1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2006 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | |
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13 | Trail system for engine output trails. |
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14 | uses a catmull rom spline to interpolate the curve which is subdivided |
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15 | into sections parts. |
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16 | main-programmer: Marc Schaerer |
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17 | */ |
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18 | |
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19 | #include "trail.h" |
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20 | |
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21 | #include "util/loading/load_param.h" |
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22 | #include "util/loading/factory.h" |
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23 | |
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24 | #include "quaternion.h" |
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25 | #include "vector.h" |
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26 | |
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27 | #include "graphics_engine.h" |
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28 | #include "material.h" |
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29 | #include "glincl.h" |
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30 | #include "state.h" |
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31 | #include "debug.h" |
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32 | |
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33 | |
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34 | |
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35 | #define trailAlphaMax 1.0f |
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36 | #define trailAlphaMin 0.2f |
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37 | |
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38 | ObjectListDefinition(Trail); |
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39 | CREATE_FACTORY(Trail); |
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40 | |
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41 | /** |
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42 | * standart constructor |
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43 | * @param maxLength maximum length of the trail. You will later need to set the actual length used. |
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44 | * @param sections number of sections into which the trail polygon shall be splited. Higher number for more smooth curves |
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45 | * @param radius radius of the trail cross. |
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46 | * |
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47 | */ |
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48 | Trail::Trail (float maxLength, int sections, float radius, PNode* parent) |
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49 | { |
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50 | this->maxLength = maxLength; |
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51 | this->length = 1.0; |
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52 | this->sections = sections; |
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53 | this->radius = radius; |
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54 | this->setParent( parent); |
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55 | |
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56 | this->nodeList = new Vector[sections]; |
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57 | |
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58 | |
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59 | this->init(); |
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60 | } |
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61 | |
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62 | Trail::Trail (const TiXmlElement* root) |
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63 | { |
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64 | this->init(); |
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65 | |
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66 | if( root) |
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67 | this->loadParams(root); |
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68 | } |
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69 | |
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70 | /** |
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71 | * destroys a Trail |
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72 | */ |
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73 | Trail::~Trail () |
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74 | { |
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75 | if (this->material) |
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76 | delete this->material; |
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77 | delete this->nodeList; |
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78 | } |
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79 | |
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80 | |
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81 | /** |
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82 | * initializes the Trail |
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83 | */ |
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84 | void Trail::init() |
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85 | { |
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86 | this->registerObject(this, Trail::_objectList); |
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87 | this->setName("Trail"); |
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88 | |
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89 | this->material = new Material(); |
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90 | this->material->setIllum(3); |
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91 | this->material->setDiffuse(1.0,1.0,1.0); |
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92 | this->material->setSpecular(0.0,0.0,0.0); |
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93 | this->material->setAmbient(1.0, 1.0, 1.0); |
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94 | |
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95 | this->setAbsCoor(0, 0, 0); |
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96 | this->setVisibiliy(true); |
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97 | |
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98 | this->nodeList[0] = (this->getAbsCoor()); |
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99 | //PRINTF(0)("Trail data: N%i (%f,%f,%f)",0,this->getAbsCoor().x,this->getAbsCoor().y,this->getAbsCoor().z); |
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100 | for( int i = 1; i < sections; i++) |
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101 | { |
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102 | this->nodeList[i] = (this->getAbsCoor());// - (((this->getParent()->getAbsDir().apply(Vector(1,1,1))).getNormalized() * (i * this->maxLength / sections)))); |
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103 | //PRINTF(0)(" N%i (%f,%f,%f)",i,this->nodeList[i].x,this->nodeList[i].y,this->nodeList[i].z); |
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104 | } |
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105 | //PRINTF(0)("\n"); |
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106 | } |
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107 | |
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108 | |
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109 | /** |
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110 | * load params |
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111 | * @param root TiXmlElement object |
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112 | */ |
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113 | void Trail::loadParams(const TiXmlElement* root) |
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114 | { |
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115 | WorldEntity::loadParams( root); |
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116 | } |
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117 | |
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118 | /** |
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119 | * sets the material to load |
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120 | * @param textureFile The texture-file to load |
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121 | */ |
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122 | void Trail::setTexture(const std::string& textureFile) |
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123 | { |
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124 | this->material->setDiffuseMap(textureFile); |
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125 | } |
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126 | |
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127 | |
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128 | /** |
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129 | * ticks the Trail |
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130 | * @param dt the time to ticks |
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131 | */ |
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132 | void Trail::tick(float dt) |
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133 | { |
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134 | // Update node positions |
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135 | float len = 0; |
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136 | float secLen = this->maxLength / this->sections; |
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137 | this->nodeList[0] = this->getAbsCoor(); |
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138 | this->nodeList[1] = this->getAbsCoor() - ((this->getParent()->getAbsDir().apply(Vector(1,0,0))).getNormalized() * this->maxLength / sections); |
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139 | for(int i = 2; i < this->sections; i++) |
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140 | { |
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141 | len = (this->nodeList[i-1] - this->nodeList[i]).len(); |
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142 | if( secLen < len) len = secLen; |
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143 | this->nodeList[i] = this->nodeList[i-1] - (this->nodeList[i-1] - this->nodeList[i]).getNormalized()*len; |
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144 | } |
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145 | } |
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146 | |
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147 | |
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148 | /** |
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149 | * draws the trail |
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150 | * the trail has a cone shape |
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151 | */ |
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152 | void Trail::draw() const |
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153 | { |
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154 | if(!this->isVisible()) |
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155 | return; |
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156 | |
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157 | Vector* Q = new Vector[4]; |
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158 | Vector targ; |
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159 | Vector now, later; |
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160 | float fact = 1.0/this->sections; |
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161 | float radzero, radone; |
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162 | |
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163 | glPushAttrib(GL_ENABLE_BIT); |
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164 | |
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165 | glPushMatrix(); |
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166 | //glMatrixMode(GL_MODELVIEW); |
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167 | //glLoadIdentity(); |
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168 | /* |
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169 | glEnable(GL_BLEND); |
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170 | glBlendFunc(GL_SRC_ALPHA,GL_ONE); |
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171 | glDisable( GL_ALPHA_TEST);*/ |
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172 | |
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173 | glTranslatef(-this->getAbsCoor().x,-this->getAbsCoor().y,-this->getAbsCoor().z); |
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174 | glScalef(1,1,1); |
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175 | this->material->select(); |
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176 | |
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177 | //float alphaStep = 1.0 / this->sections; |
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178 | |
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179 | glBegin(GL_TRIANGLE_STRIP); |
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180 | |
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181 | // Alpha goes from 1.0 to 0.4 -> alphastep = .6 / this->sections |
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182 | for( int i = 1; i < this->sections-1; i++) |
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183 | { |
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184 | radone = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); |
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185 | radzero = this->radius * (1.0-(i+1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); |
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186 | |
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187 | now = this->nodeList[i]; |
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188 | later = this->nodeList[i+1]; |
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189 | if( i == 0) |
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190 | targ = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); |
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191 | else |
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192 | targ = (this->getAbsCoor() - now).getNormalized(); |
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193 | |
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194 | // horizontal polygon |
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195 | Q[0] = now + Vector(0,radone,0) ; |
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196 | Q[3] = now + Vector(0,-radone,0) ; |
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197 | |
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198 | glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z); |
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199 | glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z); |
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200 | |
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201 | if( i == this->sections - 1) |
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202 | { |
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203 | |
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204 | Q[1] = later + Vector(0,radzero,0) ; |
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205 | Q[2] = later + Vector(0,-radzero,0) ; |
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206 | glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z); |
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207 | glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z); |
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208 | } |
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209 | |
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210 | |
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211 | } |
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212 | glEnd(); |
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213 | glBegin(GL_TRIANGLE_STRIP); |
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214 | for( int i = this->sections-1; i > 0; i--) |
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215 | { |
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216 | radone = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); |
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217 | radzero = this->radius * (1.0-(i-1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); |
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218 | |
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219 | now = this->nodeList[i]; |
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220 | later = this->nodeList[i-1]; |
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221 | if( i == 0) |
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222 | targ = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); |
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223 | else |
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224 | targ = (this->getAbsCoor() - now).getNormalized(); |
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225 | |
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226 | // horizontal polygon |
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227 | Q[0] = now + Vector(0,radone,0) ; |
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228 | Q[3] = now + Vector(0,-radone,0) ; |
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229 | |
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230 | glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z+0.01f); |
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231 | glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z+0.01f); |
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232 | |
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233 | if( i == 1) |
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234 | { |
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235 | Q[1] = later + Vector(0,radzero,0) ; |
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236 | Q[2] = later + Vector(0,-radzero,0) ; |
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237 | |
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238 | glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z+0.01f); |
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239 | glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z+0.01f); |
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240 | } |
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241 | |
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242 | } |
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243 | glEnd(); |
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244 | |
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245 | |
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246 | glBegin(GL_TRIANGLE_STRIP); |
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247 | for( int i = 1; i < this->sections-1; i++) |
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248 | { |
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249 | radone = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); |
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250 | radzero = this->radius * (1.0-(i+1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); |
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251 | |
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252 | now = this->nodeList[i]; |
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253 | later = this->nodeList[i+1]; |
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254 | if( i == 0) |
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255 | targ = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); |
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256 | else |
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257 | targ = (this->getAbsCoor() - now).getNormalized(); |
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258 | |
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259 | // horizontal polygon |
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260 | Q[0] = now + targ.cross(Vector(0,radone,0)) ; |
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261 | Q[3] = now + targ.cross(Vector(0,-radone,0)) ; |
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262 | |
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263 | glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z); |
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264 | glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z); |
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265 | |
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266 | if( i == this->sections-1) |
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267 | { |
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268 | Q[1] = later + targ.cross(Vector(0,radzero,0)) ; |
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269 | Q[2] = later + targ.cross(Vector(0,-radzero,0)) ; |
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270 | glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z); |
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271 | glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z); |
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272 | } |
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273 | |
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274 | |
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275 | } |
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276 | glEnd(); |
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277 | glBegin(GL_TRIANGLE_STRIP); |
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278 | for( int i = this->sections-1; i > 0; i--) |
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279 | { |
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280 | radone = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); |
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281 | radzero = this->radius * (1.0-(i-1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); |
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282 | |
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283 | now = this->nodeList[i]; |
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284 | later = this->nodeList[i-1]; |
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285 | if( i == 0) |
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286 | targ = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); |
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287 | else |
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288 | targ = (this->getAbsCoor() - now).getNormalized(); |
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289 | |
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290 | // horizontal polygon |
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291 | Q[0] = now + targ.cross(Vector(0,radone,0)) ; |
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292 | Q[3] = now + targ.cross(Vector(0,-radone,0)) ; |
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293 | |
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294 | glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x+0.01f,Q[0].y,Q[0].z); |
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295 | glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x+0.01f,Q[3].y,Q[3].z); |
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296 | |
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297 | if( i == 1) |
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298 | { |
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299 | Q[1] = later + targ.cross(Vector(0,radzero,0)) ; |
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300 | Q[2] = later + targ.cross(Vector(0,-radzero,0)) ; |
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301 | |
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302 | glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x+0.01f,Q[1].y,Q[1].z); |
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303 | glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x+0.01f,Q[2].y,Q[2].z); |
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304 | } |
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305 | |
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306 | } |
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307 | glEnd(); |
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308 | this->material->unselect(); |
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309 | |
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310 | glPopMatrix(); |
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311 | glPopAttrib(); |
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312 | } |
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