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source: orxonox.OLD/trunk/src/world_entities/terrain.cc @ 5610

Last change on this file since 5610 was 5511, checked in by bensch, 19 years ago

orxonox/trunk: more cleanup of the WorldEntity (includes rearanged)

File size: 8.8 KB
Line 
1/*
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.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
16
17
18#include "terrain.h"
19
20#include "load_param.h"
21#include "factory.h"
22#include "spatial_separation.h"
23
24#include "resource_manager.h"
25#include "model.h"
26
27#include "glincl.h"
28
29using namespace std;
30
31CREATE_FACTORY(Terrain);
32
33/**
34 *  standard constructor
35 */
36Terrain::Terrain (const TiXmlElement* root)
37{
38  this->init();
39  this->loadParams(root);
40
41//  if (this->model != NULL)
42    //this->ssp = new SpatialSeparation((AbstractModel*)this->model, 10.0f);
43}
44
45
46/**
47 *  Constructor for loading a Terrain out of a file
48 * @param fileName The file to load data from.
49
50   this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found.
51*/
52Terrain::Terrain(const char* fileName)
53{
54  this->init();
55
56  if (!strstr(fileName, ".obj") || !strstr(fileName, ".OBJ") )
57    {
58      this->loadModel(fileName);
59    }
60  else
61    {
62      // load the hightMap here.
63    }
64}
65
66/**
67 *  a Constructor for the Debug-Worlds
68 */
69Terrain::Terrain(DebugTerrain debugTerrain)
70{
71  this->init();
72  this->buildDebugTerrain(debugTerrain);
73}
74
75/**
76 *  standard deconstructor
77
78*/
79Terrain::~Terrain ()
80{
81  if (objectList)
82    glDeleteLists(this->objectList, 1);
83  if( this->ssp)
84    delete ssp;
85  if (this->vegetation)
86  {
87    ResourceManager::getInstance()->unload(this->vegetation);
88  }
89}
90
91
92void Terrain::init()
93{
94  this->setClassID(CL_TERRAIN, "Terrain");
95
96  this->objectList = 0;
97  this->ssp = NULL;
98  this->vegetation = NULL;
99}
100
101
102void Terrain::loadParams(const TiXmlElement* root)
103{
104  static_cast<WorldEntity*>(this)->loadParams(root);
105
106  LoadParam<Terrain>(root, "vegetation", this, &Terrain::loadVegetation)
107      .describe("the fileName of the vegetation, that should be loaded onto this terrain. (must be relative to the data-dir)") ;
108
109  //LoadParam<Terrain>(root, "DebugTerrain",  );
110}
111
112void Terrain::loadVegetation(const char* vegetationFile)
113{
114  if (this->vegetation)
115    ResourceManager::getInstance()->unload(this->vegetation, RP_LEVEL);
116  if (vegetationFile != NULL)
117  {
118    PRINTF(4)("fetching %s\n", vegetationFile);
119      this->vegetation = (Model*)ResourceManager::getInstance()->load(vegetationFile, OBJ, RP_CAMPAIGN);
120  }
121  else
122    this->vegetation = NULL;
123}
124
125
126
127void Terrain::draw () const
128{
129  glMatrixMode(GL_MODELVIEW);
130  glPushMatrix();
131
132  /* translate */
133  glTranslatef (this->getAbsCoor ().x,
134                this->getAbsCoor ().y,
135                this->getAbsCoor ().z);
136  /* rotate */
137  Vector tmpRot = this->getAbsDir().getSpacialAxis();
138  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
139
140  if (this->objectList)
141    glCallList(this->objectList);
142  else if (this->model)
143    this->model->draw();
144  if (this->vegetation)
145    this->vegetation->draw();
146  glPopMatrix();
147
148  /* THIS IS ONLY FOR DEBUGGING INFORMATION */
149  if (this->ssp != NULL)
150    this->ssp->drawQuadtree();
151}
152
153
154void Terrain::buildDebugTerrain(DebugTerrain debugTerrain)
155{
156  // if the terrain is the Terrain of Dave
157  if (debugTerrain == TERRAIN_DAVE)
158    {
159      objectList = glGenLists(1);
160      glNewList (objectList, GL_COMPILE);
161
162      glColor3f(1.0,0,0);
163
164      int sizeX = 100;
165      int sizeZ = 80;
166      float length = 1000;
167      float width = 200;
168      float widthX = float (length /sizeX);
169      float widthZ = float (width /sizeZ);
170
171      float height [sizeX][sizeZ];
172      Vector normal_vectors[sizeX][sizeZ];
173
174
175      for ( int i = 0; i<sizeX-1; i+=1)
176        for (int j = 0; j<sizeZ-1;j+=1)
177          //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
178#ifdef __WIN32__
179          height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
180#else
181      height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
182#endif
183
184      //Die Huegel ein wenig glaetten
185      for (int h=1; h<2;h++)
186        for (int i=1;i<sizeX-2 ;i+=1 )
187          for(int j=1;j<sizeZ-2;j+=1)
188            height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
189
190      //Berechnung von normalen Vektoren
191      for(int i=1;i<sizeX-2;i+=1)
192        for(int j=1;j<sizeZ-2 ;j+=1)
193          {
194            Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
195            Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
196            Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
197            Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
198            Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
199
200            Vector c1 = v2 - v1;
201            Vector c2 = v3 - v1;
202            Vector c3=  v4 - v1;
203            Vector c4 = v5 - v1;
204            Vector zero = Vector (0,0,0);
205            normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
206            normal_vectors[i][j].normalize();
207          }
208
209      glBegin(GL_QUADS);
210      int snowheight=3;
211      for ( int i = 0; i<sizeX; i+=1)
212        for (int j = 0; j<sizeZ;j+=1)
213          {
214            Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
215            Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
216            Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
217            Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
218            float a[3];
219            if(height[i][j]<snowheight){
220              a[0]=0;
221              a[1]=1.0-height[i][j]/10-.3;
222              a[2]=0;
223              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
224            }
225            else{
226              a[0]=1.0;
227              a[1]=1.0;
228              a[2]=1.0;
229              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
230
231            }
232            glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
233            glVertex3f(v1.x, v1.y, v1.z);
234            if(height[i+1][j]<snowheight){
235              a[0]=0;
236              a[1] =1.0-height[i+1][j]/10-.3;
237              a[2]=0;
238              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
239            }
240            else{
241              a[0]=1.0;
242              a[1]=1.0;
243              a[2]=1.0;
244              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
245
246            }
247            glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
248            glVertex3f(v2.x, v2.y, v2.z);
249            if(height[i+1][j+1]<snowheight){
250              a[0]=0;
251              a[1] =1.0-height[i+1][j+1]/10-.3;
252              a[2]=0;
253              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
254            }
255            else{
256              a[0]=1.0;
257              a[1]=1.0;
258              a[2]=1.0;
259              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
260
261
262            }
263            glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
264            glVertex3f(v3.x, v3.y, v3.z);
265            if(height[i][j+1]<snowheight){
266              a[0]=0;
267              a[1] =1.0-height[i+1][j+1]/10-.3;
268              a[2]=0;
269              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
270            }
271            else{
272              a[0]=1.0;
273              a[1]=1.0;
274              a[2]=1.0;
275              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
276            }
277            glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
278            glVertex3f(v4.x, v4.y, v4.z);
279
280          }
281      glEnd();
282      glEndList();
283    }
284
285  if (debugTerrain == TERRAIN_BENSCH)
286    {
287      /*
288        this->model = (OBJModel*) new Model();
289      this->model->setName("CUBE");
290      this->model->addVertex (-0.5, -0.5, 0.5);
291      this->model->addVertex (0.5, -0.5, 0.5);
292      this->model->addVertex (-0.5, 0.5, 0.5);
293      this->model->addVertex (0.5, 0.5, 0.5);
294      this->model->addVertex (-0.5, 0.5, -0.5);
295      this->model->addVertex (0.5, 0.5, -0.5);
296      this->model->addVertex (-0.5, -0.5, -0.5);
297      this->model->addVertex (0.5, -0.5, -0.5);
298
299      this->model->addVertexTexture (0.0, 0.0);
300      this->model->addVertexTexture (1.0, 0.0);
301      this->model->addVertexTexture (0.0, 1.0);
302      this->model->addVertexTexture (1.0, 1.0);
303      this->model->addVertexTexture (0.0, 2.0);
304      this->model->addVertexTexture (1.0, 2.0);
305      this->model->addVertexTexture (0.0, 3.0);
306      this->model->addVertexTexture (1.0, 3.0);
307      this->model->addVertexTexture (0.0, 4.0);
308      this->model->addVertexTexture (1.0, 4.0);
309      this->model->addVertexTexture (2.0, 0.0);
310      this->model->addVertexTexture (2.0, 1.0);
311      this->model->addVertexTexture (-1.0, 0.0);
312      this->model->addVertexTexture (-1.0, 1.0);
313
314      this->model->finalize();
315      */
316    }
317}
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