| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Benjamin Grauer |
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| 13 | co-programmer: ... |
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| 14 | */ |
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| 15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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| 16 | |
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| 17 | |
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| 18 | #include "terrain.h" |
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| 19 | |
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| 20 | #include "util/loading/load_param.h" |
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| 21 | #include "util/loading/factory.h" |
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| 22 | #include "spatial_separation.h" |
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| 23 | |
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| 24 | #include "util/loading/resource_manager.h" |
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| 25 | #include "model.h" |
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| 26 | #include "network_game_manager.h" |
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| 27 | |
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| 28 | #include "height_map.h" |
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| 29 | #include "material.h" |
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| 30 | |
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| 31 | #include "glincl.h" |
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| 32 | #include "lib/graphics/importer/bsp_manager.h" |
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| 33 | #include "state.h" |
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| 34 | |
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| 35 | using namespace std; |
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| 36 | |
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| 37 | CREATE_FACTORY(Terrain, CL_TERRAIN); |
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| 38 | |
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| 39 | /** |
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| 40 | * standard constructor |
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| 41 | */ |
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| 42 | Terrain::Terrain (const TiXmlElement* root) |
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| 43 | { |
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| 44 | this->init(); |
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| 45 | |
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| 46 | |
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| 47 | if( root != NULL) |
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| 48 | this->loadParams(root); |
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| 49 | |
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| 50 | // if (this->model != NULL) |
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| 51 | //this->ssp = new SpatialSeparation((Model*)this->model, 10.0f); |
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| 52 | } |
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| 53 | |
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| 54 | |
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| 55 | /** |
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| 56 | * Constructor for loading a Terrain out of a file |
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| 57 | * @param fileName The file to load data from. |
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| 58 | |
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| 59 | this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found. |
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| 60 | */ |
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| 61 | Terrain::Terrain(const std::string& fileName) |
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| 62 | { |
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| 63 | this->init(); |
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| 64 | |
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| 65 | if (fileName.rfind(".obj" ) != -1 || fileName.rfind(".OBJ") != -1 ) |
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| 66 | { |
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| 67 | this->loadModel(fileName); |
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| 68 | } |
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| 69 | else |
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| 70 | { |
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| 71 | // load the hightMap here. |
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| 72 | } |
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| 73 | } |
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| 74 | |
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| 75 | /** |
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| 76 | * a Constructor for the Debug-Worlds |
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| 77 | */ |
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| 78 | Terrain::Terrain(DebugTerrain debugTerrain) |
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| 79 | { |
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| 80 | this->init(); |
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| 81 | this->buildDebugTerrain(debugTerrain); |
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| 82 | } |
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| 83 | |
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| 84 | /** |
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| 85 | * standard deconstructor |
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| 86 | |
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| 87 | */ |
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| 88 | Terrain::~Terrain () |
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| 89 | { |
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| 90 | if (objectList) |
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| 91 | glDeleteLists(this->objectList, 1); |
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| 92 | if( this->ssp) |
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| 93 | delete ssp; |
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| 94 | if (this->vegetation) |
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| 95 | { |
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| 96 | ResourceManager::getInstance()->unload(this->vegetation); |
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| 97 | } |
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| 98 | |
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| 99 | if(this->heightMap) |
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| 100 | delete heightMap; |
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| 101 | } |
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| 102 | |
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| 103 | |
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| 104 | void Terrain::init() |
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| 105 | { |
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| 106 | this->setClassID(CL_TERRAIN, "Terrain"); |
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| 107 | this->toList(OM_ENVIRON_NOTICK); |
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| 108 | |
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| 109 | this->objectList = 0; |
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| 110 | this->ssp = NULL; |
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| 111 | this->vegetation = NULL; |
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| 112 | |
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| 113 | this->bspManager = new BspManager(); |
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| 114 | this->heightMap = NULL; |
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| 115 | |
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| 116 | this->heightMapMaterial = new Material(); |
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| 117 | |
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| 118 | this->bspManager = new BspManager(); |
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| 119 | this->bspManager->load("test.bsp", 0.4); |
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| 120 | //this->loadTexture("maps/wall1.jpeg"); |
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| 121 | } |
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| 122 | |
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| 123 | |
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| 124 | void Terrain::loadParams(const TiXmlElement* root) |
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| 125 | { |
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| 126 | WorldEntity::loadParams(root); |
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| 127 | |
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| 128 | LoadParam(root, "scale", this, Terrain, setScale) |
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| 129 | .describe("The scale in x,y,z direction"); |
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| 130 | |
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| 131 | LoadParam(root, "texture", this, Terrain, loadTexture) |
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| 132 | .describe("The name of the Texture for this heightMap"); |
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| 133 | |
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| 134 | LoadParam(root, "vegetation", this, Terrain, loadVegetation) |
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| 135 | .describe("the fileName of the vegetation, that should be loaded onto this terrain. (must be relative to the data-dir)") ; |
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| 136 | |
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| 137 | LoadParam(root, "height-map", this, Terrain, loadHeightMap) |
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| 138 | .describe("The HeightMap, splitted into two strings seperated by ','. 1: HeighMap, 2: ColorMap"); |
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| 139 | |
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| 140 | } |
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| 141 | |
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| 142 | void Terrain::setScale(float x, float y, float z) |
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| 143 | { |
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| 144 | this->terrainScale = Vector(x, y, z); |
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| 145 | } |
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| 146 | |
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| 147 | void Terrain::loadHeightMap(const std::string& heightMapFile, const std::string& colorMap) |
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| 148 | { |
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| 149 | if (this->heightMap != NULL) |
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| 150 | delete this->heightMap; |
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| 151 | this->heightMap = NULL; |
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| 152 | |
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| 153 | std::string hmName = ResourceManager::getFullName(heightMapFile); |
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| 154 | std::string hmColorName = ResourceManager::getFullName(colorMap); |
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| 155 | |
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| 156 | |
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| 157 | this->heightMap = new HeightMap(hmName, hmColorName); |
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| 158 | // heightMap->scale(Vector(43.0f,4.7f,43.0f)); |
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| 159 | heightMap->scale(this->terrainScale); |
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| 160 | heightMap->setAbsCoor(this->getAbsCoor()); |
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| 161 | heightMap->load(); |
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| 162 | } |
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| 163 | |
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| 164 | |
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| 165 | void Terrain::loadTexture(const std::string& textureName) |
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| 166 | { |
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| 167 | PRINTF(4)("Load texture: %s\n", textureName.c_str()); |
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| 168 | |
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| 169 | heightMapMaterial->setDiffuse(1.0,1.0,1.0); |
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| 170 | heightMapMaterial->setAmbient(1.0,1.0,1.0 ); |
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| 171 | heightMapMaterial->setSpecular(1.0,1.0,1.0); |
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| 172 | heightMapMaterial->setShininess(.5); |
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| 173 | heightMapMaterial->setTransparency(1.0); |
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| 174 | |
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| 175 | heightMapMaterial->setDiffuseMap(textureName); |
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| 176 | // heightMapMaterial->setAmbientMap(textureName); |
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| 177 | // heightMapMaterial->setSpecularMap(textureName); |
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| 178 | } |
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| 179 | |
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| 180 | |
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| 181 | |
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| 182 | void Terrain::loadVegetation(const std::string& vegetationFile) |
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| 183 | { |
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| 184 | PRINTF(4)("loadVegetation: %s\n", vegetationFile.c_str()); |
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| 185 | if (this->vegetation) |
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| 186 | ResourceManager::getInstance()->unload(this->vegetation, RP_LEVEL); |
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| 187 | if (!vegetationFile.empty()) |
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| 188 | { |
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| 189 | PRINTF(4)("fetching %s\n", vegetationFile.c_str()); |
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| 190 | this->vegetation = dynamic_cast<Model*>(ResourceManager::getInstance()->load(vegetationFile, OBJ, RP_CAMPAIGN)); |
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| 191 | } |
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| 192 | else |
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| 193 | this->vegetation = NULL; |
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| 194 | } |
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| 195 | |
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| 196 | |
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| 197 | |
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| 198 | |
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| 199 | |
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| 200 | void Terrain::draw () const |
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| 201 | { |
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| 202 | glPushMatrix(); |
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| 203 | |
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| 204 | /* translate */ |
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| 205 | glTranslatef (this->getAbsCoor ().x, |
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| 206 | this->getAbsCoor ().y, |
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| 207 | this->getAbsCoor ().z); |
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| 208 | /* rotate */ |
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| 209 | // Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 210 | //glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 211 | |
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| 212 | if (this->objectList) |
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| 213 | glCallList(this->objectList); |
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| 214 | else if (this->getModel()) |
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| 215 | this->getModel()->draw(); |
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| 216 | |
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| 217 | if (this->vegetation) |
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| 218 | this->vegetation->draw(); |
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| 219 | |
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| 220 | if( this->heightMap) |
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| 221 | { |
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| 222 | this->heightMapMaterial->select(); |
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| 223 | |
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| 224 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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| 225 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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| 226 | this->heightMap->draw(); |
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| 227 | } |
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| 228 | |
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| 229 | |
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| 230 | |
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| 231 | // this->bspManager->draw(); |
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| 232 | glPopMatrix(); |
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| 233 | |
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| 234 | |
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| 235 | /* |
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| 236 | glMatrixMode(GL_MODELVIEW); |
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| 237 | glPushMatrix(); |
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| 238 | glLoadIdentity(); |
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| 239 | Vector camera = State::getCameraNode()->getAbsCoor(); // Go on here ..........!!! |
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| 240 | |
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| 241 | float height = heightMap->getHeight(camera.x, camera.z); |
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| 242 | |
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| 243 | glEnable (GL_COLOR_MATERIAL) ; |
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| 244 | glBegin(GL_QUADS); // Draw The Cube Using quads |
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| 245 | glColor3f(0.0f,1.0f,0.0f); // Color Blue |
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| 246 | 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) |
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| 247 | 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) |
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| 248 | 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) |
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| 249 | 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) |
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| 250 | glEnd(); // End Drawing The Plan |
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| 251 | |
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| 252 | glPopMatrix();*/ |
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| 253 | |
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| 254 | |
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| 255 | /* THIS IS ONLY FOR DEBUGGING INFORMATION */ |
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| 256 | if (this->ssp != NULL) |
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| 257 | this->ssp->drawQuadtree(); |
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| 258 | } |
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| 259 | |
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| 260 | |
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| 261 | void Terrain::buildDebugTerrain(DebugTerrain debugTerrain) |
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| 262 | { |
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| 263 | // if the terrain is the Terrain of Dave |
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| 264 | if (debugTerrain == TERRAIN_DAVE) |
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| 265 | { |
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| 266 | objectList = glGenLists(1); |
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| 267 | glNewList (objectList, GL_COMPILE); |
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| 268 | |
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| 269 | glColor3f(1.0,0,0); |
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| 270 | |
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| 271 | int sizeX = 100; |
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| 272 | int sizeZ = 80; |
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| 273 | float length = 1000; |
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| 274 | float width = 200; |
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| 275 | float widthX = float (length /sizeX); |
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| 276 | float widthZ = float (width /sizeZ); |
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| 277 | |
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| 278 | float height [sizeX][sizeZ]; |
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| 279 | Vector normal_vectors[sizeX][sizeZ]; |
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| 280 | |
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| 281 | |
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| 282 | for ( int i = 0; i<sizeX-1; i+=1) |
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| 283 | for (int j = 0; j<sizeZ-1;j+=1) |
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| 284 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; |
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| 285 | #ifdef __WIN32__ |
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| 286 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; |
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| 287 | #else |
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| 288 | height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; |
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| 289 | #endif |
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| 290 | |
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| 291 | //Die Huegel ein wenig glaetten |
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| 292 | for (int h=1; h<2;h++) |
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| 293 | for (int i=1;i<sizeX-2 ;i+=1 ) |
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| 294 | for(int j=1;j<sizeZ-2;j+=1) |
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| 295 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; |
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| 296 | |
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| 297 | //Berechnung von normalen Vektoren |
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| 298 | for(int i=1;i<sizeX-2;i+=1) |
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| 299 | for(int j=1;j<sizeZ-2 ;j+=1) |
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| 300 | { |
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| 301 | Vector v1 = Vector (widthX*(1), height[i][j], widthZ*(j) ); |
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| 302 | Vector v2 = Vector (widthX*(i-1), height[i-1][j], widthZ*(j)); |
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| 303 | Vector v3 = Vector (widthX*(i), height[i][j+1], widthZ*(j+1)); |
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| 304 | Vector v4 = Vector (widthX*(i+1), height[i+1][j], widthZ*(j)); |
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| 305 | Vector v5 = Vector (widthX*(i), height[i][j-1], widthZ*(j-1)); |
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| 306 | |
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| 307 | Vector c1 = v2 - v1; |
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| 308 | Vector c2 = v3 - v1; |
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| 309 | Vector c3= v4 - v1; |
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| 310 | Vector c4 = v5 - v1; |
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| 311 | Vector zero = Vector (0,0,0); |
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| 312 | normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4); |
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| 313 | normal_vectors[i][j].normalize(); |
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| 314 | } |
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| 315 | |
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| 316 | glBegin(GL_QUADS); |
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| 317 | int snowheight=3; |
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| 318 | for ( int i = 0; i<sizeX; i+=1) |
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| 319 | for (int j = 0; j<sizeZ;j+=1) |
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| 320 | { |
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| 321 | Vector v1 = Vector (widthX*(i), height[i][j]-20, widthZ*(j) -width/2); |
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| 322 | Vector v2 = Vector (widthX*(i+1), height[i+1][j]-20, widthZ*(j) -width/2); |
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| 323 | Vector v3 = Vector (widthX*(i+1), height[i+1][j+1]-20, widthZ*(j+1)-width/2); |
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| 324 | Vector v4 = Vector (widthX*(i), height[i][j+1]-20, widthZ*(j+1)-width/2); |
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| 325 | float a[3]; |
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| 326 | if(height[i][j]<snowheight) |
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| 327 | { |
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| 328 | a[0]=0; |
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| 329 | a[1]=1.0-height[i][j]/10-.3; |
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| 330 | a[2]=0; |
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| 331 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 332 | } |
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| 333 | else |
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| 334 | { |
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| 335 | a[0]=1.0; |
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| 336 | a[1]=1.0; |
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| 337 | a[2]=1.0; |
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| 338 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 339 | |
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| 340 | } |
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| 341 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); |
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| 342 | glVertex3f(v1.x, v1.y, v1.z); |
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| 343 | if(height[i+1][j]<snowheight) |
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| 344 | { |
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| 345 | a[0]=0; |
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| 346 | a[1] =1.0-height[i+1][j]/10-.3; |
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| 347 | a[2]=0; |
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| 348 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 349 | } |
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| 350 | else |
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| 351 | { |
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| 352 | a[0]=1.0; |
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| 353 | a[1]=1.0; |
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| 354 | a[2]=1.0; |
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| 355 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 356 | |
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| 357 | } |
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| 358 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); |
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| 359 | glVertex3f(v2.x, v2.y, v2.z); |
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| 360 | if(height[i+1][j+1]<snowheight) |
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| 361 | { |
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| 362 | a[0]=0; |
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| 363 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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| 364 | a[2]=0; |
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| 365 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 366 | } |
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| 367 | else |
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| 368 | { |
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| 369 | a[0]=1.0; |
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| 370 | a[1]=1.0; |
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| 371 | a[2]=1.0; |
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| 372 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 373 | |
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| 374 | |
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| 375 | } |
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| 376 | glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z); |
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| 377 | glVertex3f(v3.x, v3.y, v3.z); |
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| 378 | if(height[i][j+1]<snowheight) |
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| 379 | { |
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| 380 | a[0]=0; |
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| 381 | a[1] =1.0-height[i+1][j+1]/10-.3; |
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| 382 | a[2]=0; |
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| 383 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 384 | } |
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| 385 | else |
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| 386 | { |
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| 387 | a[0]=1.0; |
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| 388 | a[1]=1.0; |
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| 389 | a[2]=1.0; |
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| 390 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); |
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| 391 | } |
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| 392 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); |
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| 393 | glVertex3f(v4.x, v4.y, v4.z); |
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| 394 | |
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| 395 | } |
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| 396 | glEnd(); |
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| 397 | glEndList(); |
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| 398 | } |
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| 399 | |
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| 400 | if (debugTerrain == TERRAIN_BENSCH) |
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| 401 | { |
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| 402 | /* |
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| 403 | this->model = (OBJModel*) new Model(); |
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| 404 | this->model->setName("CUBE"); |
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| 405 | this->model->addVertex (-0.5, -0.5, 0.5); |
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| 406 | this->model->addVertex (0.5, -0.5, 0.5); |
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| 407 | this->model->addVertex (-0.5, 0.5, 0.5); |
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| 408 | this->model->addVertex (0.5, 0.5, 0.5); |
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| 409 | this->model->addVertex (-0.5, 0.5, -0.5); |
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| 410 | this->model->addVertex (0.5, 0.5, -0.5); |
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| 411 | this->model->addVertex (-0.5, -0.5, -0.5); |
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| 412 | this->model->addVertex (0.5, -0.5, -0.5); |
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| 413 | |
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| 414 | this->model->addVertexTexture (0.0, 0.0); |
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| 415 | this->model->addVertexTexture (1.0, 0.0); |
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| 416 | this->model->addVertexTexture (0.0, 1.0); |
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| 417 | this->model->addVertexTexture (1.0, 1.0); |
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| 418 | this->model->addVertexTexture (0.0, 2.0); |
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| 419 | this->model->addVertexTexture (1.0, 2.0); |
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| 420 | this->model->addVertexTexture (0.0, 3.0); |
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| 421 | this->model->addVertexTexture (1.0, 3.0); |
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| 422 | this->model->addVertexTexture (0.0, 4.0); |
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| 423 | this->model->addVertexTexture (1.0, 4.0); |
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| 424 | this->model->addVertexTexture (2.0, 0.0); |
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| 425 | this->model->addVertexTexture (2.0, 1.0); |
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| 426 | this->model->addVertexTexture (-1.0, 0.0); |
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| 427 | this->model->addVertexTexture (-1.0, 1.0); |
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| 428 | |
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| 429 | this->model->finalize(); |
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| 430 | */ |
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| 431 | } |
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| 432 | } |
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| 433 | |
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| 434 | int Terrain::writeBytes( const byte * data, int length, int sender ) |
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| 435 | { |
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| 436 | setRequestedSync( false ); |
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| 437 | setIsOutOfSync( false ); |
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| 438 | |
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| 439 | SYNCHELP_READ_BEGIN(); |
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| 440 | SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_TER_WE_STATE ); |
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| 441 | |
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| 442 | return SYNCHELP_READ_N; |
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| 443 | } |
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| 444 | |
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| 445 | int Terrain::readBytes( byte * data, int maxLength, int * reciever ) |
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| 446 | { |
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| 447 | if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() ) |
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| 448 | { |
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| 449 | (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() ); |
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| 450 | setRequestedSync( true ); |
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| 451 | } |
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| 452 | |
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| 453 | int rec = this->getRequestSync(); |
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| 454 | if ( rec > 0 ) |
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| 455 | { |
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| 456 | *reciever = rec; |
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| 457 | |
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| 458 | SYNCHELP_WRITE_BEGIN(); |
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| 459 | SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_TER_WE_STATE ); |
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| 460 | return SYNCHELP_WRITE_N; |
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| 461 | |
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| 462 | } |
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| 463 | |
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| 464 | *reciever = 0; |
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| 465 | return 0; |
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| 466 | } |
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| 467 | |
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| 468 | void Terrain::writeDebug( ) const |
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| 469 | {} |
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| 470 | |
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| 471 | void Terrain::readDebug( ) const |
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| 472 | {} |
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| 473 | |
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| 474 | float Terrain::getHeight(float x, float y) |
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| 475 | { |
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| 476 | if(this->heightMap != NULL) |
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| 477 | return (this->heightMap->getHeight(x, y)); |
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| 478 | return 0; |
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| 479 | } |
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