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source: orxonox.OLD/trunk/src/world_entities/environments/water.cc @ 7422

Last change on this file since 7422 was 7370, checked in by bensch, 19 years ago

orxonox/trunk: drawLists/tickLists are used, and made some TiXmlElement to const TiXmlElement, also fixed some bugs in the loadWorldEntities-functions from Gameworld and SipleGameMenu

File size: 10.7 KB
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[4597]1/*
[3416]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
[4261]12   main-programmer: Benjamin Grauer
13   co-programmer: ...
[3411]14*/
15
[3590]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
17
[6455]18#include "water.h"
[7193]19#include "util/loading/factory.h"
20#include "util/loading/load_param.h"
[3608]21
[6455]22#include "grid.h"
[6457]23#include "material.h"
[6455]24
[7193]25#include "util/loading/resource_manager.h"
[6467]26#include "shader.h"
27
[6470]28#include "skybox.h"
[6766]29#include "state.h"
[6467]30
[6766]31
[6695]32#include "network_game_manager.h"
[6470]33
[5356]34using namespace std;
[5357]35
[6455]36CREATE_FACTORY(Water, CL_WATER);
[3608]37
[4010]38
[6455]39Water::Water(const TiXmlElement* root)
[4010]40{
[6456]41  this->setClassID(CL_WATER, "Water");
[6457]42  this->toList(OM_ENVIRON);
[6456]43
[6455]44  this->resX = this->resY = 10;
[6458]45  this->sizeX = this->sizeY = 1.0f;
46  this->height = 0.5f;
[6455]47  this->grid = NULL;
[4010]48
[6518]49  this->velocities = NULL;
50  this->viscosity = 5;
[6522]51  this->cohesion = .0000000001;
[6518]52
[6455]53  if (root != NULL)
54    this->loadParams(root);
[6456]55
56  this->rebuildGrid();
[6645]57  this->waterShader = (Shader*)ResourceManager::getInstance()->load("shaders/water.vert", SHADER, RP_GAME, "shaders/water.frag");
[6467]58
[6766]59  // To test the Wave equation
60  //this->wave(5.0,4.0, 1, 10);
[4010]61}
62
[6455]63Water::~Water()
[4261]64{
65}
66
[6455]67void Water::loadParams(const TiXmlElement* root)
[4010]68{
[6455]69  WorldEntity::loadParams(root);
[4620]70
[6455]71  LoadParam(root, "size", this, Water, setSize)
[6684]72  .describe("the size of the WaterSurface")
[7198]73  .defaultValues(1.0f, 1.0f);
[6341]74
[6455]75  LoadParam(root, "resolution", this, Water, setResolution)
[6684]76  .describe("sets the resolution of the water surface")
[7198]77  .defaultValues(10, 10);
[6458]78
79  LoadParam(root, "height", this, Water, setHeight)
[6684]80  .describe("the height of the Waves")
[7198]81  .defaultValues(0.5f);
[4012]82}
[3803]83
[6771]84/**
85 * @brief rebuilds the Grid below the WaterSurface, killing all hight information
86 *
87 * This should be called on all subGrid changes except wave and tick.
88 */
[6455]89void Water::rebuildGrid()
[4012]90{
[6518]91  if (this->velocities != NULL)
92  {
93    assert (this->grid != NULL);
94    for (unsigned int i = 0; i < this->grid->rows(); i++)
95      delete[] this->velocities[i];
96    delete[] this->velocities;
97  }
[6610]98
[6684]99  //   WE DO NOT NEED THIS AS IT IS DONE IN WORLDENTITY->setModel();
100  //   if (this->grid != NULL)
101  //     this->grid = NULL;
[6610]102
[6455]103  this->grid = new Grid(this->sizeX, this->sizeY, this->resX, this->resY);
[6518]104  this->velocities = new float*[this->resX];
105  for (unsigned int i = 0; i < this->grid->rows(); i++)
[6610]106  {
[6518]107    this->velocities[i] = new float[this->resY];
[6610]108    for (unsigned int j = 0; j < this->resY; j++)
109      this->velocities[i][j] = 0.0;
110  }
[6456]111  this->setModel(this->grid, 0);
[6307]112}
[3411]113
[6766]114void Water::wave(float x, float y, float z, float force)
115{
116  unsigned int row = 0, column = 0;
117  if (!this->posToGridPoint( x, z, row, column))
118    return;
119  this->grid->height(row, column) -= force / ((y - this->getAbsCoor().y) +.1);
120}
121
[6771]122/**
123 * after this a rebuild() must be called
124 */
[6455]125void Water::setResolution(unsigned int resX, unsigned int resY)
[3803]126{
[6455]127  this->resX = resX;
128  this->resY = resY;
[3803]129}
130
[6771]131/**
132 * after this a rebuild() must be called
133 */
[6455]134void Water::setSize(float sizeX, float sizeY)
[3803]135{
[6455]136  this->sizeX = sizeX;
137  this->sizeY = sizeY;
[3803]138}
139
[6458]140void Water::setHeight(float height)
141{
142  this->height = height;
143}
144
145
[6771]146/**
147 * @brief calculated the Position in the Grid, this Point is nearest to
148 * @param x, the x-position over the Grid
149 * @param z: the z-Position(or y) over the Grid
150 * @param row returns the row if not out of range
151 * @param column returns the column if not out of range
152 * @returns true if a valid point is found, false if any x or y are out of range
153 */
[6766]154bool Water::posToGridPoint(float x, float z, unsigned int& row, unsigned int& column)
155{
156  float lower = this->getAbsCoor().y - this->sizeY *.5;
157  float left = this->getAbsCoor().x - this->sizeX *.5;
158  if (x > left && x < left + this->sizeX)
159    row = (unsigned int) ((x- left) / this->grid->gridSpacing());
160  else return false;
161  if (z > lower && z < lower + this->sizeY)
162    column = (unsigned int)((z-lower) / this->grid->gridSpacing());
163  else return false;
164  return true;
165}
166
167
[6457]168void Water::draw() const
169{
[6771]170  assert (this->grid != NULL);
[6684]171  {
[7117]172    glPushAttrib(GL_ENABLE_BIT);
173    glEnable(GL_TEXTURE_2D);
[6771]174    glMatrixMode(GL_MODELVIEW);
175    glPushMatrix();
[6470]176
[6771]177    /* translate */
178    glTranslatef (this->getAbsCoor ().x,
179                  this->getAbsCoor ().y,
180                  this->getAbsCoor ().z);
181    Vector tmpRot = this->getAbsDir().getSpacialAxis();
182    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[6523]183
[7042]184     if (State::getSkyBox())
185     {
186       glBindTexture(GL_TEXTURE_2D, State::getSkyBox()->getTexture(SKY_RIGHT));
187       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
[6771]188
[7042]189       glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
190       glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
191       glEnable(GL_TEXTURE_GEN_S);
192       glEnable(GL_TEXTURE_GEN_T);
193     }
194     glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
195
196//    SkyBox::enableCubeMap();
[6771]197    this->grid->draw();
[6684]198    // this->waterShader->activateShader();
199    //  this->waterMaterial->select();
200    //Shader::deactivateShader();
[6523]201
[6860]202    SkyBox::disableCubeMap();
[7043]203    glDisable(GL_TEXTURE_GEN_S);
204    glDisable(GL_TEXTURE_GEN_T);
[6803]205
[6780]206    glPopMatrix();
[7117]207    glPopAttrib();
[6684]208  }
[6457]209}
[6456]210
211void Water::tick(float dt)
212{
[7370]213  ObjectManager::EntityList entityList = State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ);
214  ObjectManager::EntityList::iterator entity = entityList.begin();
[6766]215  while (entity != entityList.end())
216  {
217    this->wave((*entity)->getAbsCoor(), 10.0*dt);
218    entity++;
219  }
220
221
[6680]222  if (unlikely(this->velocities == NULL))
223    return;
[6684]224  /*
225      THE OLD USELESS ALGORITHM
226    phase += dt *.1;
227    for (unsigned int i = 0; i < this->grid->rows(); i++)
[6457]228    {
[6684]229      for (unsigned int j = 0; j < this->grid->columns(); j++)
230      {
231        this->grid->height(i,j) = this->height*sin(((float)i/(float)this->grid->rows() *phase)+
232            this->height*cos((float)j/(float)this->grid->columns()) * phase * 2.0);
233      }
[6457]234    }
[6684]235    this->grid->rebuildNormals(this->height);*/
[6518]236
237
238  unsigned int i, j;
239  float u;
240
241  // wave/advection
242  // calc movement
[6684]243  for(j = 1; j < this->grid->rows() - 1; j++)
244  {
245    for(i = 1; i < this->grid->columns() - 1; i++)
246    {
[6518]247      u =  this->grid->height(i+1,j)+ this->grid->height(i-1, j) +
[6684]248           this->grid->height(i, j+1) + this->grid->height(i, j-1) -
249           4 * this->grid->height(i, j);
[6518]250      this->velocities[i][j] += dt * this->viscosity * this->viscosity * u / this->height;
[6766]251      this->grid->height(i, j) += dt * this->velocities[i][j]  /* + dt * this->cohesion * u / this->height;*/;
252      this->grid->height(i, j) *= .99;
[6518]253    }
254  }
[6684]255  // boundraries
256  for (j = 0; j < this->grid->rows(); j++)
257  {
258    this->grid->height(0,j) = this->grid->height(1,j);
259    this->grid->height(this->grid->rows()-1,j) = this->grid->height(this->grid->rows()-2, j);
260  }
261  for (i = 0; i < this->grid->rows(); i++)
262  {
263    this->grid->height(i,0) = this->grid->height(i,1);
264    this->grid->height(i,this->grid->columns()-1) = this->grid->height(i, this->grid->columns()-2);
265  }
[6756]266  /*
267  for(j = 1; j < this->grid->rows() - 1; j++) {
[6684]268      for(i = 1; i < this->grid->columns() - 1; i++) {
269        this->grid->height(i, j) += dt * this->velocities[i][j];
270      }
271    }*/
[6518]272
273  // calc normals
[6684]274  //   float l[3];
275  //   float m[3];
276  //   for(j = 1; j < this->grid->rows() -1; j++) {
277  //     for(i = 1; i < this->grid->columns() - 1; i++) {
278  //       l[0] = this->grid->vertexG(i, j-1).x - this->grid->vertexG(i, j+1).x;
279  //       l[1] = this->grid->vertexG(i, j-1).y - this->grid->vertexG(i, j+1).y;
280  //       l[2] = this->grid->vertexG(i, j-1).z - this->grid->vertexG(i, j+1).z;
281  //       m[0] = this->grid->vertexG(i-1,j).x - this->grid->vertexG(i+1, j).x;
282  //       m[1] = this->grid->vertexG(i-1,j).y - this->grid->vertexG(i+1, j).y;
283  //       m[2] = this->grid->vertexG(i-1,j).z - this->grid->vertexG(i+1, j).z;
284  //       this->grid->normalG(i, j).x = l[1] * m[2] - l[2] * m[1];
285  //       this->grid->normalG(i, j).y = l[2] * m[0] - l[0] * m[2];
286  //       this->grid->normalG(i, j).z = l[0] * m[1] - l[1] * m[0];
287  //     }
288  //   }
[6519]289  this->grid->rebuildNormals(this->height);
[6456]290}
[6695]291
292
293/**
294 * Writes data from network containing information about the state
295 * @param data pointer to data
296 * @param length length of data
297 * @param sender hostID of sender
298 */
299int Water::writeBytes( const byte * data, int length, int sender )
300{
301  setRequestedSync( false );
302  setIsOutOfSync( false );
303
304  SYNCHELP_READ_BEGIN();
305
[6815]306  SYNCHELP_READ_FKT( Water::writeState, NWT_WAT_STATE );
[6695]307
308  return SYNCHELP_READ_N;
309}
310
311
312/**
313 * data copied in data will bee sent to another host
314 * @param data pointer to data
315 * @param maxLength max length of data
316 * @return the number of bytes writen
317 */
318int Water::readBytes( byte * data, int maxLength, int * reciever )
319{
320  SYNCHELP_WRITE_BEGIN();
321
322  if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() )
323  {
324    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
325    setRequestedSync( true );
326  }
327
328  int rec = this->getRequestSync();
329  if ( rec > 0 )
330  {
331    *reciever = rec;
[6815]332    SYNCHELP_WRITE_FKT( Water::readState, NWT_WAT_STATE );
[6695]333  }
334
335  *reciever = 0;
336  return SYNCHELP_WRITE_N;
337}
338
339
340
341/**
342 * data copied in data will bee sent to another host
343 * @param data pointer to data
344 * @param maxLength max length of data
345 * @return the number of bytes writen
346 */
347int Water::readState( byte * data, int maxLength )
348{
349  SYNCHELP_WRITE_BEGIN();
350
[6815]351  SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_WAT_WE_STATE );
[6695]352
353  // sync the size
[6815]354  SYNCHELP_WRITE_FLOAT( this->sizeX, NWT_WAT_SIZEX );
355  SYNCHELP_WRITE_FLOAT( this->sizeY, NWT_WAT_SIZEY );
[6695]356
357  //sync resolution
[6815]358  SYNCHELP_WRITE_INT( this->resX, NWT_WAT_RESX );
359  SYNCHELP_WRITE_INT( this->resY, NWT_WAT_RESY );
[6695]360
361  //sync the height
[6815]362  SYNCHELP_WRITE_FLOAT( this->height, NWT_WAT_HEIGHT );
[6695]363
364  return SYNCHELP_WRITE_N;
365}
366
367
368/**
369 * Writes data from network containing information about the state
370 * @param data pointer to data
371 * @param length length of data
372 * @param sender hostID of sender
373 */
374int Water::writeState( const byte * data, int length, int sender )
375{
376  SYNCHELP_READ_BEGIN();
377
[6815]378  SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_WAT_WE_STATE );
[6695]379
380  float f1, f2;
381  int i1, i2;
382
383  //read the size
[6815]384  SYNCHELP_READ_FLOAT( f1, NWT_WAT_SIZEX );
385  SYNCHELP_READ_FLOAT( f2, NWT_WAT_SIZEY );
[6695]386  this->sizeX = f1;
387  this->sizeY = f2;
388  PRINTF(0)("Setting Water to size: %f x %f\n", f1, f2);
389
390  //read the resolution
[6815]391  SYNCHELP_READ_INT( i1, NWT_WAT_RESX );
392  SYNCHELP_READ_INT( i2, NWT_WAT_RESY );
[6695]393  this->resX = i1;
394  this->resY = i2;
395  PRINTF(0)("Setting Water to resolution: %i x %i\n", i1, i2);
396
397  //read the height
[6815]398  SYNCHELP_READ_FLOAT( f1, NWT_WAT_HEIGHT );
[6695]399  this->height = f1;
400
401  this->rebuildGrid();
402
403  return SYNCHELP_READ_N;
404}
405
406
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