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source: orxonox.OLD/trunk/src/world_entities/terrain.cc @ 8123

Last change on this file since 8123 was 8037, checked in by bensch, 19 years ago

trunk: merged the water back
merged with command
svn merge -r7798:HEAD https://svn.orxonox.net/orxonox/branches/water .

conflicts are all resolved

File size: 11.6 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*/
[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);
[8037]108  this->toReflectionList();
[4597]109
[4136]110  this->objectList = 0;
[5308]111  this->ssp = NULL;
[5465]112  this->vegetation = NULL;
[6956]113
114  this->heightMap = NULL;
[7055]115
116  this->heightMapMaterial = new Material();
[3559]117}
118
[4924]119
[4607]120void Terrain::loadParams(const TiXmlElement* root)
121{
[6512]122  WorldEntity::loadParams(root);
[3559]123
[7046]124  LoadParam(root, "scale", this, Terrain, setScale)
[7221]125  .describe("The scale in x,y,z direction");
[7046]126
127  LoadParam(root, "texture", this, Terrain, loadTexture)
[7221]128  .describe("The name of the Texture for this heightMap");
[7046]129
[5671]130  LoadParam(root, "vegetation", this, Terrain, loadVegetation)
[7221]131  .describe("the fileName of the vegetation, that should be loaded onto this terrain. (must be relative to the data-dir)") ;
[6956]132
133  LoadParam(root, "height-map", this, Terrain, loadHeightMap)
[7221]134  .describe("The HeightMap, splitted into two strings seperated by ','. 1: HeighMap, 2: ColorMap");
[6956]135
[7046]136}
[6956]137
[7046]138void Terrain::setScale(float x, float y, float z)
139{
140  this->terrainScale = Vector(x, y, z);
[4607]141}
142
[7221]143void Terrain::loadHeightMap(const std::string& heightMapFile, const std::string& colorMap)
[6956]144{
145  if (this->heightMap != NULL)
146    delete this->heightMap;
147  this->heightMap = NULL;
148
[7221]149  std::string hmName = ResourceManager::getFullName(heightMapFile);
150  std::string hmColorName = ResourceManager::getFullName(colorMap);
[6956]151
152
153  this->heightMap = new HeightMap(hmName, hmColorName);
[7221]154  //   heightMap->scale(Vector(43.0f,4.7f,43.0f));
[7046]155  heightMap->scale(this->terrainScale);
[6956]156  heightMap->setAbsCoor(this->getAbsCoor());
157  heightMap->load();
158}
159
160
[7221]161void Terrain::loadTexture(const std::string& textureName)
[6956]162{
[7221]163  PRINTF(4)("Load texture: %s\n", textureName.c_str());
[7046]164
[7221]165  heightMapMaterial->setDiffuse(1.0,1.0,1.0);
166  heightMapMaterial->setAmbient(1.0,1.0,1.0 );
167  heightMapMaterial->setSpecular(1.0,1.0,1.0);
168  heightMapMaterial->setShininess(.5);
169  heightMapMaterial->setTransparency(1.0);
[6956]170
[7221]171  heightMapMaterial->setDiffuseMap(textureName);
172  //   heightMapMaterial->setAmbientMap(textureName);
173  //   heightMapMaterial->setSpecularMap(textureName);
[6956]174}
175
176
177
[7221]178void Terrain::loadVegetation(const std::string& vegetationFile)
[5465]179{
[7221]180  PRINTF(4)("loadVegetation: %s\n", vegetationFile.c_str());
[5465]181  if (this->vegetation)
182    ResourceManager::getInstance()->unload(this->vegetation, RP_LEVEL);
[7221]183  if (!vegetationFile.empty())
[5465]184  {
[7221]185    PRINTF(4)("fetching %s\n", vegetationFile.c_str());
[7193]186    this->vegetation = dynamic_cast<Model*>(ResourceManager::getInstance()->load(vegetationFile, OBJ, RP_CAMPAIGN));
[5465]187  }
188  else
189    this->vegetation = NULL;
190}
191
192
193
[6956]194
195
[5500]196void Terrain::draw () const
[4597]197{
[3559]198  glPushMatrix();
[4597]199
[3559]200  /* translate */
[4597]201  glTranslatef (this->getAbsCoor ().x,
202                this->getAbsCoor ().y,
203                this->getAbsCoor ().z);
[3559]204  /* rotate */
[7221]205  // Vector tmpRot = this->getAbsDir().getSpacialAxis();
[6956]206  //glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[3559]207
[4136]208  if (this->objectList)
209    glCallList(this->objectList);
[5994]210  else if (this->getModel())
211    this->getModel()->draw();
[7046]212
[5465]213  if (this->vegetation)
214    this->vegetation->draw();
[6956]215
[7046]216  if( this->heightMap)
217  {
218    this->heightMapMaterial->select();
219
220    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
221    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
222    this->heightMap->draw();
223  }
[3559]224  glPopMatrix();
[4904]225
[6956]226
[7221]227  /*
228    glMatrixMode(GL_MODELVIEW);
229    glPushMatrix();
230    glLoadIdentity();
231    Vector camera =   State::getCameraNode()->getAbsCoor(); // Go on here ..........!!!
[6956]232
[7221]233    float height =    heightMap->getHeight(camera.x, camera.z);
[6956]234
[7221]235    glEnable (GL_COLOR_MATERIAL) ;
236    glBegin(GL_QUADS);            // Draw The Cube Using quads
237    glColor3f(0.0f,1.0f,0.0f);  // Color Blue
238    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)
239    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)
240    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)
241    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)
242    glEnd();                      // End Drawing The Plan
[6956]243
[7221]244    glPopMatrix();*/
[6956]245
246
[7221]247  /* THIS IS ONLY FOR DEBUGGING INFORMATION */
[5308]248  if (this->ssp != NULL)
249    this->ssp->drawQuadtree();
[3559]250}
[3564]251
252
253void Terrain::buildDebugTerrain(DebugTerrain debugTerrain)
254{
255  // if the terrain is the Terrain of Dave
256  if (debugTerrain == TERRAIN_DAVE)
[7221]257  {
258    objectList = glGenLists(1);
259    glNewList (objectList, GL_COMPILE);
[4597]260
[7221]261    glColor3f(1.0,0,0);
[4597]262
[7221]263    int sizeX = 100;
264    int sizeZ = 80;
265    float length = 1000;
266    float width = 200;
267    float widthX = float (length /sizeX);
268    float widthZ = float (width /sizeZ);
[4597]269
[7221]270    float height [sizeX][sizeZ];
271    Vector normal_vectors[sizeX][sizeZ];
[4597]272
273
[7221]274    for ( int i = 0; i<sizeX-1; i+=1)
275      for (int j = 0; j<sizeZ-1;j+=1)
276        //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
[3564]277#ifdef __WIN32__
[7221]278        height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
[3564]279#else
[7221]280        height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
[3564]281#endif
[4597]282
[7221]283    //Die Huegel ein wenig glaetten
284    for (int h=1; h<2;h++)
285      for (int i=1;i<sizeX-2 ;i+=1 )
286        for(int j=1;j<sizeZ-2;j+=1)
287          height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
[4597]288
[7221]289    //Berechnung von normalen Vektoren
290    for(int i=1;i<sizeX-2;i+=1)
291      for(int j=1;j<sizeZ-2 ;j+=1)
292      {
293        Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
294        Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
295        Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
296        Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
297        Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
[4597]298
[7221]299        Vector c1 = v2 - v1;
300        Vector c2 = v3 - v1;
301        Vector c3=  v4 - v1;
302        Vector c4 = v5 - v1;
303        Vector zero = Vector (0,0,0);
304        normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
305        normal_vectors[i][j].normalize();
306      }
[4597]307
[7221]308    glBegin(GL_QUADS);
309    int snowheight=3;
310    for ( int i = 0; i<sizeX; i+=1)
311      for (int j = 0; j<sizeZ;j+=1)
312      {
313        Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
314        Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
315        Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
316        Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
317        float a[3];
318        if(height[i][j]<snowheight)
319        {
320          a[0]=0;
321          a[1]=1.0-height[i][j]/10-.3;
322          a[2]=0;
323          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
324        }
325        else
326        {
327          a[0]=1.0;
328          a[1]=1.0;
329          a[2]=1.0;
330          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
[4597]331
[7221]332        }
333        glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
334        glVertex3f(v1.x, v1.y, v1.z);
335        if(height[i+1][j]<snowheight)
336        {
337          a[0]=0;
338          a[1] =1.0-height[i+1][j]/10-.3;
339          a[2]=0;
340          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
341        }
342        else
343        {
344          a[0]=1.0;
345          a[1]=1.0;
346          a[2]=1.0;
347          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
[4597]348
[7221]349        }
350        glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
351        glVertex3f(v2.x, v2.y, v2.z);
352        if(height[i+1][j+1]<snowheight)
353        {
354          a[0]=0;
355          a[1] =1.0-height[i+1][j+1]/10-.3;
356          a[2]=0;
357          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
358        }
359        else
360        {
361          a[0]=1.0;
362          a[1]=1.0;
363          a[2]=1.0;
364          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
[4597]365
366
[7221]367        }
368        glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
369        glVertex3f(v3.x, v3.y, v3.z);
370        if(height[i][j+1]<snowheight)
371        {
372          a[0]=0;
373          a[1] =1.0-height[i+1][j+1]/10-.3;
374          a[2]=0;
375          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
376        }
377        else
378        {
379          a[0]=1.0;
380          a[1]=1.0;
381          a[2]=1.0;
382          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
383        }
384        glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
385        glVertex3f(v4.x, v4.y, v4.z);
[4597]386
[7221]387      }
388    glEnd();
389    glEndList();
390  }
[3564]391
392  if (debugTerrain == TERRAIN_BENSCH)
[7221]393  {
394    /*
395      this->model = (OBJModel*) new Model();
396    this->model->setName("CUBE");
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);
404    this->model->addVertex (0.5, -0.5, -0.5);
[4597]405
[7221]406    this->model->addVertexTexture (0.0, 0.0);
407    this->model->addVertexTexture (1.0, 0.0);
408    this->model->addVertexTexture (0.0, 1.0);
409    this->model->addVertexTexture (1.0, 1.0);
410    this->model->addVertexTexture (0.0, 2.0);
411    this->model->addVertexTexture (1.0, 2.0);
412    this->model->addVertexTexture (0.0, 3.0);
413    this->model->addVertexTexture (1.0, 3.0);
414    this->model->addVertexTexture (0.0, 4.0);
415    this->model->addVertexTexture (1.0, 4.0);
416    this->model->addVertexTexture (2.0, 0.0);
417    this->model->addVertexTexture (2.0, 1.0);
418    this->model->addVertexTexture (-1.0, 0.0);
419    this->model->addVertexTexture (-1.0, 1.0);
[3564]420
[7221]421    this->model->finalize();
422    */
423  }
[3564]424}
[6341]425
[6956]426float Terrain::getHeight(float x, float y)
427{
[7221]428  if(this->heightMap != NULL)
429    return (this->heightMap->getHeight(x, y));
430  return 0;
[6956]431}
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