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source: orxonox.OLD/branches/bsp_model/src/world_entities/terrain.cc @ 7352

Last change on this file since 7352 was 7352, checked in by bottac, 18 years ago

Branch bsp_model created.

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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#include "lib/graphics/importer/bsp_manager.h"
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->bspManager = new BspManager();
114  this->heightMap = NULL;
115
116 this->heightMapMaterial = new Material();
117       
118  this->bspManager = new BspManager();
119  //this->loadTexture("maps/wall1.jpeg");
120}
121
122
123void Terrain::loadParams(const TiXmlElement* root)
124{
125  WorldEntity::loadParams(root);
126
127  LoadParam(root, "scale", this, Terrain, setScale)
128  .describe("The scale in x,y,z direction");
129
130  LoadParam(root, "texture", this, Terrain, loadTexture)
131  .describe("The name of the Texture for this heightMap");
132
133  LoadParam(root, "vegetation", this, Terrain, loadVegetation)
134  .describe("the fileName of the vegetation, that should be loaded onto this terrain. (must be relative to the data-dir)") ;
135
136  LoadParam(root, "height-map", this, Terrain, loadHeightMap)
137  .describe("The HeightMap, splitted into two strings seperated by ','. 1: HeighMap, 2: ColorMap");
138
139}
140
141void Terrain::setScale(float x, float y, float z)
142{
143  this->terrainScale = Vector(x, y, z);
144}
145
146void Terrain::loadHeightMap(const std::string& heightMapFile, const std::string& colorMap)
147{
148  if (this->heightMap != NULL)
149    delete this->heightMap;
150  this->heightMap = NULL;
151
152  std::string hmName = ResourceManager::getFullName(heightMapFile);
153  std::string hmColorName = ResourceManager::getFullName(colorMap);
154
155
156  this->heightMap = new HeightMap(hmName, hmColorName);
157  //   heightMap->scale(Vector(43.0f,4.7f,43.0f));
158  heightMap->scale(this->terrainScale);
159  heightMap->setAbsCoor(this->getAbsCoor());
160  heightMap->load();
161}
162
163
164void Terrain::loadTexture(const std::string& textureName)
165{
166  PRINTF(4)("Load texture: %s\n", textureName.c_str());
167
168  heightMapMaterial->setDiffuse(1.0,1.0,1.0);
169  heightMapMaterial->setAmbient(1.0,1.0,1.0 );
170  heightMapMaterial->setSpecular(1.0,1.0,1.0);
171  heightMapMaterial->setShininess(.5);
172  heightMapMaterial->setTransparency(1.0);
173
174  heightMapMaterial->setDiffuseMap(textureName);
175  //   heightMapMaterial->setAmbientMap(textureName);
176  //   heightMapMaterial->setSpecularMap(textureName);
177}
178
179
180
181void Terrain::loadVegetation(const std::string& vegetationFile)
182{
183  PRINTF(4)("loadVegetation: %s\n", vegetationFile.c_str());
184  if (this->vegetation)
185    ResourceManager::getInstance()->unload(this->vegetation, RP_LEVEL);
186  if (!vegetationFile.empty())
187  {
188    PRINTF(4)("fetching %s\n", vegetationFile.c_str());
189    this->vegetation = dynamic_cast<Model*>(ResourceManager::getInstance()->load(vegetationFile, OBJ, RP_CAMPAIGN));
190  }
191  else
192    this->vegetation = NULL;
193}
194
195
196
197
198
199void Terrain::draw () const
200{
201  glPushMatrix();
202
203  /* translate */
204  glTranslatef (this->getAbsCoor ().x,
205                this->getAbsCoor ().y,
206                this->getAbsCoor ().z);
207  /* rotate */
208  // Vector tmpRot = this->getAbsDir().getSpacialAxis();
209  //glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
210/*
211  if (this->objectList)
212    glCallList(this->objectList);
213  else if (this->getModel())
214    this->getModel()->draw();
215
216  if (this->vegetation)
217    this->vegetation->draw();
218
219  if( this->heightMap)
220  {
221    this->heightMapMaterial->select();
222
223    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
224    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
225    this->heightMap->draw();
226  }
227
228*/
229
230  this->bspManager->draw();
231  glPopMatrix();
232
233
234  /*
235    glMatrixMode(GL_MODELVIEW);
236    glPushMatrix();
237    glLoadIdentity();
238    Vector camera =   State::getCameraNode()->getAbsCoor(); // Go on here ..........!!!
239
240    float height =    heightMap->getHeight(camera.x, camera.z);
241
242    glEnable (GL_COLOR_MATERIAL) ;
243    glBegin(GL_QUADS);            // Draw The Cube Using quads
244    glColor3f(0.0f,1.0f,0.0f);  // Color Blue
245    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)
246    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)
247    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)
248    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)
249    glEnd();                      // End Drawing The Plan
250
251    glPopMatrix();*/
252
253
254  /* THIS IS ONLY FOR DEBUGGING INFORMATION */
255  if (this->ssp != NULL)
256    this->ssp->drawQuadtree();
257}
258
259
260void Terrain::buildDebugTerrain(DebugTerrain debugTerrain)
261{
262  // if the terrain is the Terrain of Dave
263  if (debugTerrain == TERRAIN_DAVE)
264  {
265    objectList = glGenLists(1);
266    glNewList (objectList, GL_COMPILE);
267
268    glColor3f(1.0,0,0);
269
270    int sizeX = 100;
271    int sizeZ = 80;
272    float length = 1000;
273    float width = 200;
274    float widthX = float (length /sizeX);
275    float widthZ = float (width /sizeZ);
276
277    float height [sizeX][sizeZ];
278    Vector normal_vectors[sizeX][sizeZ];
279
280
281    for ( int i = 0; i<sizeX-1; i+=1)
282      for (int j = 0; j<sizeZ-1;j+=1)
283        //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
284#ifdef __WIN32__
285        height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
286#else
287        height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
288#endif
289
290    //Die Huegel ein wenig glaetten
291    for (int h=1; h<2;h++)
292      for (int i=1;i<sizeX-2 ;i+=1 )
293        for(int j=1;j<sizeZ-2;j+=1)
294          height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
295
296    //Berechnung von normalen Vektoren
297    for(int i=1;i<sizeX-2;i+=1)
298      for(int j=1;j<sizeZ-2 ;j+=1)
299      {
300        Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
301        Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
302        Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
303        Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
304        Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
305
306        Vector c1 = v2 - v1;
307        Vector c2 = v3 - v1;
308        Vector c3=  v4 - v1;
309        Vector c4 = v5 - v1;
310        Vector zero = Vector (0,0,0);
311        normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
312        normal_vectors[i][j].normalize();
313      }
314
315    glBegin(GL_QUADS);
316    int snowheight=3;
317    for ( int i = 0; i<sizeX; i+=1)
318      for (int j = 0; j<sizeZ;j+=1)
319      {
320        Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
321        Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
322        Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
323        Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
324        float a[3];
325        if(height[i][j]<snowheight)
326        {
327          a[0]=0;
328          a[1]=1.0-height[i][j]/10-.3;
329          a[2]=0;
330          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
331        }
332        else
333        {
334          a[0]=1.0;
335          a[1]=1.0;
336          a[2]=1.0;
337          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
338
339        }
340        glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
341        glVertex3f(v1.x, v1.y, v1.z);
342        if(height[i+1][j]<snowheight)
343        {
344          a[0]=0;
345          a[1] =1.0-height[i+1][j]/10-.3;
346          a[2]=0;
347          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
348        }
349        else
350        {
351          a[0]=1.0;
352          a[1]=1.0;
353          a[2]=1.0;
354          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
355
356        }
357        glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
358        glVertex3f(v2.x, v2.y, v2.z);
359        if(height[i+1][j+1]<snowheight)
360        {
361          a[0]=0;
362          a[1] =1.0-height[i+1][j+1]/10-.3;
363          a[2]=0;
364          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
365        }
366        else
367        {
368          a[0]=1.0;
369          a[1]=1.0;
370          a[2]=1.0;
371          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
372
373
374        }
375        glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
376        glVertex3f(v3.x, v3.y, v3.z);
377        if(height[i][j+1]<snowheight)
378        {
379          a[0]=0;
380          a[1] =1.0-height[i+1][j+1]/10-.3;
381          a[2]=0;
382          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
383        }
384        else
385        {
386          a[0]=1.0;
387          a[1]=1.0;
388          a[2]=1.0;
389          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
390        }
391        glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
392        glVertex3f(v4.x, v4.y, v4.z);
393
394      }
395    glEnd();
396    glEndList();
397  }
398
399  if (debugTerrain == TERRAIN_BENSCH)
400  {
401    /*
402      this->model = (OBJModel*) new Model();
403    this->model->setName("CUBE");
404    this->model->addVertex (-0.5, -0.5, 0.5);
405    this->model->addVertex (0.5, -0.5, 0.5);
406    this->model->addVertex (-0.5, 0.5, 0.5);
407    this->model->addVertex (0.5, 0.5, 0.5);
408    this->model->addVertex (-0.5, 0.5, -0.5);
409    this->model->addVertex (0.5, 0.5, -0.5);
410    this->model->addVertex (-0.5, -0.5, -0.5);
411    this->model->addVertex (0.5, -0.5, -0.5);
412
413    this->model->addVertexTexture (0.0, 0.0);
414    this->model->addVertexTexture (1.0, 0.0);
415    this->model->addVertexTexture (0.0, 1.0);
416    this->model->addVertexTexture (1.0, 1.0);
417    this->model->addVertexTexture (0.0, 2.0);
418    this->model->addVertexTexture (1.0, 2.0);
419    this->model->addVertexTexture (0.0, 3.0);
420    this->model->addVertexTexture (1.0, 3.0);
421    this->model->addVertexTexture (0.0, 4.0);
422    this->model->addVertexTexture (1.0, 4.0);
423    this->model->addVertexTexture (2.0, 0.0);
424    this->model->addVertexTexture (2.0, 1.0);
425    this->model->addVertexTexture (-1.0, 0.0);
426    this->model->addVertexTexture (-1.0, 1.0);
427
428    this->model->finalize();
429    */
430  }
431}
432
433int Terrain::writeBytes( const byte * data, int length, int sender )
434{
435  setRequestedSync( false );
436  setIsOutOfSync( false );
437
438  SYNCHELP_READ_BEGIN();
439  SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_TER_WE_STATE );
440
441  return SYNCHELP_READ_N;
442}
443
444int Terrain::readBytes( byte * data, int maxLength, int * reciever )
445{
446  if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() )
447  {
448    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
449    setRequestedSync( true );
450  }
451
452  int rec = this->getRequestSync();
453  if ( rec > 0 )
454  {
455    *reciever = rec;
456
457    SYNCHELP_WRITE_BEGIN();
458    SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_TER_WE_STATE );
459    return SYNCHELP_WRITE_N;
460
461  }
462
463  *reciever = 0;
464  return 0;
465}
466
467void Terrain::writeDebug( ) const
468  {}
469
470void Terrain::readDebug( ) const
471  {}
472
473float Terrain::getHeight(float x, float y)
474{
475  if(this->heightMap != NULL)
476    return (this->heightMap->getHeight(x, y));
477  return 0;
478}
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