| 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 |  | 
|---|
| 13 |    Trail system for engine output trails. | 
|---|
| 14 |    uses a catmull rom spline to interpolate the curve which is subdivided | 
|---|
| 15 |    into sections parts. | 
|---|
| 16 |    main-programmer: Marc Schaerer | 
|---|
| 17 | */ | 
|---|
| 18 |  | 
|---|
| 19 | #include "trail.h" | 
|---|
| 20 |  | 
|---|
| 21 | #include "util/loading/load_param.h" | 
|---|
| 22 | #include "util/loading/factory.h" | 
|---|
| 23 |  | 
|---|
| 24 | #include "quaternion.h" | 
|---|
| 25 | #include "vector.h" | 
|---|
| 26 |  | 
|---|
| 27 | #include "graphics_engine.h" | 
|---|
| 28 | #include "material.h" | 
|---|
| 29 | #include "glincl.h" | 
|---|
| 30 | #include "state.h" | 
|---|
| 31 | #include "debug.h" | 
|---|
| 32 |  | 
|---|
| 33 |  | 
|---|
| 34 |  | 
|---|
| 35 | #define trailAlphaMax 1.0f | 
|---|
| 36 | #define trailAlphaMin 0.2f | 
|---|
| 37 |  | 
|---|
| 38 | ObjectListDefinition(Trail); | 
|---|
| 39 | CREATE_FACTORY(Trail); | 
|---|
| 40 |  | 
|---|
| 41 | /** | 
|---|
| 42 |  * standart constructor | 
|---|
| 43 |  * @param maxLength maximum length of the trail. You will later need to set the actual length used. | 
|---|
| 44 |  * @param sections number of sections into which the trail polygon shall be splited. Higher number for more smooth curves | 
|---|
| 45 |  * @param radius radius of the trail cross. | 
|---|
| 46 |  *  | 
|---|
| 47 |  */ | 
|---|
| 48 | Trail::Trail (float maxLength, int sections, float radius, PNode* parent) | 
|---|
| 49 | { | 
|---|
| 50 |   this->maxLength = maxLength; | 
|---|
| 51 |   this->length    = 1.0; | 
|---|
| 52 |   this->sections  = sections; | 
|---|
| 53 |   this->radius    = radius; | 
|---|
| 54 |   this->setParent( parent); | 
|---|
| 55 |  | 
|---|
| 56 |   this->nodeList  = new Vector[sections]; | 
|---|
| 57 |  | 
|---|
| 58 |  | 
|---|
| 59 |   this->init(); | 
|---|
| 60 | } | 
|---|
| 61 |  | 
|---|
| 62 | Trail::Trail (const TiXmlElement* root) | 
|---|
| 63 | { | 
|---|
| 64 |   this->init(); | 
|---|
| 65 |  | 
|---|
| 66 |   if( root) | 
|---|
| 67 |     this->loadParams(root); | 
|---|
| 68 | } | 
|---|
| 69 |  | 
|---|
| 70 | /** | 
|---|
| 71 |  * destroys a Trail | 
|---|
| 72 |  */ | 
|---|
| 73 | Trail::~Trail () | 
|---|
| 74 | { | 
|---|
| 75 |   if (this->material) | 
|---|
| 76 |     delete this->material; | 
|---|
| 77 |   delete this->nodeList; | 
|---|
| 78 | } | 
|---|
| 79 |  | 
|---|
| 80 |  | 
|---|
| 81 | /** | 
|---|
| 82 |  * initializes the Trail | 
|---|
| 83 |  */ | 
|---|
| 84 | void Trail::init() | 
|---|
| 85 | { | 
|---|
| 86 |   this->registerObject(this, Trail::_objectList); | 
|---|
| 87 |   this->setName("Trail"); | 
|---|
| 88 |  | 
|---|
| 89 |   this->material = new Material(); | 
|---|
| 90 |   this->material->setIllum(3); | 
|---|
| 91 |   this->material->setDiffuse(1.0,1.0,1.0); | 
|---|
| 92 |   this->material->setSpecular(0.0,0.0,0.0); | 
|---|
| 93 |   this->material->setAmbient(1.0, 1.0, 1.0); | 
|---|
| 94 |  | 
|---|
| 95 |   this->setAbsCoor(0, 0, 0); | 
|---|
| 96 |   this->setVisibiliy(true); | 
|---|
| 97 |  | 
|---|
| 98 |   this->nodeList[0] = (this->getAbsCoor()); | 
|---|
| 99 |   //PRINTF(0)("Trail data: N%i (%f,%f,%f)",0,this->getAbsCoor().x,this->getAbsCoor().y,this->getAbsCoor().z); | 
|---|
| 100 |   for( int i = 1; i < sections; i++) | 
|---|
| 101 |   { | 
|---|
| 102 |     this->nodeList[i] = (this->getAbsCoor());// - (((this->getParent()->getAbsDir().apply(Vector(1,1,1))).getNormalized() * (i * this->maxLength / sections)))); | 
|---|
| 103 |     //PRINTF(0)(" N%i (%f,%f,%f)",i,this->nodeList[i].x,this->nodeList[i].y,this->nodeList[i].z); | 
|---|
| 104 |   } | 
|---|
| 105 |   //PRINTF(0)("\n"); | 
|---|
| 106 | } | 
|---|
| 107 |  | 
|---|
| 108 |  | 
|---|
| 109 | /** | 
|---|
| 110 |  *  load params | 
|---|
| 111 |  * @param root TiXmlElement object | 
|---|
| 112 |  */ | 
|---|
| 113 | void Trail::loadParams(const TiXmlElement* root) | 
|---|
| 114 | { | 
|---|
| 115 |   WorldEntity::loadParams( root); | 
|---|
| 116 | } | 
|---|
| 117 |  | 
|---|
| 118 | /** | 
|---|
| 119 |  * sets the material to load | 
|---|
| 120 |  * @param textureFile The texture-file to load | 
|---|
| 121 |  */ | 
|---|
| 122 | void Trail::setTexture(const std::string& textureFile) | 
|---|
| 123 | { | 
|---|
| 124 |   this->material->setDiffuseMap(textureFile); | 
|---|
| 125 | } | 
|---|
| 126 |  | 
|---|
| 127 |  | 
|---|
| 128 | /** | 
|---|
| 129 |  * ticks the Trail | 
|---|
| 130 |  * @param dt the time to ticks | 
|---|
| 131 |  */ | 
|---|
| 132 | void Trail::tick(float dt) | 
|---|
| 133 | { | 
|---|
| 134 |   // Update node positions | 
|---|
| 135 |   float len = 0; | 
|---|
| 136 |   float secLen  = this->maxLength / this->sections; | 
|---|
| 137 |   this->nodeList[0] = this->getAbsCoor(); | 
|---|
| 138 |   this->nodeList[1] = this->getAbsCoor() - ((this->getParent()->getAbsDir().apply(Vector(1,0,0))).getNormalized() *  this->maxLength / sections); | 
|---|
| 139 |   for(int i = 2; i < this->sections; i++) | 
|---|
| 140 |   { | 
|---|
| 141 |     len = (this->nodeList[i-1] - this->nodeList[i]).len(); | 
|---|
| 142 |     if( secLen < len) len = secLen; | 
|---|
| 143 |     this->nodeList[i] = this->nodeList[i-1] - (this->nodeList[i-1] - this->nodeList[i]).getNormalized()*len; | 
|---|
| 144 |   } | 
|---|
| 145 | } | 
|---|
| 146 |  | 
|---|
| 147 |  | 
|---|
| 148 | /** | 
|---|
| 149 |  * draws the trail | 
|---|
| 150 |  * the trail has a cone shape | 
|---|
| 151 |  */ | 
|---|
| 152 | void Trail::draw() const | 
|---|
| 153 | { | 
|---|
| 154 |   if(!this->isVisible()) | 
|---|
| 155 |     return; | 
|---|
| 156 |  | 
|---|
| 157 |   Vector* Q = new Vector[4]; | 
|---|
| 158 |   Vector targ; | 
|---|
| 159 |   Vector now, later; | 
|---|
| 160 |   float fact  = 1.0/this->sections; | 
|---|
| 161 |   float radzero, radone; | 
|---|
| 162 |  | 
|---|
| 163 |   glPushAttrib(GL_ENABLE_BIT); | 
|---|
| 164 |    | 
|---|
| 165 |   glPushMatrix(); | 
|---|
| 166 |   //glMatrixMode(GL_MODELVIEW); | 
|---|
| 167 |   //glLoadIdentity(); | 
|---|
| 168 |   /* | 
|---|
| 169 |   glEnable(GL_BLEND); | 
|---|
| 170 |   glBlendFunc(GL_SRC_ALPHA,GL_ONE); | 
|---|
| 171 |   glDisable( GL_ALPHA_TEST);*/ | 
|---|
| 172 |  | 
|---|
| 173 |   glTranslatef(-this->getAbsCoor().x,-this->getAbsCoor().y,-this->getAbsCoor().z); | 
|---|
| 174 |   glScalef(1,1,1); | 
|---|
| 175 |   this->material->select(); | 
|---|
| 176 |  | 
|---|
| 177 |   //float alphaStep = 1.0 / this->sections; | 
|---|
| 178 |  | 
|---|
| 179 |   glBegin(GL_TRIANGLE_STRIP); | 
|---|
| 180 |  | 
|---|
| 181 |   // Alpha goes from 1.0 to 0.4 -> alphastep = .6 / this->sections | 
|---|
| 182 |   for( int i = 1; i < this->sections-1; i++) | 
|---|
| 183 |   { | 
|---|
| 184 |     radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
|---|
| 185 |     radzero  = this->radius * (1.0-(i+1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
|---|
| 186 |  | 
|---|
| 187 |     now   =  this->nodeList[i]; | 
|---|
| 188 |     later =  this->nodeList[i+1]; | 
|---|
| 189 |     if( i == 0) | 
|---|
| 190 |       targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); | 
|---|
| 191 |     else | 
|---|
| 192 |       targ  = (this->getAbsCoor() - now).getNormalized(); | 
|---|
| 193 |  | 
|---|
| 194 |     // horizontal polygon | 
|---|
| 195 |     Q[0]  = now + Vector(0,radone,0) ; | 
|---|
| 196 |     Q[3]  = now + Vector(0,-radone,0) ; | 
|---|
| 197 |      | 
|---|
| 198 |     glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z); | 
|---|
| 199 |         glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z); | 
|---|
| 200 |  | 
|---|
| 201 |     if( i == this->sections - 1) | 
|---|
| 202 |     { | 
|---|
| 203 |        | 
|---|
| 204 |       Q[1]  = later + Vector(0,radzero,0) ; | 
|---|
| 205 |       Q[2]  = later + Vector(0,-radzero,0) ; | 
|---|
| 206 |       glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z); | 
|---|
| 207 |       glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z); | 
|---|
| 208 |     } | 
|---|
| 209 |  | 
|---|
| 210 |  | 
|---|
| 211 |   } | 
|---|
| 212 |   glEnd(); | 
|---|
| 213 |   glBegin(GL_TRIANGLE_STRIP); | 
|---|
| 214 |   for( int i = this->sections-1; i > 0; i--) | 
|---|
| 215 |   { | 
|---|
| 216 |     radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
|---|
| 217 |     radzero  = this->radius * (1.0-(i-1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
|---|
| 218 |  | 
|---|
| 219 |     now   =  this->nodeList[i]; | 
|---|
| 220 |     later =  this->nodeList[i-1]; | 
|---|
| 221 |     if( i == 0) | 
|---|
| 222 |       targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); | 
|---|
| 223 |     else | 
|---|
| 224 |       targ  = (this->getAbsCoor() - now).getNormalized(); | 
|---|
| 225 |  | 
|---|
| 226 |     // horizontal polygon | 
|---|
| 227 |     Q[0]  = now + Vector(0,radone,0) ; | 
|---|
| 228 |     Q[3]  = now + Vector(0,-radone,0) ; | 
|---|
| 229 |  | 
|---|
| 230 |         glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z+0.01f); | 
|---|
| 231 |         glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z+0.01f); | 
|---|
| 232 |  | 
|---|
| 233 |     if( i == 1) | 
|---|
| 234 |     { | 
|---|
| 235 |         Q[1]  = later + Vector(0,radzero,0) ; | 
|---|
| 236 |         Q[2]  = later + Vector(0,-radzero,0) ; | 
|---|
| 237 |  | 
|---|
| 238 |                 glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z+0.01f); | 
|---|
| 239 |                 glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z+0.01f); | 
|---|
| 240 |         } | 
|---|
| 241 |  | 
|---|
| 242 |   } | 
|---|
| 243 |   glEnd(); | 
|---|
| 244 |  | 
|---|
| 245 |  | 
|---|
| 246 |   glBegin(GL_TRIANGLE_STRIP); | 
|---|
| 247 |   for( int i = 1; i < this->sections-1; i++) | 
|---|
| 248 |   { | 
|---|
| 249 |     radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
|---|
| 250 |     radzero  = this->radius * (1.0-(i+1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
|---|
| 251 |  | 
|---|
| 252 |     now   =  this->nodeList[i]; | 
|---|
| 253 |     later =  this->nodeList[i+1]; | 
|---|
| 254 |     if( i == 0) | 
|---|
| 255 |       targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); | 
|---|
| 256 |     else | 
|---|
| 257 |       targ  = (this->getAbsCoor() - now).getNormalized(); | 
|---|
| 258 |  | 
|---|
| 259 |     // horizontal polygon | 
|---|
| 260 |     Q[0]  = now + targ.cross(Vector(0,radone,0)) ; | 
|---|
| 261 |     Q[3]  = now + targ.cross(Vector(0,-radone,0)) ; | 
|---|
| 262 |      | 
|---|
| 263 |         glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z); | 
|---|
| 264 |         glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z); | 
|---|
| 265 |  | 
|---|
| 266 |     if( i == this->sections-1) | 
|---|
| 267 |     { | 
|---|
| 268 |       Q[1]  = later + targ.cross(Vector(0,radzero,0)) ; | 
|---|
| 269 |       Q[2]  = later + targ.cross(Vector(0,-radzero,0)) ; | 
|---|
| 270 |       glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z); | 
|---|
| 271 |       glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z); | 
|---|
| 272 |     } | 
|---|
| 273 |  | 
|---|
| 274 |  | 
|---|
| 275 |   } | 
|---|
| 276 |   glEnd(); | 
|---|
| 277 |   glBegin(GL_TRIANGLE_STRIP); | 
|---|
| 278 |   for( int i = this->sections-1; i > 0; i--) | 
|---|
| 279 |   { | 
|---|
| 280 |     radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
|---|
| 281 |     radzero  = this->radius * (1.0-(i-1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
|---|
| 282 |  | 
|---|
| 283 |     now   =  this->nodeList[i]; | 
|---|
| 284 |     later =  this->nodeList[i-1]; | 
|---|
| 285 |     if( i == 0) | 
|---|
| 286 |       targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); | 
|---|
| 287 |     else | 
|---|
| 288 |       targ  = (this->getAbsCoor() - now).getNormalized(); | 
|---|
| 289 |  | 
|---|
| 290 |     // horizontal polygon | 
|---|
| 291 |     Q[0]  = now + targ.cross(Vector(0,radone,0)) ; | 
|---|
| 292 |     Q[3]  = now + targ.cross(Vector(0,-radone,0)) ; | 
|---|
| 293 |  | 
|---|
| 294 |         glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x+0.01f,Q[0].y,Q[0].z); | 
|---|
| 295 |         glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x+0.01f,Q[3].y,Q[3].z); | 
|---|
| 296 |  | 
|---|
| 297 |     if( i == 1) | 
|---|
| 298 |     { | 
|---|
| 299 |         Q[1]  = later + targ.cross(Vector(0,radzero,0)) ; | 
|---|
| 300 |         Q[2]  = later + targ.cross(Vector(0,-radzero,0)) ; | 
|---|
| 301 |  | 
|---|
| 302 |                 glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x+0.01f,Q[1].y,Q[1].z); | 
|---|
| 303 |                 glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x+0.01f,Q[2].y,Q[2].z); | 
|---|
| 304 |         } | 
|---|
| 305 |  | 
|---|
| 306 |   } | 
|---|
| 307 |   glEnd(); | 
|---|
| 308 |   this->material->unselect(); | 
|---|
| 309 |  | 
|---|
| 310 |   glPopMatrix(); | 
|---|
| 311 |   glPopAttrib(); | 
|---|
| 312 | } | 
|---|