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source: orxonox.OLD/trunk/src/world_entities/terrain.cc @ 7364

Last change on this file since 7364 was 7221, checked in by bensch, 19 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 12.4 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 "util/loading/load_param.h"
21#include "util/loading/factory.h"
22#include "spatial_separation.h"
23
24#include "util/loading/resource_manager.h"
25#include "model.h"
26#include "network_game_manager.h"
27
28#include "height_map.h"
29#include "material.h"
30
31#include "glincl.h"
32
33#include "state.h"
34
35using namespace std;
36
37CREATE_FACTORY(Terrain, CL_TERRAIN);
38
39/**
40 *  standard constructor
41 */
42Terrain::Terrain (const TiXmlElement* root)
43{
44  this->init();
45
46
47  if( root != NULL)
48    this->loadParams(root);
49
50  //  if (this->model != NULL)
51  //this->ssp = new SpatialSeparation((Model*)this->model, 10.0f);
52}
53
54
55/**
56 *  Constructor for loading a Terrain out of a file
57 * @param fileName The file to load data from.
58
59   this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found.
60*/
61Terrain::Terrain(const std::string& fileName)
62{
63  this->init();
64
65  if (fileName.rfind(".obj" ) != -1 || fileName.rfind(".OBJ") != -1 )
66  {
67    this->loadModel(fileName);
68  }
69  else
70  {
71    // load the hightMap here.
72  }
73}
74
75/**
76 *  a Constructor for the Debug-Worlds
77 */
78Terrain::Terrain(DebugTerrain debugTerrain)
79{
80  this->init();
81  this->buildDebugTerrain(debugTerrain);
82}
83
84/**
85 *  standard deconstructor
86
87*/
88Terrain::~Terrain ()
89{
90  if (objectList)
91    glDeleteLists(this->objectList, 1);
92  if( this->ssp)
93    delete ssp;
94  if (this->vegetation)
95  {
96    ResourceManager::getInstance()->unload(this->vegetation);
97  }
98
99  if(this->heightMap)
100    delete heightMap;
101}
102
103
104void Terrain::init()
105{
106  this->setClassID(CL_TERRAIN, "Terrain");
107  this->toList(OM_ENVIRON_NOTICK);
108
109  this->objectList = 0;
110  this->ssp = NULL;
111  this->vegetation = NULL;
112
113  this->heightMap = NULL;
114
115  this->heightMapMaterial = new Material();
116}
117
118
119void Terrain::loadParams(const TiXmlElement* root)
120{
121  WorldEntity::loadParams(root);
122
123  LoadParam(root, "scale", this, Terrain, setScale)
124  .describe("The scale in x,y,z direction");
125
126  LoadParam(root, "texture", this, Terrain, loadTexture)
127  .describe("The name of the Texture for this heightMap");
128
129  LoadParam(root, "vegetation", this, Terrain, loadVegetation)
130  .describe("the fileName of the vegetation, that should be loaded onto this terrain. (must be relative to the data-dir)") ;
131
132  LoadParam(root, "height-map", this, Terrain, loadHeightMap)
133  .describe("The HeightMap, splitted into two strings seperated by ','. 1: HeighMap, 2: ColorMap");
134
135}
136
137void Terrain::setScale(float x, float y, float z)
138{
139  this->terrainScale = Vector(x, y, z);
140}
141
142void Terrain::loadHeightMap(const std::string& heightMapFile, const std::string& colorMap)
143{
144  if (this->heightMap != NULL)
145    delete this->heightMap;
146  this->heightMap = NULL;
147
148  std::string hmName = ResourceManager::getFullName(heightMapFile);
149  std::string hmColorName = ResourceManager::getFullName(colorMap);
150
151
152  this->heightMap = new HeightMap(hmName, hmColorName);
153  //   heightMap->scale(Vector(43.0f,4.7f,43.0f));
154  heightMap->scale(this->terrainScale);
155  heightMap->setAbsCoor(this->getAbsCoor());
156  heightMap->load();
157}
158
159
160void Terrain::loadTexture(const std::string& textureName)
161{
162  PRINTF(4)("Load texture: %s\n", textureName.c_str());
163
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);
169
170  heightMapMaterial->setDiffuseMap(textureName);
171  //   heightMapMaterial->setAmbientMap(textureName);
172  //   heightMapMaterial->setSpecularMap(textureName);
173}
174
175
176
177void Terrain::loadVegetation(const std::string& vegetationFile)
178{
179  PRINTF(4)("loadVegetation: %s\n", vegetationFile.c_str());
180  if (this->vegetation)
181    ResourceManager::getInstance()->unload(this->vegetation, RP_LEVEL);
182  if (!vegetationFile.empty())
183  {
184    PRINTF(4)("fetching %s\n", vegetationFile.c_str());
185    this->vegetation = dynamic_cast<Model*>(ResourceManager::getInstance()->load(vegetationFile, OBJ, RP_CAMPAIGN));
186  }
187  else
188    this->vegetation = NULL;
189}
190
191
192
193
194
195void Terrain::draw () const
196{
197  glPushMatrix();
198
199  /* translate */
200  glTranslatef (this->getAbsCoor ().x,
201                this->getAbsCoor ().y,
202                this->getAbsCoor ().z);
203  /* rotate */
204  // Vector tmpRot = this->getAbsDir().getSpacialAxis();
205  //glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
206
207  if (this->objectList)
208    glCallList(this->objectList);
209  else if (this->getModel())
210    this->getModel()->draw();
211
212  if (this->vegetation)
213    this->vegetation->draw();
214
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  }
223  glPopMatrix();
224
225
226  /*
227    glMatrixMode(GL_MODELVIEW);
228    glPushMatrix();
229    glLoadIdentity();
230    Vector camera =   State::getCameraNode()->getAbsCoor(); // Go on here ..........!!!
231
232    float height =    heightMap->getHeight(camera.x, camera.z);
233
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
242
243    glPopMatrix();*/
244
245
246  /* THIS IS ONLY FOR DEBUGGING INFORMATION */
247  if (this->ssp != NULL)
248    this->ssp->drawQuadtree();
249}
250
251
252void Terrain::buildDebugTerrain(DebugTerrain debugTerrain)
253{
254  // if the terrain is the Terrain of Dave
255  if (debugTerrain == TERRAIN_DAVE)
256  {
257    objectList = glGenLists(1);
258    glNewList (objectList, GL_COMPILE);
259
260    glColor3f(1.0,0,0);
261
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);
268
269    float height [sizeX][sizeZ];
270    Vector normal_vectors[sizeX][sizeZ];
271
272
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;
276#ifdef __WIN32__
277        height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
278#else
279        height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
280#endif
281
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;
287
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));
297
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      }
306
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);
330
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);
347
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);
364
365
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);
385
386      }
387    glEnd();
388    glEndList();
389  }
390
391  if (debugTerrain == TERRAIN_BENSCH)
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);
404
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);
419
420    this->model->finalize();
421    */
422  }
423}
424
425int Terrain::writeBytes( const byte * data, int length, int sender )
426{
427  setRequestedSync( false );
428  setIsOutOfSync( false );
429
430  SYNCHELP_READ_BEGIN();
431  SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_TER_WE_STATE );
432
433  return SYNCHELP_READ_N;
434}
435
436int Terrain::readBytes( byte * data, int maxLength, int * reciever )
437{
438  if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() )
439  {
440    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
441    setRequestedSync( true );
442  }
443
444  int rec = this->getRequestSync();
445  if ( rec > 0 )
446  {
447    *reciever = rec;
448
449    SYNCHELP_WRITE_BEGIN();
450    SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_TER_WE_STATE );
451    return SYNCHELP_WRITE_N;
452
453  }
454
455  *reciever = 0;
456  return 0;
457}
458
459void Terrain::writeDebug( ) const
460  {}
461
462void Terrain::readDebug( ) const
463  {}
464
465float Terrain::getHeight(float x, float y)
466{
467  if(this->heightMap != NULL)
468    return (this->heightMap->getHeight(x, y));
469  return 0;
470}
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