/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #include "terrain.h" #include "model.h" #include "vector.h" #include "glincl.h" #include "factory.h" #include "load_param.h" #include "resource_manager.h" #include "spatial_separation.h" using namespace std; CREATE_FACTORY(Terrain); /** * standard constructor */ Terrain::Terrain (const TiXmlElement* root) { this->init(); this->loadParams(root); // if (this->model != NULL) //this->ssp = new SpatialSeparation((AbstractModel*)this->model, 10.0f); } /** * Constructor for loading a Terrain out of a file * @param fileName The file to load data from. this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found. */ Terrain::Terrain(const char* fileName) { this->init(); if (!strcasestr(fileName, ".obj") ) { this->loadModel(fileName); } else { // load the hightMap here. } } /** * a Constructor for the Debug-Worlds */ Terrain::Terrain(DebugTerrain debugTerrain) { this->init(); this->buildDebugTerrain(debugTerrain); } /** * standard deconstructor */ Terrain::~Terrain () { if (objectList) glDeleteLists(this->objectList, 1); if( this->ssp) delete ssp; } void Terrain::init() { this->setClassID(CL_TERRAIN, "Terrain"); this->objectList = 0; this->ssp = NULL; } void Terrain::loadParams(const TiXmlElement* root) { static_cast(this)->loadParams(root); //LoadParam(root, "DebugTerrain", ); } void Terrain::draw () { glMatrixMode(GL_MODELVIEW); glPushMatrix(); /* translate */ glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); /* rotate */ Vector tmpRot = this->getAbsDir().getSpacialAxis(); glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); if (this->objectList) glCallList(this->objectList); else if (this->model) this->model->draw(); glPopMatrix(); /* THIS IS ONLY FOR DEBUGGING INFORMATION */ if (this->ssp != NULL) this->ssp->drawQuadtree(); } void Terrain::buildDebugTerrain(DebugTerrain debugTerrain) { // if the terrain is the Terrain of Dave if (debugTerrain == TERRAIN_DAVE) { objectList = glGenLists(1); glNewList (objectList, GL_COMPILE); glColor3f(1.0,0,0); int sizeX = 100; int sizeZ = 80; float length = 1000; float width = 200; float widthX = float (length /sizeX); float widthZ = float (width /sizeZ); float height [sizeX][sizeZ]; Vector normal_vectors[sizeX][sizeZ]; for ( int i = 0; imodel = (OBJModel*) new Model(); this->model->setName("CUBE"); this->model->addVertex (-0.5, -0.5, 0.5); this->model->addVertex (0.5, -0.5, 0.5); this->model->addVertex (-0.5, 0.5, 0.5); this->model->addVertex (0.5, 0.5, 0.5); this->model->addVertex (-0.5, 0.5, -0.5); this->model->addVertex (0.5, 0.5, -0.5); this->model->addVertex (-0.5, -0.5, -0.5); this->model->addVertex (0.5, -0.5, -0.5); this->model->addVertexTexture (0.0, 0.0); this->model->addVertexTexture (1.0, 0.0); this->model->addVertexTexture (0.0, 1.0); this->model->addVertexTexture (1.0, 1.0); this->model->addVertexTexture (0.0, 2.0); this->model->addVertexTexture (1.0, 2.0); this->model->addVertexTexture (0.0, 3.0); this->model->addVertexTexture (1.0, 3.0); this->model->addVertexTexture (0.0, 4.0); this->model->addVertexTexture (1.0, 4.0); this->model->addVertexTexture (2.0, 0.0); this->model->addVertexTexture (2.0, 1.0); this->model->addVertexTexture (-1.0, 0.0); this->model->addVertexTexture (-1.0, 1.0); this->model->finalize(); */ } }