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source: orxonox.OLD/orxonox/trunk/src/world_entities/terrain.cc @ 4998

Last change on this file since 4998 was 4998, checked in by bensch, 19 years ago

orxonox/trunk: more optimizations of the Quaternion Class.
Now the 3D-rotation is much faster through this code:

Vector tmpRot = this→getAbsDir().getSpacialAxis();
glRotatef (this→getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );

instead of the old Matrix-approach. furthermore glRotate is optimized much better in openGL as is clearly stated in the red book

also implemented some other really useless functions for Quaternion

File size: 8.0 KB
Line 
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
16
17#include "terrain.h"
18
19#include "model.h"
20#include "vector.h"
21#include "glincl.h"
22
23#include "factory.h"
24#include "load_param.h"
25
26#include "spatial_separation.h"
27
28using namespace std;
29
30CREATE_FACTORY(Terrain);
31
32/**
33 *  standard constructor
34
35*/
36Terrain::Terrain (const TiXmlElement* root)
37{
38  this->init();
39  this->loadParams(root);
40
41  this->ssp = new SpatialSeparation((AbstractModel*)this->model, 10.0f);
42}
43
44
45/**
46 *  Constructor for loading a Terrain out of a file
47 * @param fileName The file to load data from.
48
49   this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found.
50*/
51Terrain::Terrain(const char* fileName)
52{
53  this->init();
54
55  if (strstr(fileName, ".obj") || strstr(fileName, ".OBJ"))
56    {
57      this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_LEVEL);
58    }
59  else
60    {
61      // load the hightMap here.
62    }
63}
64
65/**
66 *  a Constructor for the Debug-Worlds
67
68   @todo make it not compileable when not in debug-mode
69*/
70Terrain::Terrain(DebugTerrain debugTerrain)
71{
72  this->init();
73  this->buildDebugTerrain(debugTerrain);
74}
75
76/**
77 *  standard deconstructor
78
79*/
80Terrain::~Terrain ()
81{
82  if (objectList)
83    glDeleteLists(this->objectList, 1);
84  if( this->ssp)
85    delete ssp;
86}
87
88
89void Terrain::init()
90{
91  this->setClassID(CL_TERRAIN, "Terrain");
92
93  this->objectList = 0;
94}
95
96
97void Terrain::loadParams(const TiXmlElement* root)
98{
99  static_cast<WorldEntity*>(this)->loadParams(root);
100
101  //LoadParam<Terrain>(root, "DebugTerrain",  );
102}
103
104void Terrain::draw ()
105{
106  glMatrixMode(GL_MODELVIEW);
107  glPushMatrix();
108
109  /* translate */
110  glTranslatef (this->getAbsCoor ().x,
111                this->getAbsCoor ().y,
112                this->getAbsCoor ().z);
113  /* rotate */
114  Vector tmpRot = this->getAbsDir().getSpacialAxis();
115  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
116
117  if (this->objectList)
118    glCallList(this->objectList);
119  else if (this->model)
120    this->model->draw();
121  glPopMatrix();
122
123  /* THIS IS ONLY FOR DEBUGGING INFORMATION */
124  this->ssp->drawQuadtree();
125}
126
127
128void Terrain::buildDebugTerrain(DebugTerrain debugTerrain)
129{
130  // if the terrain is the Terrain of Dave
131  if (debugTerrain == TERRAIN_DAVE)
132    {
133      objectList = glGenLists(1);
134      glNewList (objectList, GL_COMPILE);
135
136      glColor3f(1.0,0,0);
137
138      int sizeX = 100;
139      int sizeZ = 80;
140      float length = 1000;
141      float width = 200;
142      float widthX = float (length /sizeX);
143      float widthZ = float (width /sizeZ);
144
145      float height [sizeX][sizeZ];
146      Vector normal_vectors[sizeX][sizeZ];
147
148
149      for ( int i = 0; i<sizeX-1; i+=1)
150        for (int j = 0; j<sizeZ-1;j+=1)
151          //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
152#ifdef __WIN32__
153          height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
154#else
155      height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
156#endif
157
158      //Die Huegel ein wenig glaetten
159      for (int h=1; h<2;h++)
160        for (int i=1;i<sizeX-2 ;i+=1 )
161          for(int j=1;j<sizeZ-2;j+=1)
162            height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
163
164      //Berechnung von normalen Vektoren
165      for(int i=1;i<sizeX-2;i+=1)
166        for(int j=1;j<sizeZ-2 ;j+=1)
167          {
168            Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
169            Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
170            Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
171            Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
172            Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
173
174            Vector c1 = v2 - v1;
175            Vector c2 = v3 - v1;
176            Vector c3=  v4 - v1;
177            Vector c4 = v5 - v1;
178            Vector zero = Vector (0,0,0);
179            normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
180            normal_vectors[i][j].normalize();
181          }
182
183      glBegin(GL_QUADS);
184      int snowheight=3;
185      for ( int i = 0; i<sizeX; i+=1)
186        for (int j = 0; j<sizeZ;j+=1)
187          {
188            Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
189            Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
190            Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
191            Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
192            float a[3];
193            if(height[i][j]<snowheight){
194              a[0]=0;
195              a[1]=1.0-height[i][j]/10-.3;
196              a[2]=0;
197              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
198            }
199            else{
200              a[0]=1.0;
201              a[1]=1.0;
202              a[2]=1.0;
203              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
204
205            }
206            glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
207            glVertex3f(v1.x, v1.y, v1.z);
208            if(height[i+1][j]<snowheight){
209              a[0]=0;
210              a[1] =1.0-height[i+1][j]/10-.3;
211              a[2]=0;
212              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
213            }
214            else{
215              a[0]=1.0;
216              a[1]=1.0;
217              a[2]=1.0;
218              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
219
220            }
221            glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
222            glVertex3f(v2.x, v2.y, v2.z);
223            if(height[i+1][j+1]<snowheight){
224              a[0]=0;
225              a[1] =1.0-height[i+1][j+1]/10-.3;
226              a[2]=0;
227              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
228            }
229            else{
230              a[0]=1.0;
231              a[1]=1.0;
232              a[2]=1.0;
233              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
234
235
236            }
237            glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
238            glVertex3f(v3.x, v3.y, v3.z);
239            if(height[i][j+1]<snowheight){
240              a[0]=0;
241              a[1] =1.0-height[i+1][j+1]/10-.3;
242              a[2]=0;
243              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
244            }
245            else{
246              a[0]=1.0;
247              a[1]=1.0;
248              a[2]=1.0;
249              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
250            }
251            glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
252            glVertex3f(v4.x, v4.y, v4.z);
253
254          }
255      glEnd();
256      glEndList();
257    }
258
259  if (debugTerrain == TERRAIN_BENSCH)
260    {
261      /*
262        this->model = (OBJModel*) new Model();
263      this->model->setName("CUBE");
264      this->model->addVertex (-0.5, -0.5, 0.5);
265      this->model->addVertex (0.5, -0.5, 0.5);
266      this->model->addVertex (-0.5, 0.5, 0.5);
267      this->model->addVertex (0.5, 0.5, 0.5);
268      this->model->addVertex (-0.5, 0.5, -0.5);
269      this->model->addVertex (0.5, 0.5, -0.5);
270      this->model->addVertex (-0.5, -0.5, -0.5);
271      this->model->addVertex (0.5, -0.5, -0.5);
272
273      this->model->addVertexTexture (0.0, 0.0);
274      this->model->addVertexTexture (1.0, 0.0);
275      this->model->addVertexTexture (0.0, 1.0);
276      this->model->addVertexTexture (1.0, 1.0);
277      this->model->addVertexTexture (0.0, 2.0);
278      this->model->addVertexTexture (1.0, 2.0);
279      this->model->addVertexTexture (0.0, 3.0);
280      this->model->addVertexTexture (1.0, 3.0);
281      this->model->addVertexTexture (0.0, 4.0);
282      this->model->addVertexTexture (1.0, 4.0);
283      this->model->addVertexTexture (2.0, 0.0);
284      this->model->addVertexTexture (2.0, 1.0);
285      this->model->addVertexTexture (-1.0, 0.0);
286      this->model->addVertexTexture (-1.0, 1.0);
287
288      this->model->finalize();
289      */
290    }
291
292}
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