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source: orxonox.OLD/trunk/src/world_entities/terrain.cc @ 7956

Last change on this file since 7956 was 7954, checked in by patrick, 18 years ago

trunk: merged the network branche back to trunk.

File size: 11.6 KB
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[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*/
[5357]15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
[1853]16
17
[3559]18#include "terrain.h"
[4607]19
[7193]20#include "util/loading/load_param.h"
21#include "util/loading/factory.h"
[4842]22#include "spatial_separation.h"
23
[7193]24#include "util/loading/resource_manager.h"
[5511]25#include "model.h"
[6341]26#include "network_game_manager.h"
[5465]27
[6956]28#include "height_map.h"
29#include "material.h"
[6341]30
[5511]31#include "glincl.h"
32
[6956]33#include "state.h"
34
[1856]35using namespace std;
[1853]36
[5750]37CREATE_FACTORY(Terrain, CL_TERRAIN);
[1856]38
[3245]39/**
[4836]40 *  standard constructor
[5357]41 */
[4607]42Terrain::Terrain (const TiXmlElement* root)
[3365]43{
[3564]44  this->init();
[7055]45
46
[6695]47  if( root != NULL)
48    this->loadParams(root);
[4844]49
[7221]50  //  if (this->model != NULL)
51  //this->ssp = new SpatialSeparation((Model*)this->model, 10.0f);
[3365]52}
[1853]53
[4855]54
[3564]55/**
[4836]56 *  Constructor for loading a Terrain out of a file
57 * @param fileName The file to load data from.
[4597]58
[3566]59   this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found.
60*/
[7221]61Terrain::Terrain(const std::string& fileName)
[3566]62{
63  this->init();
64
[7221]65  if (fileName.rfind(".obj" ) != -1 || fileName.rfind(".OBJ") != -1 )
66  {
67    this->loadModel(fileName);
68  }
[3566]69  else
[7221]70  {
71    // load the hightMap here.
72  }
[3566]73}
74
75/**
[4836]76 *  a Constructor for the Debug-Worlds
[5308]77 */
[3564]78Terrain::Terrain(DebugTerrain debugTerrain)
79{
80  this->init();
81  this->buildDebugTerrain(debugTerrain);
82}
83
[3245]84/**
[4836]85 *  standard deconstructor
[1853]86
[3245]87*/
[4746]88Terrain::~Terrain ()
[3543]89{
[3564]90  if (objectList)
91    glDeleteLists(this->objectList, 1);
[4889]92  if( this->ssp)
93    delete ssp;
[5465]94  if (this->vegetation)
95  {
96    ResourceManager::getInstance()->unload(this->vegetation);
97  }
[6956]98
99  if(this->heightMap)
[7221]100    delete heightMap;
[3543]101}
[1853]102
[3245]103
[4746]104void Terrain::init()
[3559]105{
[4320]106  this->setClassID(CL_TERRAIN, "Terrain");
[6142]107  this->toList(OM_ENVIRON_NOTICK);
[4597]108
[4136]109  this->objectList = 0;
[5308]110  this->ssp = NULL;
[5465]111  this->vegetation = NULL;
[6956]112
113  this->heightMap = NULL;
[7055]114
115  this->heightMapMaterial = new Material();
[3559]116}
117
[4924]118
[4607]119void Terrain::loadParams(const TiXmlElement* root)
120{
[6512]121  WorldEntity::loadParams(root);
[3559]122
[7046]123  LoadParam(root, "scale", this, Terrain, setScale)
[7221]124  .describe("The scale in x,y,z direction");
[7046]125
126  LoadParam(root, "texture", this, Terrain, loadTexture)
[7221]127  .describe("The name of the Texture for this heightMap");
[7046]128
[5671]129  LoadParam(root, "vegetation", this, Terrain, loadVegetation)
[7221]130  .describe("the fileName of the vegetation, that should be loaded onto this terrain. (must be relative to the data-dir)") ;
[6956]131
132  LoadParam(root, "height-map", this, Terrain, loadHeightMap)
[7221]133  .describe("The HeightMap, splitted into two strings seperated by ','. 1: HeighMap, 2: ColorMap");
[6956]134
[7046]135}
[6956]136
[7046]137void Terrain::setScale(float x, float y, float z)
138{
139  this->terrainScale = Vector(x, y, z);
[4607]140}
141
[7221]142void Terrain::loadHeightMap(const std::string& heightMapFile, const std::string& colorMap)
[6956]143{
144  if (this->heightMap != NULL)
145    delete this->heightMap;
146  this->heightMap = NULL;
147
[7221]148  std::string hmName = ResourceManager::getFullName(heightMapFile);
149  std::string hmColorName = ResourceManager::getFullName(colorMap);
[6956]150
151
152  this->heightMap = new HeightMap(hmName, hmColorName);
[7221]153  //   heightMap->scale(Vector(43.0f,4.7f,43.0f));
[7046]154  heightMap->scale(this->terrainScale);
[6956]155  heightMap->setAbsCoor(this->getAbsCoor());
156  heightMap->load();
157}
158
159
[7221]160void Terrain::loadTexture(const std::string& textureName)
[6956]161{
[7221]162  PRINTF(4)("Load texture: %s\n", textureName.c_str());
[7046]163
[7221]164  heightMapMaterial->setDiffuse(1.0,1.0,1.0);
165  heightMapMaterial->setAmbient(1.0,1.0,1.0 );
166  heightMapMaterial->setSpecular(1.0,1.0,1.0);
167  heightMapMaterial->setShininess(.5);
168  heightMapMaterial->setTransparency(1.0);
[6956]169
[7221]170  heightMapMaterial->setDiffuseMap(textureName);
171  //   heightMapMaterial->setAmbientMap(textureName);
172  //   heightMapMaterial->setSpecularMap(textureName);
[6956]173}
174
175
176
[7221]177void Terrain::loadVegetation(const std::string& vegetationFile)
[5465]178{
[7221]179  PRINTF(4)("loadVegetation: %s\n", vegetationFile.c_str());
[5465]180  if (this->vegetation)
181    ResourceManager::getInstance()->unload(this->vegetation, RP_LEVEL);
[7221]182  if (!vegetationFile.empty())
[5465]183  {
[7221]184    PRINTF(4)("fetching %s\n", vegetationFile.c_str());
[7193]185    this->vegetation = dynamic_cast<Model*>(ResourceManager::getInstance()->load(vegetationFile, OBJ, RP_CAMPAIGN));
[5465]186  }
187  else
188    this->vegetation = NULL;
189}
190
191
192
[6956]193
194
[5500]195void Terrain::draw () const
[4597]196{
[3559]197  glPushMatrix();
[4597]198
[3559]199  /* translate */
[4597]200  glTranslatef (this->getAbsCoor ().x,
201                this->getAbsCoor ().y,
202                this->getAbsCoor ().z);
[3559]203  /* rotate */
[7221]204  // Vector tmpRot = this->getAbsDir().getSpacialAxis();
[6956]205  //glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3559]206
[4136]207  if (this->objectList)
208    glCallList(this->objectList);
[5994]209  else if (this->getModel())
210    this->getModel()->draw();
[7046]211
[5465]212  if (this->vegetation)
213    this->vegetation->draw();
[6956]214
[7046]215  if( this->heightMap)
216  {
217    this->heightMapMaterial->select();
218
219    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
220    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
221    this->heightMap->draw();
222  }
[3559]223  glPopMatrix();
[4904]224
[6956]225
[7221]226  /*
227    glMatrixMode(GL_MODELVIEW);
228    glPushMatrix();
229    glLoadIdentity();
230    Vector camera =   State::getCameraNode()->getAbsCoor(); // Go on here ..........!!!
[6956]231
[7221]232    float height =    heightMap->getHeight(camera.x, camera.z);
[6956]233
[7221]234    glEnable (GL_COLOR_MATERIAL) ;
235    glBegin(GL_QUADS);            // Draw The Cube Using quads
236    glColor3f(0.0f,1.0f,0.0f);  // Color Blue
237    glVertex3f(camera.x + 63.0f,Terrain->getHeight(camera.x+63.0f, camera.z-10.0f)+13.0f,camera.z-10.0f);      // Top Right Of The Quad (Top)
238    glVertex3f(camera.x-63.0f, getHeight(camera.x+63.0f, camera.z-10.0f)+13.0f,camera.z-10.0f);      // Top Left Of The Quad (Top)
239    glVertex3f(camera.x-63.0f, getHeight(camera.x+63.0f, camera.z+10.0f)+13.0f, camera.z+10.0f);      // Bottom Left Of The Quad (Top)
240    glVertex3f(camera.x+ 63.0f, getHeight(camera.x+63.0f, camera.z+10.0f)+13.0f, camera.z+10.0f);      // Bottom Right Of The Quad (Top)
241    glEnd();                      // End Drawing The Plan
[6956]242
[7221]243    glPopMatrix();*/
[6956]244
245
[7221]246  /* THIS IS ONLY FOR DEBUGGING INFORMATION */
[5308]247  if (this->ssp != NULL)
248    this->ssp->drawQuadtree();
[3559]249}
[3564]250
251
252void Terrain::buildDebugTerrain(DebugTerrain debugTerrain)
253{
254  // if the terrain is the Terrain of Dave
255  if (debugTerrain == TERRAIN_DAVE)
[7221]256  {
257    objectList = glGenLists(1);
258    glNewList (objectList, GL_COMPILE);
[4597]259
[7221]260    glColor3f(1.0,0,0);
[4597]261
[7221]262    int sizeX = 100;
263    int sizeZ = 80;
264    float length = 1000;
265    float width = 200;
266    float widthX = float (length /sizeX);
267    float widthZ = float (width /sizeZ);
[4597]268
[7221]269    float height [sizeX][sizeZ];
270    Vector normal_vectors[sizeX][sizeZ];
[4597]271
272
[7221]273    for ( int i = 0; i<sizeX-1; i+=1)
274      for (int j = 0; j<sizeZ-1;j+=1)
275        //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
[3564]276#ifdef __WIN32__
[7221]277        height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
[3564]278#else
[7221]279        height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
[3564]280#endif
[4597]281
[7221]282    //Die Huegel ein wenig glaetten
283    for (int h=1; h<2;h++)
284      for (int i=1;i<sizeX-2 ;i+=1 )
285        for(int j=1;j<sizeZ-2;j+=1)
286          height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
[4597]287
[7221]288    //Berechnung von normalen Vektoren
289    for(int i=1;i<sizeX-2;i+=1)
290      for(int j=1;j<sizeZ-2 ;j+=1)
291      {
292        Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
293        Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
294        Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
295        Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
296        Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
[4597]297
[7221]298        Vector c1 = v2 - v1;
299        Vector c2 = v3 - v1;
300        Vector c3=  v4 - v1;
301        Vector c4 = v5 - v1;
302        Vector zero = Vector (0,0,0);
303        normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
304        normal_vectors[i][j].normalize();
305      }
[4597]306
[7221]307    glBegin(GL_QUADS);
308    int snowheight=3;
309    for ( int i = 0; i<sizeX; i+=1)
310      for (int j = 0; j<sizeZ;j+=1)
311      {
312        Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
313        Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
314        Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
315        Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
316        float a[3];
317        if(height[i][j]<snowheight)
318        {
319          a[0]=0;
320          a[1]=1.0-height[i][j]/10-.3;
321          a[2]=0;
322          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
323        }
324        else
325        {
326          a[0]=1.0;
327          a[1]=1.0;
328          a[2]=1.0;
329          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
[4597]330
[7221]331        }
332        glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
333        glVertex3f(v1.x, v1.y, v1.z);
334        if(height[i+1][j]<snowheight)
335        {
336          a[0]=0;
337          a[1] =1.0-height[i+1][j]/10-.3;
338          a[2]=0;
339          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
340        }
341        else
342        {
343          a[0]=1.0;
344          a[1]=1.0;
345          a[2]=1.0;
346          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
[4597]347
[7221]348        }
349        glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
350        glVertex3f(v2.x, v2.y, v2.z);
351        if(height[i+1][j+1]<snowheight)
352        {
353          a[0]=0;
354          a[1] =1.0-height[i+1][j+1]/10-.3;
355          a[2]=0;
356          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
357        }
358        else
359        {
360          a[0]=1.0;
361          a[1]=1.0;
362          a[2]=1.0;
363          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
[4597]364
365
[7221]366        }
367        glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
368        glVertex3f(v3.x, v3.y, v3.z);
369        if(height[i][j+1]<snowheight)
370        {
371          a[0]=0;
372          a[1] =1.0-height[i+1][j+1]/10-.3;
373          a[2]=0;
374          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
375        }
376        else
377        {
378          a[0]=1.0;
379          a[1]=1.0;
380          a[2]=1.0;
381          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
382        }
383        glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
384        glVertex3f(v4.x, v4.y, v4.z);
[4597]385
[7221]386      }
387    glEnd();
388    glEndList();
389  }
[3564]390
391  if (debugTerrain == TERRAIN_BENSCH)
[7221]392  {
393    /*
394      this->model = (OBJModel*) new Model();
395    this->model->setName("CUBE");
396    this->model->addVertex (-0.5, -0.5, 0.5);
397    this->model->addVertex (0.5, -0.5, 0.5);
398    this->model->addVertex (-0.5, 0.5, 0.5);
399    this->model->addVertex (0.5, 0.5, 0.5);
400    this->model->addVertex (-0.5, 0.5, -0.5);
401    this->model->addVertex (0.5, 0.5, -0.5);
402    this->model->addVertex (-0.5, -0.5, -0.5);
403    this->model->addVertex (0.5, -0.5, -0.5);
[4597]404
[7221]405    this->model->addVertexTexture (0.0, 0.0);
406    this->model->addVertexTexture (1.0, 0.0);
407    this->model->addVertexTexture (0.0, 1.0);
408    this->model->addVertexTexture (1.0, 1.0);
409    this->model->addVertexTexture (0.0, 2.0);
410    this->model->addVertexTexture (1.0, 2.0);
411    this->model->addVertexTexture (0.0, 3.0);
412    this->model->addVertexTexture (1.0, 3.0);
413    this->model->addVertexTexture (0.0, 4.0);
414    this->model->addVertexTexture (1.0, 4.0);
415    this->model->addVertexTexture (2.0, 0.0);
416    this->model->addVertexTexture (2.0, 1.0);
417    this->model->addVertexTexture (-1.0, 0.0);
418    this->model->addVertexTexture (-1.0, 1.0);
[3564]419
[7221]420    this->model->finalize();
421    */
422  }
[3564]423}
[6341]424
[6956]425float Terrain::getHeight(float x, float y)
426{
[7221]427  if(this->heightMap != NULL)
428    return (this->heightMap->getHeight(x, y));
429  return 0;
[6956]430}
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