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source: orxonox.OLD/branches/playability/src/world_entities/effects/wobblegrid.cc @ 10154

Last change on this file since 10154 was 10154, checked in by marcscha, 17 years ago

Wobblegrid addition for alienweapons

File size: 5.4 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2006 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: David Hasenfratz
13*/
14
15#include "wobblegrid.h"
16
17#include "util/loading/load_param.h"
18#include "util/loading/factory.h"
19
20#include "graphics_engine.h"
21#include "material.h"
22#include "glincl.h"
23#include "state.h"
24#include "grid.h"
25
26#include <assert.h>
27#include "debug.h"
28
29
30#include "class_id_DEPRECATED.h"
31ObjectListDefinition(Wobblegrid);
32CREATE_FACTORY(Wobblegrid);
33
34/**
35 * Wobble Grids are grids which "wobble"
36 * Wobbling is realized through fixed center and sin wave outwards
37 * For the beginning the grid will be a 5x5
38 */
39
40/**
41 * standart constructor
42 */
43Wobblegrid::Wobblegrid (const TiXmlElement* root)
44{
45  this->size  = 5;
46
47  this->init();
48
49  if( root)
50    this->loadParams(root);
51}
52
53Wobblegrid::Wobblegrid (int size, const TiXmlElement* root)
54{
55  this->size  = size;
56
57  this->init();
58
59  if( root)
60    this->loadParams(root);
61}
62
63
64/**
65 * destroys a Wobblegrid
66 */
67Wobblegrid::~Wobblegrid ()
68{
69  if (this->material)
70    delete this->material;
71}
72
73
74/**
75 * initializes the Wobblegrid
76 */
77void Wobblegrid::init()
78{
79  this->registerObject(this, Wobblegrid::_objectList);
80  this->setName("Wobblegrid");
81
82  this->toList(OM_COMMON);
83
84  this->material = new Material();
85  this->setAbsCoor(0, 0, 0);
86  //this->setVisibiliy(true);
87 
88  this->subdivision = 5;
89
90  this->grid  = new Grid( this->size, this->size, this->subdivision, this->subdivision);
91  for (int i = 0; i < 25; i++)
92    PRINTF(0)("Coordinate %i: %f,%f\n",i,this->grid->vertex(i).x,this->grid->vertex(i).z);
93  this->angularSpeed = M_PI; //180;
94}
95
96
97/**
98 *  load params
99 * @param root TiXmlElement object
100 */
101void Wobblegrid::loadParams(const TiXmlElement* root)
102{
103  /*LoadParam(root, "texture", this->material, Material, setDiffuseMap)
104      .describe("the texture-file to load onto the Wobblegrid");
105
106  LoadParam(root, "size", this, Wobblegrid, setSize)
107  .describe("the size of the Wobblegrid in Pixels");*/
108}
109
110
111
112/**
113 * sets the material to load
114 * @param textureFile The texture-file to load
115 */
116void Wobblegrid::setTexture(const std::string& textureFile)
117{
118  this->material->setDiffuseMap(textureFile);
119}
120
121
122/**
123 * ticks the Wobblegrid
124 * @param dt the time to ticks
125 */
126void Wobblegrid::tick(float dt)
127{
128  angle += dt * angularSpeed;
129  if (angle > 2 * M_PI)
130    angle -= 2 * M_PI;
131
132  //Vector vec;
133  float fac = 1.0 / (this->subdivision - 1);
134  for( int z=1; z < 4; z++)
135  {
136    for( int x=1; x < 4; x++)
137    {
138      //if(x==2 && z == 2)
139      //  continue;
140
141      Vector2D& vec = this->grid->texCoord(z*this->subdivision + x);
142      vec.= (x * fac + sgn(x-2)*sinf(angle)*fac/2.0);
143      vec.= (z * fac + sgn(z-2)*sinf(angle)*fac/2.0);
144    }
145  }
146  //this->grid->finalize();
147}
148
149
150/**
151 * draws the billboard
152 */
153void Wobblegrid::draw() const
154{
155  if( !this->isVisible())
156    return;
157
158  glPushAttrib(GL_ENABLE_BIT);
159  glDisable(GL_LIGHTING);
160  glDisable(GL_FOG);
161
162  glPushMatrix();
163
164  //glTranslatef(this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
165  //glTranslatef(0,0,0);
166  this->material->select();
167
168  const PNode* camera = State::getCameraNode();  //!< @todo MUST be different
169  Vector cameraPos = camera->getAbsCoor();
170  Vector cameraTargetPos = State::getCameraTargetNode()->getAbsCoor();
171  Vector view = cameraTargetPos - cameraPos;
172
173
174  Vector up = Vector(0, 1, 0);
175  up = camera->getAbsDir().apply(up);
176  Vector h = up.cross(view);
177  Vector v = h.cross(view);
178  h.normalize();
179  v.normalize();
180
181  float rangle  = acosf(v.dot(view)/view.len());
182
183  v *= size;
184  h *= size;
185
186//v += this->getAbsCoor();
187    //PRINTF(0)("sizeX: %f sizeZ: %f\n", sizeX, sizeZ);
188  /*int xone = 0;
189  int zone = 0;
190 
191  glBegin(GL_QUADS);
192
193  for( int z=0; z<4; z++)
194  {
195    for( int x=0; x<4; x++)
196    {
197      xone = x + 1;
198      zone = z + 1;
199      glTexCoord2f(x*.25f,z*.25f);
200      glVertex3f( this->getAbsCoor().x + this->grid[z][x].x*this->sizeX2 - h.x - v.x,
201                  this->getAbsCoor().y - h.y - v.y,
202                  this->getAbsCoor().z + this->grid[z][x].z*this->sizeZ2 - h.z - v.z);
203
204      glTexCoord2f(x*.25f,zone*.25f);
205      glVertex3f( this->getAbsCoor().x + this->grid[zone][x].x*this->sizeX2 - h.x - v.x,
206                  this->getAbsCoor().y - h.y - v.y,
207                  this->getAbsCoor().z + this->grid[zone][x].z*this->sizeZ2 - h.z - v.z);
208
209      glTexCoord2f(xone*.25f,zone*.25f);
210      glVertex3f( this->getAbsCoor().x + this->grid[zone][xone].x*this->sizeX2 - h.x - v.x,
211                  this->getAbsCoor().y - h.y - v.y,
212                  this->getAbsCoor().z + this->grid[zone][xone].z*this->sizeZ2 - h.z - v.z);
213
214      glTexCoord2f(xone*.25f,z*.25f);
215      glVertex3f( this->getAbsCoor().x + this->grid[z][xone].x*this->sizeX2 - h.x - v.x,
216                  this->getAbsCoor().y - h.y - v.y,
217                  this->getAbsCoor().z + this->grid[z][xone].z*this->sizeZ2 - h.z - v.z);
218    }
219  }
220  glEnd();*/
221  glTranslatef (this->getAbsCoor ().x,
222                  this->getAbsCoor ().y,
223                  this->getAbsCoor ().z);
224  //Vector tmpRot = this->getAbsDir().getSpacialAxis();
225  glRotatef (rangle, view.x, view.y, view.z );
226  //glRotatef(this->angle, 0.0, 0.0, 1.0);
227
228  this->grid->draw();
229
230  glPopMatrix();
231
232  glPopAttrib();
233}
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