/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY #include "terrain.h" #include "util/loading/new_resource_manager.h" #include "util/loading/load_param.h" #include "util/loading/factory.h" #include "spatial_separation.h" #include "model.h" #include "network_game_manager.h" #include "height_map.h" #include "material.h" #include "glincl.h" #include "state.h" #include "debug.h" #include "class_id_DEPRECATED.h" ObjectListDefinitionID(Terrain, CL_TERRAIN); CREATE_FACTORY(Terrain); /** * standard constructor */ Terrain::Terrain (const TiXmlElement* root) { this->init(); if( root != NULL) this->loadParams(root); // if (this->model != NULL) //this->ssp = new SpatialSeparation((Model*)this->model, 10.0f); } /** * Constructor for loading a Terrain out of a file * @param fileName The file to load data from. this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found. */ Terrain::Terrain(const std::string& fileName) { this->init(); if (fileName.rfind(".obj" ) != std::string::npos || fileName.rfind(".OBJ") != std::string::npos ) { this->loadModel(fileName); } else { // load the hightMap here. } } /** * a Constructor for the Debug-Worlds */ Terrain::Terrain(DebugTerrain debugTerrain) { this->init(); this->buildDebugTerrain(debugTerrain); } /** * standard deconstructor */ Terrain::~Terrain () { if (modelList) glDeleteLists(this->modelList, 1); if( this->ssp) delete ssp; if(this->heightMap) delete heightMap; } void Terrain::init() { this->registerObject(this, Terrain::_objectList); this->toList(OM_ENVIRON_NOTICK); this->toReflectionList(); this->modelList = 0; this->ssp = NULL; this->vegetation = NULL; this->heightMap = NULL; this->heightMapMaterial = new Material(); } void Terrain::loadParams(const TiXmlElement* root) { WorldEntity::loadParams(root); LoadParam(root, "scale", this, Terrain, setScale) .describe("The scale in x,y,z direction"); LoadParam(root, "texture", this, Terrain, loadTexture) .describe("The name of the Texture for this heightMap"); LoadParam(root, "vegetation", this, Terrain, loadVegetation) .describe("the fileName of the vegetation, that should be loaded onto this terrain. (must be relative to the data-dir)") ; LoadParam(root, "height-map", this, Terrain, loadHeightMap) .describe("The HeightMap, splitted into two strings seperated by ','. 1: HeighMap, 2: ColorMap"); } void Terrain::setScale(float x, float y, float z) { this->terrainScale = Vector(x, y, z); } void Terrain::loadHeightMap(const std::string& heightMapFile, const std::string& colorMap) { if (this->heightMap != NULL) delete this->heightMap; this->heightMap = NULL; std::string hmName = Resources::NewResourceManager::getInstance()->prependAbsoluteMainPath(heightMapFile); std::string hmColorName = Resources::NewResourceManager::getInstance()->prependAbsoluteMainPath(colorMap); this->heightMap = new HeightMap(hmName, hmColorName); // heightMap->scale(Vector(43.0f,4.7f,43.0f)); heightMap->scale(this->terrainScale); heightMap->setAbsCoor(this->getAbsCoor()); heightMap->load(); } void Terrain::loadTexture(const std::string& textureName) { PRINTF(4)("Load texture: %s\n", textureName.c_str()); heightMapMaterial->setDiffuse(1.0,1.0,1.0); heightMapMaterial->setAmbient(1.0,1.0,1.0 ); heightMapMaterial->setSpecular(1.0,1.0,1.0); heightMapMaterial->setShininess(.5); heightMapMaterial->setTransparency(1.0); heightMapMaterial->setDiffuseMap(textureName); // heightMapMaterial->setAmbientMap(textureName); // heightMapMaterial->setSpecularMap(textureName); } void Terrain::loadVegetation(const std::string& vegetationFile) { PRINTF(4)("loadVegetation: %s\n", vegetationFile.c_str()); if (this->vegetation) this->vegetation = 0; if (!vegetationFile.empty()) { PRINTF(4)("fetching %s\n", vegetationFile.c_str()); this->loadModel(vegetationFile, 1.0, 2); this->vegetation = this->getModel(2); } else this->vegetation = NULL; } void Terrain::draw () const { glPushMatrix(); /* translate */ glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); /* rotate */ // Vector tmpRot = this->getAbsDir().getSpacialAxis(); //glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); if (this->modelList) glCallList(this->modelList); else if (this->getModel()) this->getModel()->draw(); if (this->vegetation) this->vegetation->draw(); if( this->heightMap) { this->heightMapMaterial->select(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); this->heightMap->draw(); } glPopMatrix(); /* glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); Vector camera = State::getCameraNode()->getAbsCoor(); // Go on here ..........!!! float height = heightMap->getHeight(camera.x, camera.z); glEnable (GL_COLOR_MATERIAL) ; glBegin(GL_QUADS); // Draw The Cube Using quads glColor3f(0.0f,1.0f,0.0f); // Color Blue 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) 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) 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) 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) glEnd(); // End Drawing The Plan glPopMatrix();*/ /* THIS IS ONLY FOR DEBUGGING INFORMATION */ if (this->ssp != NULL) this->ssp->drawQuadtree(); } void Terrain::buildDebugTerrain(DebugTerrain debugTerrain) { // if the terrain is the Terrain of Dave if (debugTerrain == TERRAIN_DAVE) { modelList = glGenLists(1); glNewList (modelList, GL_COMPILE); glColor3f(1.0,0,0); int sizeX = 100; int sizeZ = 80; float length = 1000; float width = 200; float widthX = float (length /sizeX); float widthZ = float (width /sizeZ); float height [sizeX][sizeZ]; Vector normal_vectors[sizeX][sizeZ]; for ( int i = 0; imodel = (OBJModel*) new Model(); this->model->setName("CUBE"); this->model->addVertex (-0.5, -0.5, 0.5); this->model->addVertex (0.5, -0.5, 0.5); this->model->addVertex (-0.5, 0.5, 0.5); this->model->addVertex (0.5, 0.5, 0.5); this->model->addVertex (-0.5, 0.5, -0.5); this->model->addVertex (0.5, 0.5, -0.5); this->model->addVertex (-0.5, -0.5, -0.5); this->model->addVertex (0.5, -0.5, -0.5); this->model->addVertexTexture (0.0, 0.0); this->model->addVertexTexture (1.0, 0.0); this->model->addVertexTexture (0.0, 1.0); this->model->addVertexTexture (1.0, 1.0); this->model->addVertexTexture (0.0, 2.0); this->model->addVertexTexture (1.0, 2.0); this->model->addVertexTexture (0.0, 3.0); this->model->addVertexTexture (1.0, 3.0); this->model->addVertexTexture (0.0, 4.0); this->model->addVertexTexture (1.0, 4.0); this->model->addVertexTexture (2.0, 0.0); this->model->addVertexTexture (2.0, 1.0); this->model->addVertexTexture (-1.0, 0.0); this->model->addVertexTexture (-1.0, 1.0); this->model->finalize(); */ } } float Terrain::getHeight(float x, float y) { if(this->heightMap != NULL) return (this->heightMap->getHeight(x, y)); return 0; }