/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2006 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: David Hasenfratz */ #include "wobblegrid.h" #include "util/loading/load_param.h" #include "util/loading/factory.h" #include "graphics_engine.h" #include "material.h" #include "glincl.h" #include "state.h" #include "grid.h" #include "cameraman.h" #include "camera.h" #include #include "debug.h" ObjectListDefinition(Wobblegrid); CREATE_FACTORY(Wobblegrid); /** * Wobble Grids are grids which "wobble" * Wobbling is realized through fixed center and sin wave outwards * For the beginning the grid will be a 5x5 */ /** * standart constructor */ Wobblegrid::Wobblegrid (const TiXmlElement* root) { this->size = 5; this->init(); if( root) this->loadParams(root); } Wobblegrid::Wobblegrid (int size, const TiXmlElement* root) { this->size = size; this->init(); if( root) this->loadParams(root); } /** * destroys a Wobblegrid */ Wobblegrid::~Wobblegrid () { if (this->material) delete this->material; } /** * initializes the Wobblegrid */ void Wobblegrid::init() { this->registerObject(this, Wobblegrid::_objectList); this->setName("Wobblegrid"); this->material = new Material(); this->material->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); this->setAbsCoor(0, 0, 0); //this->setVisibiliy(true); this->subdivision = 5; this->grid = new Grid( this->size, this->size, this->subdivision, this->subdivision); this->angularSpeed = M_PI; //180; this->setModel(this->grid); this->setUpdateFunction((*sinf)); } /** * load params * @param root TiXmlElement object */ void Wobblegrid::loadParams(const TiXmlElement* root) { /*LoadParam(root, "texture", this->material, Material, setDiffuseMap) .describe("the texture-file to load onto the Wobblegrid"); LoadParam(root, "size", this, Wobblegrid, setSize) .describe("the size of the Wobblegrid in Pixels");*/ } /** * sets the material to load * @param textureFile The texture-file to load */ void Wobblegrid::setTexture(const std::string& textureFile) { this->material->setBlendFunc(GL_SRC_ALPHA,GL_ONE); this->material->setDiffuseMap(textureFile); } /** * ticks the Wobblegrid * @param dt the time to ticks */ void Wobblegrid::tick(float dt) { angle += dt * angularSpeed; if (angle > 2 * M_PI) angle -= 2 * M_PI; //Vector vec; float fac = 1.0 / (this->subdivision - 1); for( int z=1; z < 4; z++) { for( int x=1; x < 4; x++) { //if(x==2 && z == 2) // continue; Vector2D& vec = this->grid->texCoord(z*this->subdivision + x); vec.y = (x * fac + sgn(x-2)*updateWobble(angle)*fac/2.0); vec.x = (z * fac + sgn(z-2)*updateWobble(angle)*fac/2.0); } } //this->grid->finalize(); this->orient(); } /** * draws the billboard */ void Wobblegrid::draw() const { // this->material->select(); // WorldEntity::draw(); // return; if( !this->isVisible()) return; glPushAttrib(GL_ENABLE_BIT); glDisable(GL_LIGHTING); glDisable(GL_FOG); glMatrixMode(GL_MODELVIEW); glPushMatrix(); //glTranslatef(this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z); //glTranslatef(0,0,0); this->material->select(); glDisable(GL_BLEND); glEnable( GL_ALPHA_TEST); glAlphaFunc( GL_GEQUAL, .5); glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); Vector tmpRot = this->getAbsDir().getSpacialAxis(); glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); //Quaternion dir = Quaternion(this->getAbsDir().getSpacialAxisAngle(),view); //this->setAbsDir(dir); //glRotatef(this->angle, 0.0, 0.0, 1.0); this->grid->draw(); glPopMatrix(); glPopAttrib(); } void Wobblegrid::orient() { CameraMan* cman = State::getCameraman(); Camera* c = cman->getCurrentCam(); Vector view = this->getAbsCoor() - c->getAbsCoor(); // view.normalize(); Vector up = Vector(0, 1, 0); // if ( up.dot(view) == 0 ) // up = Vector(1, 0, 0); // if ( up.dot(view) == 0 ) // up = Vector (0, 0, 1); Vector h = up.cross(view.getNormalized()); up = h.cross(view.getNormalized()); Quaternion dir = Quaternion::lookAt( this->getAbsCoor(), this->getAbsCoor() + up, view); // Quaternion dir = Quaternion::lookAt( Vector(), view, up); this->setAbsDir(dir); }