[4597] | 1 | /* |
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[1853] | 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 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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[1855] | 10 | |
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| 11 | ### File Specific: |
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[3565] | 12 | main-programmer: Benjamin Grauer |
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[1855] | 13 | co-programmer: ... |
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[1853] | 14 | */ |
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| 15 | |
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| 16 | |
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[3559] | 17 | #include "terrain.h" |
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[4607] | 18 | |
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[3677] | 19 | #include "model.h" |
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[3608] | 20 | #include "vector.h" |
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[3559] | 21 | #include "glincl.h" |
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[1853] | 22 | |
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[4607] | 23 | #include "factory.h" |
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| 24 | #include "load_param.h" |
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[5143] | 25 | #include "resource_manager.h" |
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[4842] | 26 | #include "spatial_separation.h" |
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| 27 | |
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[1856] | 28 | using namespace std; |
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[1853] | 29 | |
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[4607] | 30 | CREATE_FACTORY(Terrain); |
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[1856] | 31 | |
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[3245] | 32 | /** |
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[4836] | 33 | * standard constructor |
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[3559] | 34 | |
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[3245] | 35 | */ |
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[4607] | 36 | Terrain::Terrain (const TiXmlElement* root) |
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[3365] | 37 | { |
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[3564] | 38 | this->init(); |
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[4607] | 39 | this->loadParams(root); |
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[4844] | 40 | |
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[4889] | 41 | this->ssp = new SpatialSeparation((AbstractModel*)this->model, 10.0f); |
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[3365] | 42 | } |
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[1853] | 43 | |
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[4855] | 44 | |
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[3564] | 45 | /** |
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[4836] | 46 | * Constructor for loading a Terrain out of a file |
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| 47 | * @param fileName The file to load data from. |
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[4597] | 48 | |
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[3566] | 49 | this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found. |
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| 50 | */ |
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[4597] | 51 | Terrain::Terrain(const char* fileName) |
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[3566] | 52 | { |
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| 53 | this->init(); |
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| 54 | |
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| 55 | if (strstr(fileName, ".obj") || strstr(fileName, ".OBJ")) |
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| 56 | { |
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[3677] | 57 | this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_LEVEL); |
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[3566] | 58 | } |
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| 59 | else |
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| 60 | { |
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| 61 | // load the hightMap here. |
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| 62 | } |
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| 63 | } |
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| 64 | |
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| 65 | /** |
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[4836] | 66 | * a Constructor for the Debug-Worlds |
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[1853] | 67 | |
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[4836] | 68 | @todo make it not compileable when not in debug-mode |
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[3564] | 69 | */ |
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| 70 | Terrain::Terrain(DebugTerrain debugTerrain) |
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| 71 | { |
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| 72 | this->init(); |
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| 73 | this->buildDebugTerrain(debugTerrain); |
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| 74 | } |
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| 75 | |
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[3245] | 76 | /** |
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[4836] | 77 | * standard deconstructor |
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[1853] | 78 | |
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[3245] | 79 | */ |
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[4746] | 80 | Terrain::~Terrain () |
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[3543] | 81 | { |
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[3564] | 82 | if (objectList) |
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| 83 | glDeleteLists(this->objectList, 1); |
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[4889] | 84 | if( this->ssp) |
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| 85 | delete ssp; |
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[3543] | 86 | } |
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[1853] | 87 | |
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[3245] | 88 | |
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[4746] | 89 | void Terrain::init() |
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[3559] | 90 | { |
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[4320] | 91 | this->setClassID(CL_TERRAIN, "Terrain"); |
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[4597] | 92 | |
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[4136] | 93 | this->objectList = 0; |
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[3559] | 94 | } |
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| 95 | |
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[4924] | 96 | |
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[4607] | 97 | void Terrain::loadParams(const TiXmlElement* root) |
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| 98 | { |
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| 99 | static_cast<WorldEntity*>(this)->loadParams(root); |
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[3559] | 100 | |
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[4607] | 101 | //LoadParam<Terrain>(root, "DebugTerrain", ); |
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| 102 | } |
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| 103 | |
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[3559] | 104 | void Terrain::draw () |
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[4597] | 105 | { |
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[3559] | 106 | glMatrixMode(GL_MODELVIEW); |
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| 107 | glPushMatrix(); |
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[4597] | 108 | |
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[3559] | 109 | /* translate */ |
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[4597] | 110 | glTranslatef (this->getAbsCoor ().x, |
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| 111 | this->getAbsCoor ().y, |
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| 112 | this->getAbsCoor ().z); |
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[3559] | 113 | /* rotate */ |
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[4998] | 114 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 115 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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[3559] | 116 | |
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[4136] | 117 | if (this->objectList) |
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| 118 | glCallList(this->objectList); |
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| 119 | else if (this->model) |
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| 120 | this->model->draw(); |
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[3559] | 121 | glPopMatrix(); |
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[4904] | 122 | |
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[4924] | 123 | /* THIS IS ONLY FOR DEBUGGING INFORMATION */ |
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[4912] | 124 | this->ssp->drawQuadtree(); |
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[3559] | 125 | } |
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[3564] | 126 | |
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| 127 | |
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| 128 | void Terrain::buildDebugTerrain(DebugTerrain debugTerrain) |
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| 129 | { |
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| 130 | // if the terrain is the Terrain of Dave |
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| 131 | if (debugTerrain == TERRAIN_DAVE) |
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| 132 | { |
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| 133 | objectList = glGenLists(1); |
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| 134 | glNewList (objectList, GL_COMPILE); |
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[4597] | 135 | |
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[3564] | 136 | glColor3f(1.0,0,0); |
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[4597] | 137 | |
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[3564] | 138 | int sizeX = 100; |
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| 139 | int sizeZ = 80; |
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| 140 | float length = 1000; |
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| 141 | float width = 200; |
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| 142 | float widthX = float (length /sizeX); |
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| 143 | float widthZ = float (width /sizeZ); |
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[4597] | 144 | |
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[3564] | 145 | float height [sizeX][sizeZ]; |
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| 146 | Vector normal_vectors[sizeX][sizeZ]; |
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[4597] | 147 | |
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| 148 | |
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[3564] | 149 | for ( int i = 0; i<sizeX-1; i+=1) |
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[4597] | 150 | for (int j = 0; j<sizeZ-1;j+=1) |
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| 151 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; |
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[3564] | 152 | #ifdef __WIN32__ |
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[4597] | 153 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; |
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[3564] | 154 | #else |
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| 155 | height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; |
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| 156 | #endif |
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[4597] | 157 | |
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[3564] | 158 | //Die Huegel ein wenig glaetten |
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| 159 | for (int h=1; h<2;h++) |
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[4597] | 160 | for (int i=1;i<sizeX-2 ;i+=1 ) |
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| 161 | for(int j=1;j<sizeZ-2;j+=1) |
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| 162 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; |
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| 163 | |
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[3564] | 164 | //Berechnung von normalen Vektoren |
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| 165 | for(int i=1;i<sizeX-2;i+=1) |
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[4597] | 166 | for(int j=1;j<sizeZ-2 ;j+=1) |
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| 167 | { |
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| 168 | Vector v1 = Vector (widthX*(1), height[i][j], widthZ*(j) ); |
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| 169 | Vector v2 = Vector (widthX*(i-1), height[i-1][j], widthZ*(j)); |
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| 170 | Vector v3 = Vector (widthX*(i), height[i][j+1], widthZ*(j+1)); |
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| 171 | Vector v4 = Vector (widthX*(i+1), height[i+1][j], widthZ*(j)); |
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| 172 | Vector v5 = Vector (widthX*(i), height[i][j-1], widthZ*(j-1)); |
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| 173 | |
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| 174 | Vector c1 = v2 - v1; |
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| 175 | Vector c2 = v3 - v1; |
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| 176 | Vector c3= v4 - v1; |
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| 177 | Vector c4 = v5 - v1; |
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| 178 | Vector zero = Vector (0,0,0); |
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| 179 | normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4); |
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| 180 | normal_vectors[i][j].normalize(); |
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| 181 | } |
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| 182 | |
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[3564] | 183 | glBegin(GL_QUADS); |
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| 184 | int snowheight=3; |
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| 185 | for ( int i = 0; i<sizeX; i+=1) |
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[4597] | 186 | for (int j = 0; j<sizeZ;j+=1) |
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| 187 | { |
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| 188 | Vector v1 = Vector (widthX*(i), height[i][j]-20, widthZ*(j) -width/2); |
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| 189 | Vector v2 = Vector (widthX*(i+1), height[i+1][j]-20, widthZ*(j) -width/2); |
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| 190 | Vector v3 = Vector (widthX*(i+1), height[i+1][j+1]-20, widthZ*(j+1)-width/2); |
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| 191 | Vector v4 = Vector (widthX*(i), height[i][j+1]-20, widthZ*(j+1)-width/2); |
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| 192 | float a[3]; |
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| 193 | if(height[i][j]<snowheight){ |
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| 194 | a[0]=0; |
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| 195 | a[1]=1.0-height[i][j]/10-.3; |
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| 196 | a[2]=0; |
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| 197 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 198 | } |
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| 199 | else{ |
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| 200 | a[0]=1.0; |
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| 201 | a[1]=1.0; |
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| 202 | a[2]=1.0; |
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| 203 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 204 | |
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| 205 | } |
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| 206 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); |
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| 207 | glVertex3f(v1.x, v1.y, v1.z); |
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| 208 | if(height[i+1][j]<snowheight){ |
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| 209 | a[0]=0; |
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| 210 | a[1] =1.0-height[i+1][j]/10-.3; |
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| 211 | a[2]=0; |
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| 212 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 213 | } |
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| 214 | else{ |
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| 215 | a[0]=1.0; |
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| 216 | a[1]=1.0; |
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| 217 | a[2]=1.0; |
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| 218 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 219 | |
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| 220 | } |
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| 221 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); |
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| 222 | glVertex3f(v2.x, v2.y, v2.z); |
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| 223 | if(height[i+1][j+1]<snowheight){ |
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| 224 | a[0]=0; |
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| 225 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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| 226 | a[2]=0; |
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| 227 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 228 | } |
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| 229 | else{ |
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| 230 | a[0]=1.0; |
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| 231 | a[1]=1.0; |
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| 232 | a[2]=1.0; |
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| 233 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 234 | |
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| 235 | |
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| 236 | } |
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| 237 | glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z); |
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| 238 | glVertex3f(v3.x, v3.y, v3.z); |
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| 239 | if(height[i][j+1]<snowheight){ |
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| 240 | a[0]=0; |
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| 241 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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| 242 | a[2]=0; |
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| 243 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 244 | } |
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| 245 | else{ |
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| 246 | a[0]=1.0; |
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| 247 | a[1]=1.0; |
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| 248 | a[2]=1.0; |
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| 249 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 250 | } |
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| 251 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); |
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| 252 | glVertex3f(v4.x, v4.y, v4.z); |
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| 253 | |
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| 254 | } |
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[3564] | 255 | glEnd(); |
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| 256 | glEndList(); |
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| 257 | } |
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| 258 | |
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| 259 | if (debugTerrain == TERRAIN_BENSCH) |
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| 260 | { |
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| 261 | /* |
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[4597] | 262 | this->model = (OBJModel*) new Model(); |
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[3564] | 263 | this->model->setName("CUBE"); |
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| 264 | this->model->addVertex (-0.5, -0.5, 0.5); |
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| 265 | this->model->addVertex (0.5, -0.5, 0.5); |
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| 266 | this->model->addVertex (-0.5, 0.5, 0.5); |
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| 267 | this->model->addVertex (0.5, 0.5, 0.5); |
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| 268 | this->model->addVertex (-0.5, 0.5, -0.5); |
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| 269 | this->model->addVertex (0.5, 0.5, -0.5); |
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| 270 | this->model->addVertex (-0.5, -0.5, -0.5); |
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| 271 | this->model->addVertex (0.5, -0.5, -0.5); |
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[4597] | 272 | |
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[3564] | 273 | this->model->addVertexTexture (0.0, 0.0); |
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| 274 | this->model->addVertexTexture (1.0, 0.0); |
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| 275 | this->model->addVertexTexture (0.0, 1.0); |
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| 276 | this->model->addVertexTexture (1.0, 1.0); |
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| 277 | this->model->addVertexTexture (0.0, 2.0); |
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| 278 | this->model->addVertexTexture (1.0, 2.0); |
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| 279 | this->model->addVertexTexture (0.0, 3.0); |
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| 280 | this->model->addVertexTexture (1.0, 3.0); |
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| 281 | this->model->addVertexTexture (0.0, 4.0); |
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| 282 | this->model->addVertexTexture (1.0, 4.0); |
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| 283 | this->model->addVertexTexture (2.0, 0.0); |
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| 284 | this->model->addVertexTexture (2.0, 1.0); |
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| 285 | this->model->addVertexTexture (-1.0, 0.0); |
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| 286 | this->model->addVertexTexture (-1.0, 1.0); |
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| 287 | |
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| 288 | this->model->finalize(); |
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| 289 | */ |
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| 290 | } |
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[4597] | 291 | |
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[3564] | 292 | } |
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