 | { |
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[3220] | 116 | printf("World::start() - starting current World: nr %i\n", this->debugWorldNr); |
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| 117 | this->bQuitOrxonox = false; |
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| 118 | this->bQuitCurrentGame = false; |
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[2636] | 119 | this->mainLoop(); |
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| 120 | } |
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| 121 | |
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[3222] | 122 | ErrorMessage World::stop() |
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[2636] | 123 | { |
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[3220] | 124 | printf("World::stop() - got stop signal\n"); |
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[2636] | 125 | this->bQuitCurrentGame = true; |
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| 126 | } |
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| 127 | |
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[3222] | 128 | ErrorMessage World::pause() |
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[2636] | 129 | { |
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| 130 | this->isPaused = true; |
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| 131 | } |
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| 132 | |
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[3222] | 133 | ErrorMessage World::resume() |
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[2636] | 134 | { |
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| 135 | this->isPaused = false; |
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| 136 | } |
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| 137 | |
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[3221] | 138 | void World::destroy() |
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| 139 | { |
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| 140 | |
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| 141 | } |
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| 142 | |
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[3311] | 143 | |
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[3337] | 144 | void World::displayLoadScreen () |
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| 145 | { |
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| 146 | printf ("World::displayLoadScreen - start\n"); |
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| 147 | |
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[3338] | 148 | int w = 680; |
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| 149 | int h = 480; |
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| 150 | |
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| 151 | glViewport(0,0,w,h); |
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[3337] | 152 | |
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[3338] | 153 | glMatrixMode(GL_PROJECTION); |
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| 154 | glLoadIdentity(); |
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| 155 | gluPerspective(45.0f,(GLfloat)w/(GLfloat)h, .5f ,150.0f); |
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| 156 | glMatrixMode(GL_MODELVIEW); |
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| 157 | |
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| 158 | |
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| 159 | SDL_Surface *pBitmap[1]; |
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| 160 | unsigned int textureArray[1]; |
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| 161 | char *strFileName = "orx_tex.bmp"; |
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| 162 | int textureID = 0; |
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[3337] | 163 | |
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[3338] | 164 | pBitmap[0] = SDL_LoadBMP (strFileName); |
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| 165 | if( pBitmap[0] == NULL) |
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| 166 | return; |
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| 167 | |
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| 168 | if(pBitmap[0] == NULL) // If we can't load the file, quit! |
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[3337] | 169 | { |
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[3338] | 170 | printf (" Failed loading %s\n", strFileName); |
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[3337] | 171 | SDL_Quit (); |
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| 172 | } |
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[3338] | 173 | glGenTextures(1, &textureArray[textureID]); |
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| 174 | /* Bind the texture to the texture arrays index and init the texture */ |
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| 175 | glBindTexture(GL_TEXTURE_2D, textureArray[textureID]); |
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[3337] | 176 | |
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[3338] | 177 | /* Rearrange the pixelData since openGL has a different pixel orientation */ |
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| 178 | int width = pBitmap[0]->w; |
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| 179 | int height = pBitmap[0]->h; |
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| 180 | unsigned char * data = (unsigned char *)(pBitmap[0]->pixels); |
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| 181 | unsigned char * newData = new unsigned char[width * height * 3]; |
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| 182 | int channels = 3; /* RGB channel number*/ |
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[3337] | 183 | |
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[3338] | 184 | int bytesPerPixel = pBitmap[0]->format->BytesPerPixel; |
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[3337] | 185 | |
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[3338] | 186 | /* this is the real swapping algorithm */ |
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| 187 | for( int i = 0 ; i < (height / 2) ; ++i ) |
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| 188 | for( int j = 0 ; j < width * bytesPerPixel; j += bytesPerPixel ) |
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| 189 | for(int k = 0; k < bytesPerPixel; ++k) |
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| 190 | swap( data[ (i * width * bytesPerPixel) + j + k], data[ ( (height - i - 1) * width * bytesPerPixel ) + j + k]); |
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| 191 | |
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| 192 | // the following lines extract R,G and B values from any bitmap |
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| 193 | |
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| 194 | for(int i = 0; i < (width * height); ++i) |
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| 195 | { |
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| 196 | byte r,g,b; |
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| 197 | Uint32 pixel_value = 0; |
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| 198 | /* the following loop extracts the pixel (however wide it is 8,16,24 or 32) and |
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| 199 | creates a long with all these bytes taken together. |
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| 200 | */ |
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| 201 | |
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| 202 | for(int j = bytesPerPixel - 1 ; j >= 0; --j) |
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| 203 | { |
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| 204 | pixel_value = pixel_value << 8; |
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| 205 | pixel_value = pixel_value | data[ (i * bytesPerPixel) + j ]; |
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| 206 | } |
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| 207 | |
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| 208 | SDL_GetRGB(pixel_value, pBitmap[0]->format, (Uint8 *)&r, (Uint8 *)&g, (Uint8 *)&b); |
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| 209 | |
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| 210 | newData[(i * channels) + 0] = r; |
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| 211 | newData[(i * channels) + 1] = g; |
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| 212 | newData[(i * channels) + 2] = b; |
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| 213 | |
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| 214 | pixel_value = 0; |
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| 215 | } |
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| 216 | |
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| 217 | /* Build Mipmaps (builds different versions of the picture for distances - looks better) */ |
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| 218 | gluBuild2DMipmaps (GL_TEXTURE_2D, 3, pBitmap[0]->w, pBitmap[0]->h, GL_RGB, GL_UNSIGNED_BYTE, newData); |
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[3339] | 219 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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[3338] | 220 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); |
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[3337] | 221 | |
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[3338] | 222 | delete [] newData; |
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| 223 | SDL_FreeSurface(pBitmap[0]); |
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[3337] | 224 | |
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| 225 | |
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[3338] | 226 | /* ------------painten */ |
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[3337] | 227 | |
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[3338] | 228 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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| 229 | glLoadIdentity(); |
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| 230 | gluLookAt(0, 0, 6, 0, 0, 0, 0, 1, 0); |
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[3337] | 231 | |
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[3338] | 232 | // Bind the texture stored at the zero index of g_Texture[] |
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| 233 | //glBindTexture(GL_TEXTURE_2D, g_Texture[0]); |
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| 234 | |
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| 235 | // Display a quad texture to the screen |
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| 236 | glBegin(GL_QUADS); |
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| 237 | |
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| 238 | // glTexCoord2f() takes the X and Y offset (or U and V) into the bitmap. |
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| 239 | // Then, the next point sent to be rendered attaches that part of the bitmap |
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| 240 | // to itself. The (U, V) coordinates range from (0, 0) being the top left corner |
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| 241 | // of the bitmap, to (1, 1) being the bottom left corner of the bitmap. |
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| 242 | // You can go above 1 but it just is wrapped around back to zero and repeats the texture. |
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| 243 | // Try setting the 1's to 2's and see what it does, then try setting them to 0.5's. |
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| 244 | // The higher the number, the more instances of the texture will appear on the square, |
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| 245 | // Where the lower the number, it stretches the incomplete texture over the surface of the square. |
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| 246 | // For every vertice we need a U V coordinate, as shown below. You might have to play |
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| 247 | // around with the values to make it texture correctly, otherwise it will be flipped, upside down, |
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| 248 | // or skewed. It also depends on where you are looking at it. We are looking down the -Z axis. |
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| 249 | |
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| 250 | // Display the top left vertice |
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| 251 | glTexCoord2f(0.0f, 1.0f); |
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| 252 | glVertex3f(-2.5, 2.5, 0); |
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| 253 | |
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| 254 | // Display the bottom left vertice |
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| 255 | glTexCoord2f(0.0f, 0.0f); |
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| 256 | glVertex3f(-2.5, -2.5, 0); |
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| 257 | |
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| 258 | // Display the bottom right vertice |
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| 259 | glTexCoord2f(1.0f, 0.0f); |
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| 260 | glVertex3f(2.5, -2.5, 0); |
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| 261 | |
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| 262 | // Display the top right vertice |
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| 263 | glTexCoord2f(1.0f, 1.0f); |
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| 264 | glVertex3f(2.5, 2.5, 0); |
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[3337] | 265 | |
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[3338] | 266 | glEnd(); |
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[3337] | 267 | |
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[3338] | 268 | SDL_GL_SwapBuffers(); |
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[3337] | 269 | |
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[3338] | 270 | glDisable (GL_TEXTURE_2D); |
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| 271 | glDeleteTextures (1, &textureArray[textureID]); |
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[3339] | 272 | SDL_Delay (1000); |
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[3338] | 273 | printf ("World::displayLoadScreen - end\n"); |
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| 274 | } |
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[3337] | 275 | |
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| 276 | |
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[3338] | 277 | void World::releaseLoadScreen () |
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| 278 | { |
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| 279 | printf ("World::releaseLoadScreen - start\n"); |
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[3337] | 280 | |
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| 281 | |
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| 282 | |
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| 283 | printf ("World::releaseLoadScreen - end\n"); |
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| 284 | } |
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| 285 | |
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| 286 | |
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[2636] | 287 | void World::load() |
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| 288 | { |
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| 289 | if(this->debugWorldNr != -1) |
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| 290 | { |
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[3335] | 291 | trackManager = TrackManager::getInstance(); |
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[2636] | 292 | switch(this->debugWorldNr) |
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| 293 | { |
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[3225] | 294 | /* |
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| 295 | this loads the hard-coded debug world. this only for simplicity and will be |
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| 296 | removed by a reald world-loader, which interprets a world-file. |
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| 297 | if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and |
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| 298 | make whatever you want... |
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| 299 | */ |
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[2636] | 300 | case DEBUG_WORLD_0: |
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| 301 | { |
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[3311] | 302 | this->nullParent = NullParent::getInstance (); |
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[3302] | 303 | this->nullParent->setName ("NullParent"); |
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[3277] | 304 | |
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[2636] | 305 | // create some path nodes |
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| 306 | this->pathnodes = new Vector[6]; |
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| 307 | this->pathnodes[0] = Vector(0, 0, 0); |
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[2792] | 308 | this->pathnodes[1] = Vector(1000, 0, 0); |
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| 309 | // this->pathnodes[2] = Vector(-100, 140, 0); |
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| 310 | // this->pathnodes[3] = Vector(0, 180, 0); |
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| 311 | // this->pathnodes[4] = Vector(100, 140, 0); |
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| 312 | // this->pathnodes[5] = Vector(100, 40, 0); |
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[2636] | 313 | |
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| 314 | // create the tracks |
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[2816] | 315 | this->tracklen = 2; |
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| 316 | this->track = new Track[2]; |
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[2636] | 317 | for( int i = 0; i < this->tracklen; i++) |
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| 318 | { |
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| 319 | this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]); |
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| 320 | } |
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[3194] | 321 | // !\todo old track-system has to be removed |
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| 322 | |
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[3311] | 323 | //create helper for player |
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| 324 | HelperParent* hp = new HelperParent (); |
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| 325 | /* the player has to be added to this helper */ |
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| 326 | |
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[2636] | 327 | // create a player |
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[3311] | 328 | WorldEntity* myPlayer = new Player (); |
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[3302] | 329 | myPlayer->setName ("player"); |
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[3311] | 330 | this->spawn (myPlayer); |
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[2640] | 331 | this->localPlayer = myPlayer; |
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| 332 | |
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[2636] | 333 | // bind input |
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[3311] | 334 | Orxonox *orx = Orxonox::getInstance (); |
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[3226] | 335 | orx->getLocalInput()->bind (myPlayer); |
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[2636] | 336 | |
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| 337 | // bind camera |
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| 338 | this->localCamera = new Camera(this); |
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[3302] | 339 | this->localCamera->setName ("camera"); |
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| 340 | this->getCamera()->bind (myPlayer); |
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| 341 | this->localPlayer->addChild (this->localCamera); |
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[3277] | 342 | |
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[3308] | 343 | |
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[3337] | 344 | Vector* es = new Vector (50, 2, 0); |
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[3308] | 345 | Quaternion* qs = new Quaternion (); |
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[2816] | 346 | WorldEntity* env = new Environment(); |
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[3309] | 347 | env->setName ("env"); |
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[3308] | 348 | this->spawn(env, es, qs); |
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[2816] | 349 | |
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[3308] | 350 | |
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[2636] | 351 | break; |
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| 352 | } |
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| 353 | case DEBUG_WORLD_1: |
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| 354 | { |
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[3337] | 355 | /* |
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| 356 | this->testCurve = new UPointCurve(); |
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| 357 | this->testCurve->addNode(Vector( 0, 0, 0)); |
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| 358 | this->testCurve->addNode(Vector(10, 0, 5)); |
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| 359 | this->testCurve->addNode(Vector(20, -5,-5)); |
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| 360 | this->testCurve->addNode(Vector(30, 5, 10)); |
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| 361 | this->testCurve->addNode(Vector(40, 0,-10)); |
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| 362 | this->testCurve->addNode(Vector(50, 0,-10)); |
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| 363 | */ |
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| 364 | |
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[3311] | 365 | this->nullParent = NullParent::getInstance (); |
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| 366 | this->nullParent->setName ("NullParent"); |
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[3277] | 367 | |
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[2636] | 368 | // create some path nodes |
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| 369 | this->pathnodes = new Vector[6]; |
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| 370 | this->pathnodes[0] = Vector(0, 0, 0); |
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| 371 | this->pathnodes[1] = Vector(20, 10, 10); |
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| 372 | this->pathnodes[2] = Vector(40, 0, 10); |
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| 373 | this->pathnodes[3] = Vector(60, 10, 0); |
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| 374 | this->pathnodes[4] = Vector(80, 20, 10); |
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| 375 | this->pathnodes[5] = Vector(30, 50, 0); |
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| 376 | |
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[3311] | 377 | |
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| 378 | |
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| 379 | |
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[2636] | 380 | // create the tracks |
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| 381 | this->tracklen = 6; |
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| 382 | this->track = new Track[6]; |
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| 383 | for( int i = 0; i < this->tracklen; i++) |
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| 384 | { |
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| 385 | this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]); |
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| 386 | } |
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[3194] | 387 | |
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[2636] | 388 | // create a player |
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[2644] | 389 | WorldEntity* myPlayer = new Player(); |
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[3308] | 390 | myPlayer->setName ("player"); |
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[2644] | 391 | this->spawn(myPlayer); |
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[3194] | 392 | this->localPlayer = myPlayer; |
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[2636] | 393 | |
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| 394 | // bind input |
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| 395 | Orxonox *orx = Orxonox::getInstance(); |
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[3226] | 396 | orx->getLocalInput()->bind (myPlayer); |
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[2636] | 397 | |
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| 398 | // bind camera |
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[3308] | 399 | this->localCamera = new Camera (this); |
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| 400 | this->localCamera->setName ("camera"); |
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[2636] | 401 | this->getCamera()->bind (myPlayer); |
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[3308] | 402 | this->localPlayer->addChild (this->localCamera); |
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[2636] | 403 | break; |
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| 404 | } |
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| 405 | default: |
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| 406 | printf("World::load() - no world with ID %i found", this->debugWorldNr ); |
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| 407 | } |
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| 408 | } |
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| 409 | else if(this->worldName != NULL) |
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| 410 | { |
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| 411 | |
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| 412 | } |
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[2731] | 413 | |
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| 414 | // initialize debug coord system |
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| 415 | objectList = glGenLists(1); |
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| 416 | glNewList (objectList, GL_COMPILE); |
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| 417 | glLoadIdentity(); |
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[2792] | 418 | glColor3f(1.0,0,0); |
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[2817] | 419 | glBegin(GL_QUADS); |
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[3200] | 420 | |
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| 421 | int sizeX = 100; |
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[3323] | 422 | int sizeZ = 80; |
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[3200] | 423 | float length = 1000; |
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| 424 | float width = 200; |
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| 425 | float widthX = float (length /sizeX); |
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[3323] | 426 | float widthZ = float (width /sizeZ); |
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[3199] | 427 | |
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[3323] | 428 | float height [sizeX][sizeZ]; |
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| 429 | Vector normal_vectors[sizeX][sizeZ]; |
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[3199] | 430 | |
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[3200] | 431 | |
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| 432 | for ( int i = 0; i<sizeX-1; i+=1) |
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[3323] | 433 | for (int j = 0; j<sizeZ-1;j+=1) |
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[3200] | 434 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; |
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[3199] | 435 | #ifdef __WIN32__ |
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[3200] | 436 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; |
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[3199] | 437 | #else |
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[3200] | 438 | height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; |
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[3199] | 439 | #endif |
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[3200] | 440 | |
---|
[3323] | 441 | //Die Huegel ein wenig glaetten |
---|
[3199] | 442 | for (int h=1; h<2;h++) |
---|
[3200] | 443 | for (int i=1;i<sizeX-2 ;i+=1 ) |
---|
[3323] | 444 | for(int j=1;j<sizeZ-2;j+=1) |
---|
[3199] | 445 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; |
---|
| 446 | |
---|
| 447 | //Berechnung von normalen Vektoren |
---|
[3200] | 448 | for(int i=1;i<sizeX-2;i+=1) |
---|
[3323] | 449 | for(int j=1;j<sizeZ-2 ;j+=1) |
---|
[2792] | 450 | { |
---|
[3323] | 451 | Vector v1 = Vector (widthX*(1), height[i][j], widthZ*(j) ); |
---|
| 452 | Vector v2 = Vector (widthX*(i-1), height[i-1][j], widthZ*(j)); |
---|
| 453 | Vector v3 = Vector (widthX*(i), height[i][j+1], widthZ*(j+1)); |
---|
| 454 | Vector v4 = Vector (widthX*(i+1), height[i+1][j], widthZ*(j)); |
---|
| 455 | Vector v5 = Vector (widthX*(i), height[i][j-1], widthZ*(j-1)); |
---|
[3199] | 456 | |
---|
[3200] | 457 | Vector c1 = v2 - v1; |
---|
| 458 | Vector c2 = v3 - v1; |
---|
| 459 | Vector c3= v4 - v1; |
---|
| 460 | Vector c4 = v5 - v1; |
---|
| 461 | Vector zero = Vector (0,0,0); |
---|
[3324] | 462 | normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4); |
---|
[3199] | 463 | normal_vectors[i][j].normalize(); |
---|
[3200] | 464 | } |
---|
| 465 | |
---|
| 466 | int snowheight=3; |
---|
| 467 | for ( int i = 0; i<sizeX; i+=1) |
---|
[3323] | 468 | for (int j = 0; j<sizeZ;j+=1) |
---|
[3200] | 469 | { |
---|
[3323] | 470 | Vector v1 = Vector (widthX*(i), height[i][j]-20, widthZ*(j) -width/2); |
---|
| 471 | Vector v2 = Vector (widthX*(i+1), height[i+1][j]-20, widthZ*(j) -width/2); |
---|
| 472 | Vector v3 = Vector (widthX*(i+1), height[i+1][j+1]-20, widthZ*(j+1)-width/2); |
---|
| 473 | Vector v4 = Vector (widthX*(i), height[i][j+1]-20, widthZ*(j+1)-width/2); |
---|
[3200] | 474 | float a[3]; |
---|
| 475 | if(height[i][j]<snowheight){ |
---|
| 476 | a[0]=0; |
---|
| 477 | a[1]=1.0-height[i][j]/10-.3; |
---|
| 478 | a[2]=0; |
---|
| 479 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
[3199] | 480 | } |
---|
[3200] | 481 | else{ |
---|
[3199] | 482 | a[0]=1.0; |
---|
| 483 | a[1]=1.0; |
---|
| 484 | a[2]=1.0; |
---|
| 485 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
[2817] | 486 | |
---|
[3199] | 487 | } |
---|
[3200] | 488 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); |
---|
| 489 | glVertex3f(v1.x, v1.y, v1.z); |
---|
| 490 | if(height[i+1][j]<snowheight){ |
---|
| 491 | a[0]=0; |
---|
| 492 | a[1] =1.0-height[i+1][j]/10-.3; |
---|
| 493 | a[2]=0; |
---|
| 494 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
| 495 | } |
---|
| 496 | else{ |
---|
| 497 | a[0]=1.0; |
---|
| 498 | a[1]=1.0; |
---|
| 499 | a[2]=1.0; |
---|
| 500 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
| 501 | |
---|
| 502 | } |
---|
| 503 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); |
---|
| 504 | glVertex3f(v2.x, v2.y, v2.z); |
---|
| 505 | if(height[i+1][j+1]<snowheight){ |
---|
| 506 | a[0]=0; |
---|
| 507 | a[1] =1.0-height[i+1][j+1]/10-.3; |
---|
| 508 | a[2]=0; |
---|
| 509 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
| 510 | } |
---|
| 511 | else{ |
---|
| 512 | a[0]=1.0; |
---|
| 513 | a[1]=1.0; |
---|
| 514 | a[2]=1.0; |
---|
| 515 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
| 516 | |
---|
| 517 | |
---|
| 518 | } |
---|
| 519 | glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z); |
---|
| 520 | glVertex3f(v3.x, v3.y, v3.z); |
---|
| 521 | if(height[i][j+1]<snowheight){ |
---|
| 522 | a[0]=0; |
---|
| 523 | a[1] =1.0-height[i+1][j+1]/10-.3; |
---|
| 524 | a[2]=0; |
---|
| 525 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
| 526 | } |
---|
| 527 | else{ |
---|
| 528 | a[0]=1.0; |
---|
| 529 | a[1]=1.0; |
---|
| 530 | a[2]=1.0; |
---|
| 531 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
---|
| 532 | } |
---|
| 533 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); |
---|
| 534 | glVertex3f(v4.x, v4.y, v4.z); |
---|
| 535 | |
---|
| 536 | } |
---|
[3199] | 537 | glEnd(); |
---|
| 538 | /* |
---|
[2792] | 539 | glBegin(GL_LINES); |
---|
[2731] | 540 | for( float x = -128.0; x < 128.0; x += 25.0) |
---|
| 541 | { |
---|
| 542 | for( float y = -128.0; y < 128.0; y += 25.0) |
---|
| 543 | { |
---|
| 544 | glColor3f(1,0,0); |
---|
| 545 | glVertex3f(x,y,-128.0); |
---|
| 546 | glVertex3f(x,y,0.0); |
---|
| 547 | glColor3f(0.5,0,0); |
---|
| 548 | glVertex3f(x,y,0.0); |
---|
| 549 | glVertex3f(x,y,128.0); |
---|
| 550 | } |
---|
| 551 | } |
---|
| 552 | for( float y = -128.0; y < 128.0; y += 25.0) |
---|
| 553 | { |
---|
| 554 | for( float z = -128.0; z < 128.0; z += 25.0) |
---|
| 555 | { |
---|
| 556 | glColor3f(0,1,0); |
---|
| 557 | glVertex3f(-128.0,y,z); |
---|
| 558 | glVertex3f(0.0,y,z); |
---|
| 559 | glColor3f(0,0.5,0); |
---|
| 560 | glVertex3f(0.0,y,z); |
---|
| 561 | glVertex3f(128.0,y,z); |
---|
| 562 | } |
---|
| 563 | } |
---|
| 564 | for( float x = -128.0; x < 128.0; x += 25.0) |
---|
| 565 | { |
---|
| 566 | for( float z = -128.0; z < 128.0; z += 25.0) |
---|
| 567 | { |
---|
| 568 | glColor3f(0,0,1); |
---|
| 569 | glVertex3f(x,-128.0,z); |
---|
| 570 | glVertex3f(x,0.0,z); |
---|
| 571 | glColor3f(0,0,0.5); |
---|
| 572 | glVertex3f(x,0.0,z); |
---|
| 573 | glVertex3f(x,128.0,z); |
---|
| 574 | } |
---|
| 575 | |
---|
| 576 | } |
---|
[2792] | 577 | */ |
---|
[2731] | 578 | //draw track |
---|
[2792] | 579 | glBegin(GL_LINES); |
---|
[3311] | 580 | glColor3f(0.0, 1.0, 1.0); |
---|
[2731] | 581 | for( int i = 0; i < tracklen; i++) |
---|
| 582 | { |
---|
| 583 | glVertex3f(pathnodes[i].x,pathnodes[i].y,pathnodes[i].z); |
---|
| 584 | glVertex3f(pathnodes[(i+1)%tracklen].x,pathnodes[(i+1)%tracklen].y,pathnodes[(i+1)%tracklen].z); |
---|
| 585 | } |
---|
| 586 | glEnd(); |
---|
[3311] | 587 | |
---|
| 588 | glBegin(GL_LINE_STRIP); |
---|
| 589 | glColor3f(1.0, 5.0, 1.0); |
---|
| 590 | for( int i = 0; i <= 30; i++) |
---|
| 591 | { |
---|
| 592 | glEvalCoord1f ((GLfloat) i/30.0); |
---|
| 593 | } |
---|
| 594 | glEnd(); |
---|
[3337] | 595 | |
---|
[2731] | 596 | glEndList(); |
---|
[2636] | 597 | } |
---|
| 598 | |
---|
| 599 | |
---|
| 600 | /** |
---|
[2551] | 601 | \brief checks for collisions |
---|
| 602 | |
---|
| 603 | This method runs through all WorldEntities known to the world and checks for collisions |
---|
| 604 | between them. In case of collisions the collide() method of the corresponding entities |
---|
| 605 | is called. |
---|
[1858] | 606 | */ |
---|
[2190] | 607 | void World::collide () |
---|
[1858] | 608 | { |
---|
[2816] | 609 | /* |
---|
| 610 | List *a, *b; |
---|
[2551] | 611 | WorldEntity *aobj, *bobj; |
---|
[2816] | 612 | |
---|
| 613 | a = entities; |
---|
[2551] | 614 | |
---|
| 615 | while( a != NULL) |
---|
| 616 | { |
---|
[2816] | 617 | aobj = a->nextElement(); |
---|
[2551] | 618 | if( aobj->bCollide && aobj->collisioncluster != NULL) |
---|
[2190] | 619 | { |
---|
[2816] | 620 | b = a->nextElement(); |
---|
[2551] | 621 | while( b != NULL ) |
---|
| 622 | { |
---|
[2816] | 623 | bobj = b->nextElement(); |
---|
[2551] | 624 | if( bobj->bCollide && bobj->collisioncluster != NULL ) |
---|
[2190] | 625 | { |
---|
[2551] | 626 | unsigned long ahitflg, bhitflg; |
---|
| 627 | if( check_collision ( &aobj->place, aobj->collisioncluster, |
---|
| 628 | &ahitflg, &bobj->place, bobj->collisioncluster, |
---|
| 629 | &bhitflg) ); |
---|
| 630 | { |
---|
| 631 | aobj->collide (bobj, ahitflg, bhitflg); |
---|
| 632 | bobj->collide (aobj, bhitflg, ahitflg); |
---|
| 633 | } |
---|
[2190] | 634 | } |
---|
[2816] | 635 | b = b->nextElement(); |
---|
[2551] | 636 | } |
---|
[2190] | 637 | } |
---|
[2816] | 638 | a = a->enumerate(); |
---|
[2551] | 639 | } |
---|
[2816] | 640 | */ |
---|
[1858] | 641 | } |
---|
| 642 | |
---|
| 643 | /** |
---|
[2551] | 644 | \brief runs through all entities calling their draw() methods |
---|
[1931] | 645 | */ |
---|
[2190] | 646 | void World::draw () |
---|
[2077] | 647 | { |
---|
[2551] | 648 | // draw entities |
---|
| 649 | WorldEntity* entity; |
---|
[2822] | 650 | entity = this->entities->enumerate(); |
---|
[2816] | 651 | while( entity != NULL ) |
---|
[2551] | 652 | { |
---|
[2822] | 653 | if( entity->bDraw ) entity->draw(); |
---|
| 654 | entity = this->entities->nextElement(); |
---|
[3307] | 655 | } |
---|
[2551] | 656 | |
---|
| 657 | // draw debug coord system |
---|
[2731] | 658 | glCallList (objectList); |
---|
[2551] | 659 | |
---|
[1931] | 660 | } |
---|
| 661 | |
---|
| 662 | /** |
---|
[2551] | 663 | \brief updates Placements and notifies entities when they left the |
---|
| 664 | world |
---|
| 665 | |
---|
| 666 | This runs trough all WorldEntities and maps Locations to Placements |
---|
| 667 | if they are bound, checks whether they left the level boundaries |
---|
| 668 | and calls appropriate functions. |
---|
[1883] | 669 | */ |
---|
[2190] | 670 | void World::update () |
---|
[1883] | 671 | { |
---|
[3302] | 672 | /* |
---|
[2816] | 673 | //List<WorldEntity> *l; |
---|
[2551] | 674 | WorldEntity* entity; |
---|
| 675 | Location* loc; |
---|
| 676 | Placement* plc; |
---|
| 677 | Uint32 t; |
---|
| 678 | |
---|
[2816] | 679 | // l = entities->enumerate(); |
---|
| 680 | entity = this->entities->enumerate(); |
---|
| 681 | while( entity != NULL ) |
---|
[2551] | 682 | { |
---|
[2816] | 683 | |
---|
[2551] | 684 | |
---|
| 685 | if( !entity->isFree() ) |
---|
| 686 | { |
---|
[3233] | 687 | loc = entity->getLocation(); |
---|
| 688 | plc = entity->getPlacement(); |
---|
[2551] | 689 | t = loc->part; |
---|
| 690 | |
---|
| 691 | if( t >= tracklen ) |
---|
| 692 | { |
---|
| 693 | printf("An entity is out of the game area\n"); |
---|
[3233] | 694 | entity->leftWorld (); |
---|
[2551] | 695 | } |
---|
| 696 | else |
---|
| 697 | { |
---|
[3233] | 698 | while( track[t].mapCoords( loc, plc) ) |
---|
[2190] | 699 | { |
---|
[3233] | 700 | track[t].postLeave (entity); |
---|
[2551] | 701 | if( loc->part >= tracklen ) |
---|
| 702 | { |
---|
| 703 | printf("An entity has left the game area\n"); |
---|
[3233] | 704 | entity->leftWorld (); |
---|
[2551] | 705 | break; |
---|
| 706 | } |
---|
[3233] | 707 | track[loc->part].postEnter (entity); |
---|
[2190] | 708 | } |
---|
[2551] | 709 | } |
---|
[2190] | 710 | } |
---|
[2551] | 711 | else |
---|
| 712 | { |
---|
| 713 | } |
---|
| 714 | |
---|
[2816] | 715 | entity = entities->nextElement(); |
---|
[2551] | 716 | } |
---|
[3302] | 717 | */ |
---|
[1883] | 718 | } |
---|
| 719 | |
---|
[2077] | 720 | /** |
---|
[2551] | 721 | \brief relays the passed time since the last frame to entities and Track parts |
---|
| 722 | \param deltaT: the time passed since the last frame in milliseconds |
---|
[2077] | 723 | */ |
---|
[3225] | 724 | void World::timeSlice (Uint32 deltaT) |
---|
[2077] | 725 | { |
---|
[2816] | 726 | //List<WorldEntity> *l; |
---|
[2551] | 727 | WorldEntity* entity; |
---|
[3175] | 728 | float seconds = deltaT / 1000.0; |
---|
[2551] | 729 | |
---|
[3302] | 730 | this->nullParent->update (seconds); |
---|
[3306] | 731 | //this->nullParent->processTick (seconds); |
---|
[3302] | 732 | |
---|
[2816] | 733 | entity = entities->enumerate(); |
---|
| 734 | while( entity != NULL) |
---|
[2551] | 735 | { |
---|
| 736 | entity->tick (seconds); |
---|
[2816] | 737 | entity = entities->nextElement(); |
---|
[2551] | 738 | } |
---|
[2816] | 739 | |
---|
[3209] | 740 | //for( int i = 0; i < tracklen; i++) track[i].tick (seconds); |
---|
[2077] | 741 | } |
---|
[1883] | 742 | |
---|
[2190] | 743 | /** |
---|
[2551] | 744 | \brief removes level data from memory |
---|
[1858] | 745 | */ |
---|
[2190] | 746 | void World::unload() |
---|
[1858] | 747 | { |
---|
[2551] | 748 | if( pathnodes) delete []pathnodes; |
---|
| 749 | if( track) delete []pathnodes; |
---|
[1883] | 750 | } |
---|
[1879] | 751 | |
---|
[2636] | 752 | |
---|
| 753 | |
---|
[2190] | 754 | /** |
---|
[2636] | 755 | \brief calls the correct mapping function to convert a given "look at"-Location to a |
---|
| 756 | Camera Placement |
---|
[1858] | 757 | */ |
---|
[3225] | 758 | void World::calcCameraPos (Location* loc, Placement* plc) |
---|
[1858] | 759 | { |
---|
[3233] | 760 | track[loc->part].mapCamera (loc, plc); |
---|
[2636] | 761 | } |
---|
| 762 | |
---|
| 763 | |
---|
| 764 | void World::setTrackLen(Uint32 len) |
---|
| 765 | { |
---|
| 766 | this->tracklen = len; |
---|
| 767 | } |
---|
| 768 | |
---|
| 769 | int World::getTrackLen() |
---|
| 770 | { |
---|
| 771 | return this->tracklen; |
---|
| 772 | } |
---|
| 773 | |
---|
[3225] | 774 | |
---|
| 775 | |
---|
| 776 | /** |
---|
| 777 | \brief function to put your own debug stuff into it. it can display informations about |
---|
| 778 | the current class/procedure |
---|
| 779 | */ |
---|
[2640] | 780 | void World::debug() |
---|
| 781 | { |
---|
[3269] | 782 | printf ("World::debug() - starting debug\n"); |
---|
[3311] | 783 | PNode* p1 = NullParent::getInstance (); |
---|
[3265] | 784 | PNode* p2 = new PNode (new Vector(2, 2, 2), p1); |
---|
| 785 | PNode* p3 = new PNode (new Vector(4, 4, 4), p1); |
---|
| 786 | PNode* p4 = new PNode (new Vector(6, 6, 6), p2); |
---|
| 787 | |
---|
| 788 | p1->debug (); |
---|
| 789 | p2->debug (); |
---|
| 790 | p3->debug (); |
---|
| 791 | p4->debug (); |
---|
| 792 | |
---|
| 793 | p1->shiftCoor (new Vector(-1, -1, -1)); |
---|
| 794 | |
---|
| 795 | printf("World::debug() - shift\n"); |
---|
| 796 | p1->debug (); |
---|
| 797 | p2->debug (); |
---|
| 798 | p3->debug (); |
---|
| 799 | p4->debug (); |
---|
| 800 | |
---|
| 801 | p1->update (1); |
---|
| 802 | |
---|
[3269] | 803 | printf ("World::debug() - update\n"); |
---|
[3265] | 804 | p1->debug (); |
---|
| 805 | p2->debug (); |
---|
| 806 | p3->debug (); |
---|
| 807 | p4->debug (); |
---|
| 808 | |
---|
[3269] | 809 | p2->shiftCoor (new Vector(-1, -1, -1)); |
---|
| 810 | p1->update (2); |
---|
[3265] | 811 | |
---|
[3269] | 812 | p1->debug (); |
---|
| 813 | p2->debug (); |
---|
| 814 | p3->debug (); |
---|
| 815 | p4->debug (); |
---|
| 816 | |
---|
| 817 | p2->setAbsCoor (new Vector(1,2,3)); |
---|
| 818 | |
---|
| 819 | |
---|
| 820 | p1->update (2); |
---|
| 821 | |
---|
| 822 | p1->debug (); |
---|
| 823 | p2->debug (); |
---|
| 824 | p3->debug (); |
---|
| 825 | p4->debug (); |
---|
[3277] | 826 | |
---|
| 827 | p1->destroy (); |
---|
| 828 | |
---|
| 829 | |
---|
[3265] | 830 | /* |
---|
[2640] | 831 | WorldEntity* entity; |
---|
| 832 | printf("counting all entities\n"); |
---|
[2816] | 833 | printf("World::debug() - enumerate()\n"); |
---|
| 834 | entity = entities->enumerate(); |
---|
| 835 | while( entity != NULL ) |
---|
[2640] | 836 | { |
---|
| 837 | if( entity->bDraw ) printf("got an entity\n"); |
---|
[2816] | 838 | entity = entities->nextElement(); |
---|
[2640] | 839 | } |
---|
[3265] | 840 | */ |
---|
[2640] | 841 | } |
---|
[2636] | 842 | |
---|
[2640] | 843 | |
---|
[3225] | 844 | /* |
---|
| 845 | \brief main loop of the world: executing all world relevant function |
---|
| 846 | |
---|
| 847 | in this loop we synchronize (if networked), handle input events, give the heart-beat to |
---|
| 848 | all other member-entities of the world (tick to player, enemies etc.), checking for |
---|
| 849 | collisions drawing everything to the screen. |
---|
| 850 | */ |
---|
[2636] | 851 | void World::mainLoop() |
---|
| 852 | { |
---|
[3302] | 853 | this->lastFrame = SDL_GetTicks (); |
---|
[3220] | 854 | printf("World::mainLoop() - Entering main loop\n"); |
---|
[3215] | 855 | while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* \todo implement pause */ |
---|
[2551] | 856 | { |
---|
[2636] | 857 | // Network |
---|
[3302] | 858 | this->synchronize (); |
---|
[2636] | 859 | // Process input |
---|
[3302] | 860 | this->handleInput (); |
---|
[3215] | 861 | if( this->bQuitCurrentGame || this->bQuitOrxonox) |
---|
| 862 | { |
---|
| 863 | printf("World::mainLoop() - leaving loop earlier...\n"); |
---|
| 864 | break; |
---|
| 865 | } |
---|
[2636] | 866 | // Process time |
---|
[3302] | 867 | this->timeSlice (); |
---|
[2636] | 868 | // Process collision |
---|
[3302] | 869 | this->collision (); |
---|
[2636] | 870 | // Draw |
---|
[3302] | 871 | this->display (); |
---|
[2816] | 872 | |
---|
[3338] | 873 | for( int i = 0; i < 5000000; i++) {} |
---|
| 874 | /* \todo this is to slow down the program for openGl Software emulator computers, reimplement*/ |
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[2551] | 875 | } |
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[3215] | 876 | printf("World::mainLoop() - Exiting the main loop\n"); |
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[1899] | 877 | } |
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| 878 | |
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[2190] | 879 | /** |
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[2636] | 880 | \brief synchronize local data with remote data |
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[1855] | 881 | */ |
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[2636] | 882 | void World::synchronize () |
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[1855] | 883 | { |
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[2636] | 884 | // Get remote input |
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| 885 | // Update synchronizables |
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[1855] | 886 | } |
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[2636] | 887 | |
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| 888 | /** |
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| 889 | \brief run all input processing |
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[3225] | 890 | |
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| 891 | the command node is the central input event dispatcher. the node uses the even-queue from |
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| 892 | sdl and has its own event-passing-queue. |
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[2636] | 893 | */ |
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[3225] | 894 | void World::handleInput () |
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[2636] | 895 | { |
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| 896 | // localinput |
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[3225] | 897 | CommandNode* cn = Orxonox::getInstance()->getLocalInput(); |
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[3216] | 898 | cn->process(); |
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[2636] | 899 | // remoteinput |
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| 900 | } |
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| 901 | |
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| 902 | /** |
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| 903 | \brief advance the timeline |
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[3225] | 904 | |
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| 905 | this calculates the time used to process one frame (with all input handling, drawing, etc) |
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| 906 | the time is mesured in ms and passed to all world-entities and other classes that need |
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| 907 | a heart-beat. |
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[2636] | 908 | */ |
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[3225] | 909 | void World::timeSlice () |
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[2636] | 910 | { |
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| 911 | Uint32 currentFrame = SDL_GetTicks(); |
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| 912 | if(!this->bPause) |
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| 913 | { |
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| 914 | Uint32 dt = currentFrame - this->lastFrame; |
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[2816] | 915 | |
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[2636] | 916 | if(dt > 0) |
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| 917 | { |
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| 918 | float fps = 1000/dt; |
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| 919 | printf("fps = %f\n", fps); |
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| 920 | } |
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| 921 | else |
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| 922 | { |
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[3225] | 923 | /* the frame-rate is limited to 100 frames per second, all other things are for |
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| 924 | nothing. |
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| 925 | */ |
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[3194] | 926 | printf("fps = 1000 - frame rate is adjusted\n"); |
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| 927 | SDL_Delay(10); |
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| 928 | dt = 10; |
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[2636] | 929 | } |
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[3225] | 930 | this->timeSlice (dt); |
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[2636] | 931 | this->update (); |
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[3225] | 932 | this->localCamera->timeSlice(dt); |
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[2636] | 933 | } |
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| 934 | this->lastFrame = currentFrame; |
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| 935 | } |
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| 936 | |
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[3216] | 937 | |
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[2636] | 938 | /** |
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| 939 | \brief compute collision detection |
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| 940 | */ |
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| 941 | void World::collision () |
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| 942 | { |
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| 943 | this->collide (); |
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| 944 | } |
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| 945 | |
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| 946 | |
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| 947 | /** |
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[3225] | 948 | \brief render the current frame |
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| 949 | |
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| 950 | clear all buffers and draw the world |
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[2636] | 951 | */ |
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| 952 | void World::display () |
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| 953 | { |
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| 954 | // clear buffer |
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| 955 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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| 956 | // set camera |
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| 957 | this->localCamera->apply (); |
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| 958 | // draw world |
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| 959 | this->draw(); |
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| 960 | // draw HUD |
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[3337] | 961 | /* \todo draw HUD */ |
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[2636] | 962 | // flip buffers |
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| 963 | SDL_GL_SwapBuffers(); |
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[3337] | 964 | //SDL_Surface* screen = Orxonox::getInstance()->getScreen (); |
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| 965 | //SDL_Flip (screen); |
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[2636] | 966 | } |
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| 967 | |
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[3225] | 968 | /** |
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| 969 | \brief give back active camera |
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| 970 | |
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| 971 | this passes back the actualy active camera |
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| 972 | \todo ability to define more than one camera or camera-places |
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| 973 | */ |
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[2636] | 974 | Camera* World::getCamera() |
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| 975 | { |
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| 976 | return this->localCamera; |
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| 977 | } |
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[2644] | 978 | |
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| 979 | |
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[3225] | 980 | /** |
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| 981 | \brief add and spawn a new entity to this world |
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| 982 | \param entity to be added |
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| 983 | */ |
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[2644] | 984 | void World::spawn(WorldEntity* entity) |
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| 985 | { |
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[3306] | 986 | if( this->nullParent != NULL && entity->parent == NULL) |
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[3277] | 987 | this->nullParent->addChild (entity); |
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| 988 | |
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[3306] | 989 | this->entities->add (entity); |
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| 990 | |
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[3233] | 991 | entity->postSpawn (); |
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[2816] | 992 | } |
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| 993 | |
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| 994 | |
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[3225] | 995 | /** |
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| 996 | \brief add and spawn a new entity to this world |
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| 997 | \param entity to be added |
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| 998 | \param location where to add |
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| 999 | */ |
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[3306] | 1000 | void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir) |
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[2816] | 1001 | { |
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[3306] | 1002 | entity->setAbsCoor (absCoor); |
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| 1003 | entity->setAbsDir (absDir); |
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| 1004 | |
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| 1005 | if( this->nullParent != NULL && entity->parent == NULL) |
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[3277] | 1006 | this->nullParent->addChild (entity); |
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| 1007 | |
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[2816] | 1008 | this->entities->add (entity); |
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[3306] | 1009 | |
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[3233] | 1010 | entity->postSpawn (); |
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[2644] | 1011 | } |
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[2816] | 1012 | |
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| 1013 | |
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[3277] | 1014 | |
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[3225] | 1015 | /* |
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| 1016 | \brief commands that the world must catch |
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| 1017 | \returns false if not used by the world |
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| 1018 | */ |
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[3216] | 1019 | bool World::command(Command* cmd) |
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| 1020 | { |
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| 1021 | return false; |
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| 1022 | } |
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[3265] | 1023 | |
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[3338] | 1024 | |
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| 1025 | |
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| 1026 | |
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| 1027 | void World::swap (unsigned char &a, unsigned char &b) |
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| 1028 | { |
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| 1029 | unsigned char temp; |
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| 1030 | temp = a; |
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| 1031 | a = b; |
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| 1032 | b = temp; |
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| 1033 | } |
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