Changeset 3564 in orxonox.OLD for orxonox/trunk
- Timestamp:
- Mar 15, 2005, 6:38:56 PM (20 years ago)
- Location:
- orxonox/trunk/src
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/story_entities/world.cc
r3560 r3564 305 305 glEndList(); 306 306 307 terrain = new Terrain( );307 terrain = new Terrain(TERRAIN_BENSCH); 308 308 this->spawn(terrain); 309 309 // LIGHT initialisation -
orxonox/trunk/src/world_entities/terrain.cc
r3559 r3564 28 28 Terrain::Terrain () 29 29 { 30 this->setClassName ("Terrain"); 31 this->build(); 30 this->init(); 31 } 32 33 /** 34 \brief a Constructor for the Debug-Worlds 35 36 \todo make it not compileable when not in debug-mode 37 */ 38 Terrain::Terrain(DebugTerrain debugTerrain) 39 { 40 this->init(); 41 this->buildDebugTerrain(debugTerrain); 32 42 } 33 43 … … 39 49 Terrain::~Terrain () 40 50 { 41 // delete what has to be deleted here 42 // delete this->model; 43 44 glDeleteLists(this->objectList, 1); 45 } 46 47 48 void Terrain::build() 49 { 50 objectList = glGenLists(1); 51 glNewList (objectList, GL_COMPILE); 52 53 glColor3f(1.0,0,0); 54 55 int sizeX = 100; 56 int sizeZ = 80; 57 float length = 1000; 58 float width = 200; 59 float widthX = float (length /sizeX); 60 float widthZ = float (width /sizeZ); 61 62 float height [sizeX][sizeZ]; 63 Vector normal_vectors[sizeX][sizeZ]; 64 65 66 for ( int i = 0; i<sizeX-1; i+=1) 67 for (int j = 0; j<sizeZ-1;j+=1) 68 //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; 69 #ifdef __WIN32__ 70 height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; 71 #else 72 height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; 73 #endif 74 75 //Die Huegel ein wenig glaetten 76 for (int h=1; h<2;h++) 77 for (int i=1;i<sizeX-2 ;i+=1 ) 78 for(int j=1;j<sizeZ-2;j+=1) 79 height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; 80 81 //Berechnung von normalen Vektoren 82 for(int i=1;i<sizeX-2;i+=1) 83 for(int j=1;j<sizeZ-2 ;j+=1) 84 { 85 Vector v1 = Vector (widthX*(1), height[i][j], widthZ*(j) ); 86 Vector v2 = Vector (widthX*(i-1), height[i-1][j], widthZ*(j)); 87 Vector v3 = Vector (widthX*(i), height[i][j+1], widthZ*(j+1)); 88 Vector v4 = Vector (widthX*(i+1), height[i+1][j], widthZ*(j)); 89 Vector v5 = Vector (widthX*(i), height[i][j-1], widthZ*(j-1)); 90 91 Vector c1 = v2 - v1; 92 Vector c2 = v3 - v1; 93 Vector c3= v4 - v1; 94 Vector c4 = v5 - v1; 95 Vector zero = Vector (0,0,0); 96 normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4); 97 normal_vectors[i][j].normalize(); 98 } 99 100 glBegin(GL_QUADS); 101 int snowheight=3; 102 for ( int i = 0; i<sizeX; i+=1) 103 for (int j = 0; j<sizeZ;j+=1) 104 { 105 Vector v1 = Vector (widthX*(i), height[i][j]-20, widthZ*(j) -width/2); 106 Vector v2 = Vector (widthX*(i+1), height[i+1][j]-20, widthZ*(j) -width/2); 107 Vector v3 = Vector (widthX*(i+1), height[i+1][j+1]-20, widthZ*(j+1)-width/2); 108 Vector v4 = Vector (widthX*(i), height[i][j+1]-20, widthZ*(j+1)-width/2); 109 float a[3]; 110 if(height[i][j]<snowheight){ 111 a[0]=0; 112 a[1]=1.0-height[i][j]/10-.3; 113 a[2]=0; 114 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 115 } 116 else{ 117 a[0]=1.0; 118 a[1]=1.0; 119 a[2]=1.0; 120 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 121 122 } 123 glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); 124 glVertex3f(v1.x, v1.y, v1.z); 125 if(height[i+1][j]<snowheight){ 126 a[0]=0; 127 a[1] =1.0-height[i+1][j]/10-.3; 128 a[2]=0; 129 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 130 } 131 else{ 132 a[0]=1.0; 133 a[1]=1.0; 134 a[2]=1.0; 135 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 136 137 } 138 glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); 139 glVertex3f(v2.x, v2.y, v2.z); 140 if(height[i+1][j+1]<snowheight){ 141 a[0]=0; 142 a[1] =1.0-height[i+1][j+1]/10-.3; 143 a[2]=0; 144 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 145 } 146 else{ 147 a[0]=1.0; 148 a[1]=1.0; 149 a[2]=1.0; 150 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 151 152 153 } 154 glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z); 155 glVertex3f(v3.x, v3.y, v3.z); 156 if(height[i][j+1]<snowheight){ 157 a[0]=0; 158 a[1] =1.0-height[i+1][j+1]/10-.3; 159 a[2]=0; 160 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 161 } 162 else{ 163 a[0]=1.0; 164 a[1]=1.0; 165 a[2]=1.0; 166 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 167 } 168 glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); 169 glVertex3f(v4.x, v4.y, v4.z); 170 171 } 172 glEnd(); 173 glEndList(); 174 } 175 51 if (objectList) 52 glDeleteLists(this->objectList, 1); 53 } 54 55 56 void Terrain::init(void) 57 { 58 this->setClassName ("Terrain"); 59 this->objectList = 0; 60 } 176 61 177 62 … … 194 79 glPopMatrix(); 195 80 } 81 82 83 void Terrain::buildDebugTerrain(DebugTerrain debugTerrain) 84 { 85 // if the terrain is the Terrain of Dave 86 if (debugTerrain == TERRAIN_DAVE) 87 { 88 objectList = glGenLists(1); 89 glNewList (objectList, GL_COMPILE); 90 91 glColor3f(1.0,0,0); 92 93 int sizeX = 100; 94 int sizeZ = 80; 95 float length = 1000; 96 float width = 200; 97 float widthX = float (length /sizeX); 98 float widthZ = float (width /sizeZ); 99 100 float height [sizeX][sizeZ]; 101 Vector normal_vectors[sizeX][sizeZ]; 102 103 104 for ( int i = 0; i<sizeX-1; i+=1) 105 for (int j = 0; j<sizeZ-1;j+=1) 106 //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; 107 #ifdef __WIN32__ 108 height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; 109 #else 110 height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; 111 #endif 112 113 //Die Huegel ein wenig glaetten 114 for (int h=1; h<2;h++) 115 for (int i=1;i<sizeX-2 ;i+=1 ) 116 for(int j=1;j<sizeZ-2;j+=1) 117 height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; 118 119 //Berechnung von normalen Vektoren 120 for(int i=1;i<sizeX-2;i+=1) 121 for(int j=1;j<sizeZ-2 ;j+=1) 122 { 123 Vector v1 = Vector (widthX*(1), height[i][j], widthZ*(j) ); 124 Vector v2 = Vector (widthX*(i-1), height[i-1][j], widthZ*(j)); 125 Vector v3 = Vector (widthX*(i), height[i][j+1], widthZ*(j+1)); 126 Vector v4 = Vector (widthX*(i+1), height[i+1][j], widthZ*(j)); 127 Vector v5 = Vector (widthX*(i), height[i][j-1], widthZ*(j-1)); 128 129 Vector c1 = v2 - v1; 130 Vector c2 = v3 - v1; 131 Vector c3= v4 - v1; 132 Vector c4 = v5 - v1; 133 Vector zero = Vector (0,0,0); 134 normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4); 135 normal_vectors[i][j].normalize(); 136 } 137 138 glBegin(GL_QUADS); 139 int snowheight=3; 140 for ( int i = 0; i<sizeX; i+=1) 141 for (int j = 0; j<sizeZ;j+=1) 142 { 143 Vector v1 = Vector (widthX*(i), height[i][j]-20, widthZ*(j) -width/2); 144 Vector v2 = Vector (widthX*(i+1), height[i+1][j]-20, widthZ*(j) -width/2); 145 Vector v3 = Vector (widthX*(i+1), height[i+1][j+1]-20, widthZ*(j+1)-width/2); 146 Vector v4 = Vector (widthX*(i), height[i][j+1]-20, widthZ*(j+1)-width/2); 147 float a[3]; 148 if(height[i][j]<snowheight){ 149 a[0]=0; 150 a[1]=1.0-height[i][j]/10-.3; 151 a[2]=0; 152 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 153 } 154 else{ 155 a[0]=1.0; 156 a[1]=1.0; 157 a[2]=1.0; 158 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 159 160 } 161 glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); 162 glVertex3f(v1.x, v1.y, v1.z); 163 if(height[i+1][j]<snowheight){ 164 a[0]=0; 165 a[1] =1.0-height[i+1][j]/10-.3; 166 a[2]=0; 167 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 168 } 169 else{ 170 a[0]=1.0; 171 a[1]=1.0; 172 a[2]=1.0; 173 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 174 175 } 176 glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); 177 glVertex3f(v2.x, v2.y, v2.z); 178 if(height[i+1][j+1]<snowheight){ 179 a[0]=0; 180 a[1] =1.0-height[i+1][j+1]/10-.3; 181 a[2]=0; 182 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 183 } 184 else{ 185 a[0]=1.0; 186 a[1]=1.0; 187 a[2]=1.0; 188 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 189 190 191 } 192 glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z); 193 glVertex3f(v3.x, v3.y, v3.z); 194 if(height[i][j+1]<snowheight){ 195 a[0]=0; 196 a[1] =1.0-height[i+1][j+1]/10-.3; 197 a[2]=0; 198 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 199 } 200 else{ 201 a[0]=1.0; 202 a[1]=1.0; 203 a[2]=1.0; 204 glMaterialfv(GL_FRONT,GL_DIFFUSE,a); 205 } 206 glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); 207 glVertex3f(v4.x, v4.y, v4.z); 208 209 } 210 glEnd(); 211 glEndList(); 212 } 213 214 if (debugTerrain == TERRAIN_BENSCH) 215 { 216 /* 217 this->model = (OBJModel*) new Model(); 218 this->model->setName("CUBE"); 219 this->model->addVertex (-0.5, -0.5, 0.5); 220 this->model->addVertex (0.5, -0.5, 0.5); 221 this->model->addVertex (-0.5, 0.5, 0.5); 222 this->model->addVertex (0.5, 0.5, 0.5); 223 this->model->addVertex (-0.5, 0.5, -0.5); 224 this->model->addVertex (0.5, 0.5, -0.5); 225 this->model->addVertex (-0.5, -0.5, -0.5); 226 this->model->addVertex (0.5, -0.5, -0.5); 227 228 this->model->addVertexTexture (0.0, 0.0); 229 this->model->addVertexTexture (1.0, 0.0); 230 this->model->addVertexTexture (0.0, 1.0); 231 this->model->addVertexTexture (1.0, 1.0); 232 this->model->addVertexTexture (0.0, 2.0); 233 this->model->addVertexTexture (1.0, 2.0); 234 this->model->addVertexTexture (0.0, 3.0); 235 this->model->addVertexTexture (1.0, 3.0); 236 this->model->addVertexTexture (0.0, 4.0); 237 this->model->addVertexTexture (1.0, 4.0); 238 this->model->addVertexTexture (2.0, 0.0); 239 this->model->addVertexTexture (2.0, 1.0); 240 this->model->addVertexTexture (-1.0, 0.0); 241 this->model->addVertexTexture (-1.0, 1.0); 242 243 this->model->finalize(); 244 */ 245 } 246 247 } -
orxonox/trunk/src/world_entities/terrain.h
r3559 r3564 15 15 // FORWARD DEFINITION \\ 16 16 17 //! A simple method to call a desired debug world. 18 enum DebugTerrain {TERRAIN_DAVE, TERRAIN_BENSCH}; 19 20 17 21 //! A Class to handle Terrain of orxonox 18 22 class Terrain : public WorldEntity … … 21 25 public: 22 26 Terrain(); 27 Terrain(DebugTerrain debugTerrain); 23 28 virtual ~Terrain(); 24 25 void build(); 29 void init(); 30 31 void buildDebugTerrain(DebugTerrain debugTerrain); 26 32 virtual void draw(); 27 33 -
orxonox/trunk/src/world_entities/world_entity.cc
r3544 r3564 38 38 this->setClassName ("WorldEntity"); 39 39 this->bDraw = true; 40 this->model = NULL; 40 41 // collisioncluster = NULL; 41 42 } -
orxonox/trunk/src/world_entities/world_entity.h
r3544 r3564 9 9 #include "stdincl.h" 10 10 #include "p_node.h" 11 #include "model.h" 11 12 12 13 //class CollisionCluster;
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