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source: orxonox.OLD/trunk/src/world_entities/terrain.cc @ 5337

Last change on this file since 5337 was 5308, checked in by bensch, 19 years ago

orxonox/trunk: Fixed a reversive BUG in the ResourceManager:
Since resources, that depend on each other are loaded left tgo right they must be unlinked right to left… this cost me 3 hours.
What a luck i found this :)

File size: 8.0 KB
RevLine 
[4597]1/*
[1853]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.
[1855]10
11   ### File Specific:
[3565]12   main-programmer: Benjamin Grauer
[1855]13   co-programmer: ...
[1853]14*/
15
16
[3559]17#include "terrain.h"
[4607]18
[3677]19#include "model.h"
[3608]20#include "vector.h"
[3559]21#include "glincl.h"
[1853]22
[4607]23#include "factory.h"
24#include "load_param.h"
[5143]25#include "resource_manager.h"
[4842]26#include "spatial_separation.h"
27
[1856]28using namespace std;
[1853]29
[4607]30CREATE_FACTORY(Terrain);
[1856]31
[3245]32/**
[4836]33 *  standard constructor
[3559]34
[3245]35*/
[4607]36Terrain::Terrain (const TiXmlElement* root)
[3365]37{
[3564]38  this->init();
[4607]39  this->loadParams(root);
[4844]40
[5308]41//  if (this->model != NULL)
42    //this->ssp = new SpatialSeparation((AbstractModel*)this->model, 10.0f);
[3365]43}
[1853]44
[4855]45
[3564]46/**
[4836]47 *  Constructor for loading a Terrain out of a file
48 * @param fileName The file to load data from.
[4597]49
[3566]50   this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found.
51*/
[4597]52Terrain::Terrain(const char* fileName)
[3566]53{
54  this->init();
55
[5308]56  if (!strcasestr(fileName, ".obj") )
[3566]57    {
[5308]58      this->loadModel(fileName);
[3566]59    }
60  else
61    {
62      // load the hightMap here.
63    }
64}
65
66/**
[4836]67 *  a Constructor for the Debug-Worlds
[5308]68 */
[3564]69Terrain::Terrain(DebugTerrain debugTerrain)
70{
71  this->init();
72  this->buildDebugTerrain(debugTerrain);
73}
74
[3245]75/**
[4836]76 *  standard deconstructor
[1853]77
[3245]78*/
[4746]79Terrain::~Terrain ()
[3543]80{
[3564]81  if (objectList)
82    glDeleteLists(this->objectList, 1);
[4889]83  if( this->ssp)
84    delete ssp;
[3543]85}
[1853]86
[3245]87
[4746]88void Terrain::init()
[3559]89{
[4320]90  this->setClassID(CL_TERRAIN, "Terrain");
[4597]91
[4136]92  this->objectList = 0;
[5308]93  this->ssp = NULL;
[3559]94}
95
[4924]96
[4607]97void Terrain::loadParams(const TiXmlElement* root)
98{
99  static_cast<WorldEntity*>(this)->loadParams(root);
[3559]100
[4607]101  //LoadParam<Terrain>(root, "DebugTerrain",  );
102}
103
[3559]104void Terrain::draw ()
[4597]105{
[3559]106  glMatrixMode(GL_MODELVIEW);
107  glPushMatrix();
[4597]108
[3559]109  /* translate */
[4597]110  glTranslatef (this->getAbsCoor ().x,
111                this->getAbsCoor ().y,
112                this->getAbsCoor ().z);
[3559]113  /* rotate */
[4998]114  Vector tmpRot = this->getAbsDir().getSpacialAxis();
115  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3559]116
[4136]117  if (this->objectList)
118    glCallList(this->objectList);
119  else if (this->model)
120    this->model->draw();
[3559]121  glPopMatrix();
[4904]122
[4924]123  /* THIS IS ONLY FOR DEBUGGING INFORMATION */
[5308]124  if (this->ssp != NULL)
125    this->ssp->drawQuadtree();
[3559]126}
[3564]127
128
129void Terrain::buildDebugTerrain(DebugTerrain debugTerrain)
130{
131  // if the terrain is the Terrain of Dave
132  if (debugTerrain == TERRAIN_DAVE)
133    {
134      objectList = glGenLists(1);
135      glNewList (objectList, GL_COMPILE);
[4597]136
[3564]137      glColor3f(1.0,0,0);
[4597]138
[3564]139      int sizeX = 100;
140      int sizeZ = 80;
141      float length = 1000;
142      float width = 200;
143      float widthX = float (length /sizeX);
144      float widthZ = float (width /sizeZ);
[4597]145
[3564]146      float height [sizeX][sizeZ];
147      Vector normal_vectors[sizeX][sizeZ];
[4597]148
149
[3564]150      for ( int i = 0; i<sizeX-1; i+=1)
[4597]151        for (int j = 0; j<sizeZ-1;j+=1)
152          //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
[3564]153#ifdef __WIN32__
[4597]154          height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
[3564]155#else
156      height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
157#endif
[4597]158
[3564]159      //Die Huegel ein wenig glaetten
160      for (int h=1; h<2;h++)
[4597]161        for (int i=1;i<sizeX-2 ;i+=1 )
162          for(int j=1;j<sizeZ-2;j+=1)
163            height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
164
[3564]165      //Berechnung von normalen Vektoren
166      for(int i=1;i<sizeX-2;i+=1)
[4597]167        for(int j=1;j<sizeZ-2 ;j+=1)
168          {
169            Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
170            Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
171            Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
172            Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
173            Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
174
175            Vector c1 = v2 - v1;
176            Vector c2 = v3 - v1;
177            Vector c3=  v4 - v1;
178            Vector c4 = v5 - v1;
179            Vector zero = Vector (0,0,0);
180            normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
181            normal_vectors[i][j].normalize();
182          }
183
[3564]184      glBegin(GL_QUADS);
185      int snowheight=3;
186      for ( int i = 0; i<sizeX; i+=1)
[4597]187        for (int j = 0; j<sizeZ;j+=1)
188          {
189            Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
190            Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
191            Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
192            Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
193            float a[3];
194            if(height[i][j]<snowheight){
195              a[0]=0;
196              a[1]=1.0-height[i][j]/10-.3;
197              a[2]=0;
198              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
199            }
200            else{
201              a[0]=1.0;
202              a[1]=1.0;
203              a[2]=1.0;
204              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
205
206            }
207            glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
208            glVertex3f(v1.x, v1.y, v1.z);
209            if(height[i+1][j]<snowheight){
210              a[0]=0;
211              a[1] =1.0-height[i+1][j]/10-.3;
212              a[2]=0;
213              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
214            }
215            else{
216              a[0]=1.0;
217              a[1]=1.0;
218              a[2]=1.0;
219              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
220
221            }
222            glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
223            glVertex3f(v2.x, v2.y, v2.z);
224            if(height[i+1][j+1]<snowheight){
225              a[0]=0;
226              a[1] =1.0-height[i+1][j+1]/10-.3;
227              a[2]=0;
228              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
229            }
230            else{
231              a[0]=1.0;
232              a[1]=1.0;
233              a[2]=1.0;
234              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
235
236
237            }
238            glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
239            glVertex3f(v3.x, v3.y, v3.z);
240            if(height[i][j+1]<snowheight){
241              a[0]=0;
242              a[1] =1.0-height[i+1][j+1]/10-.3;
243              a[2]=0;
244              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
245            }
246            else{
247              a[0]=1.0;
248              a[1]=1.0;
249              a[2]=1.0;
250              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
251            }
252            glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
253            glVertex3f(v4.x, v4.y, v4.z);
254
255          }
[3564]256      glEnd();
257      glEndList();
258    }
259
260  if (debugTerrain == TERRAIN_BENSCH)
261    {
262      /*
[4597]263        this->model = (OBJModel*) new Model();
[3564]264      this->model->setName("CUBE");
265      this->model->addVertex (-0.5, -0.5, 0.5);
266      this->model->addVertex (0.5, -0.5, 0.5);
267      this->model->addVertex (-0.5, 0.5, 0.5);
268      this->model->addVertex (0.5, 0.5, 0.5);
269      this->model->addVertex (-0.5, 0.5, -0.5);
270      this->model->addVertex (0.5, 0.5, -0.5);
271      this->model->addVertex (-0.5, -0.5, -0.5);
272      this->model->addVertex (0.5, -0.5, -0.5);
[4597]273
[3564]274      this->model->addVertexTexture (0.0, 0.0);
275      this->model->addVertexTexture (1.0, 0.0);
276      this->model->addVertexTexture (0.0, 1.0);
277      this->model->addVertexTexture (1.0, 1.0);
278      this->model->addVertexTexture (0.0, 2.0);
279      this->model->addVertexTexture (1.0, 2.0);
280      this->model->addVertexTexture (0.0, 3.0);
281      this->model->addVertexTexture (1.0, 3.0);
282      this->model->addVertexTexture (0.0, 4.0);
283      this->model->addVertexTexture (1.0, 4.0);
284      this->model->addVertexTexture (2.0, 0.0);
285      this->model->addVertexTexture (2.0, 1.0);
286      this->model->addVertexTexture (-1.0, 0.0);
287      this->model->addVertexTexture (-1.0, 1.0);
288
289      this->model->finalize();
290      */
291    }
292}
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