| 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) 2006 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 |  | 
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| 13 | Trail system for engine output trails. | 
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| 14 | uses a catmull rom spline to interpolate the curve which is subdivided | 
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| 15 | into sections parts. | 
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| 16 | main-programmer: Marc Schaerer | 
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| 17 | */ | 
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| 18 |  | 
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| 19 | #include "trail.h" | 
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| 20 |  | 
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| 21 | #include "util/loading/load_param.h" | 
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| 22 | #include "util/loading/factory.h" | 
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| 23 |  | 
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| 24 | #include "quaternion.h" | 
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| 25 | #include "vector.h" | 
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| 26 |  | 
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| 27 | #include "graphics_engine.h" | 
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| 28 | #include "material.h" | 
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| 29 | #include "glincl.h" | 
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| 30 | #include "state.h" | 
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| 31 | #include "debug.h" | 
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| 32 |  | 
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| 33 |  | 
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| 34 |  | 
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| 35 | #define trailAlphaMax 1.0f | 
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| 36 | #define trailAlphaMin 0.2f | 
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| 37 |  | 
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| 38 | ObjectListDefinition(Trail); | 
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| 39 | CREATE_FACTORY(Trail); | 
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| 40 |  | 
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| 41 | /** | 
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| 42 | * standart constructor | 
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| 43 | * @param maxLength maximum length of the trail. You will later need to set the actual length used. | 
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| 44 | * @param sections number of sections into which the trail polygon shall be splited. Higher number for more smooth curves | 
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| 45 | * @param radius radius of the trail cross. | 
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| 46 | * | 
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| 47 | */ | 
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| 48 | Trail::Trail (float maxLength, int sections, float radius, PNode* parent) | 
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| 49 | { | 
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| 50 | this->maxLength = maxLength; | 
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| 51 | this->length    = 1.0; | 
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| 52 | this->sections  = sections; | 
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| 53 | this->radius    = radius; | 
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| 54 | this->setParent( parent); | 
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| 55 |  | 
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| 56 | this->nodeList  = new Vector[sections]; | 
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| 57 |  | 
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| 58 |  | 
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| 59 | this->init(); | 
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| 60 | } | 
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| 61 |  | 
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| 62 | Trail::Trail (const TiXmlElement* root) | 
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| 63 | { | 
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| 64 | this->init(); | 
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| 65 |  | 
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| 66 | if( root) | 
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| 67 | this->loadParams(root); | 
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| 68 | } | 
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| 69 |  | 
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| 70 | /** | 
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| 71 | * destroys a Trail | 
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| 72 | */ | 
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| 73 | Trail::~Trail () | 
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| 74 | { | 
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| 75 | if (this->material) | 
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| 76 | delete this->material; | 
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| 77 | delete this->nodeList; | 
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| 78 | } | 
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| 79 |  | 
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| 80 |  | 
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| 81 | /** | 
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| 82 | * initializes the Trail | 
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| 83 | */ | 
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| 84 | void Trail::init() | 
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| 85 | { | 
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| 86 | this->registerObject(this, Trail::_objectList); | 
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| 87 | this->setName("Trail"); | 
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| 88 |  | 
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| 89 | this->material = new Material(); | 
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| 90 | this->material->setIllum(3); | 
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| 91 | this->material->setDiffuse(1.0,1.0,1.0); | 
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| 92 | this->material->setSpecular(0.0,0.0,0.0); | 
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| 93 | this->material->setAmbient(1.0, 1.0, 1.0); | 
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| 94 |  | 
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| 95 | this->setAbsCoor(0, 0, 0); | 
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| 96 | this->setVisibility(true); | 
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| 97 |  | 
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| 98 | this->nodeList[0] = (this->getAbsCoor()); | 
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| 99 | //PRINTF(0)("Trail data: N%i (%f,%f,%f)",0,this->getAbsCoor().x,this->getAbsCoor().y,this->getAbsCoor().z); | 
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| 100 | for( int i = 1; i < sections; i++) | 
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| 101 | { | 
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| 102 | this->nodeList[i] = (this->getAbsCoor());// - (((this->getParent()->getAbsDir().apply(Vector(1,1,1))).getNormalized() * (i * this->maxLength / sections)))); | 
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| 103 | //PRINTF(0)(" N%i (%f,%f,%f)",i,this->nodeList[i].x,this->nodeList[i].y,this->nodeList[i].z); | 
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| 104 | } | 
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| 105 | //PRINTF(0)("\n"); | 
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| 106 | } | 
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| 107 |  | 
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| 108 |  | 
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| 109 | /** | 
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| 110 | *  load params | 
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| 111 | * @param root TiXmlElement object | 
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| 112 | */ | 
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| 113 | void Trail::loadParams(const TiXmlElement* root) | 
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| 114 | { | 
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| 115 | WorldEntity::loadParams( root); | 
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| 116 | } | 
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| 117 |  | 
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| 118 | /** | 
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| 119 | * sets the material to load | 
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| 120 | * @param textureFile The texture-file to load | 
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| 121 | */ | 
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| 122 | void Trail::setTexture(const std::string& textureFile) | 
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| 123 | { | 
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| 124 | this->material->setDiffuseMap(textureFile); | 
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| 125 | } | 
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| 126 |  | 
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| 127 |  | 
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| 128 | /** | 
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| 129 | * ticks the Trail | 
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| 130 | * @param dt the time to ticks | 
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| 131 | */ | 
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| 132 | void Trail::tick(float dt) | 
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| 133 | { | 
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| 134 | // Update node positions | 
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| 135 | float len = 0; | 
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| 136 | float secLen  = this->maxLength / this->sections; | 
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| 137 | this->nodeList[0] = this->getAbsCoor(); | 
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| 138 | this->nodeList[1] = this->getAbsCoor() - ((this->getParent()->getAbsDir().apply(Vector(1,0,0))).getNormalized() *  this->maxLength / sections); | 
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| 139 | for(int i = 2; i < this->sections; i++) | 
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| 140 | { | 
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| 141 | len = (this->nodeList[i-1] - this->nodeList[i]).len(); | 
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| 142 | if( secLen < len) len = secLen; | 
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| 143 | this->nodeList[i] = this->nodeList[i-1] - (this->nodeList[i-1] - this->nodeList[i]).getNormalized()*len; | 
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| 144 | } | 
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| 145 | } | 
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| 146 |  | 
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| 147 |  | 
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| 148 | /** | 
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| 149 | * draws the trail | 
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| 150 | * the trail has a cone shape | 
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| 151 | */ | 
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| 152 | void Trail::draw() const | 
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| 153 | { | 
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| 154 | if(!this->isVisible()) | 
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| 155 | return; | 
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| 156 |  | 
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| 157 | Vector* Q = new Vector[4]; | 
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| 158 | Vector targ; | 
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| 159 | Vector now, later; | 
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| 160 | float fact  = 1.0/this->sections; | 
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| 161 | float radzero, radone; | 
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| 162 |  | 
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| 163 | glPushAttrib(GL_ENABLE_BIT); | 
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| 164 |  | 
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| 165 | glPushMatrix(); | 
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| 166 | //glMatrixMode(GL_MODELVIEW); | 
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| 167 | //glLoadIdentity(); | 
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| 168 | /* | 
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| 169 | glEnable(GL_BLEND); | 
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| 170 | glBlendFunc(GL_SRC_ALPHA,GL_ONE); | 
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| 171 | glDisable( GL_ALPHA_TEST);*/ | 
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| 172 |  | 
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| 173 | glTranslatef(-this->getAbsCoor().x,-this->getAbsCoor().y,-this->getAbsCoor().z); | 
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| 174 | glScalef(1,1,1); | 
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| 175 | this->material->select(); | 
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| 176 |  | 
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| 177 | //float alphaStep = 1.0 / this->sections; | 
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| 178 |  | 
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| 179 | glBegin(GL_TRIANGLE_STRIP); | 
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| 180 |  | 
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| 181 | // Alpha goes from 1.0 to 0.4 -> alphastep = .6 / this->sections | 
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| 182 | for( int i = 1; i < this->sections-1; i++) | 
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| 183 | { | 
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| 184 | radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
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| 185 | radzero  = this->radius * (1.0-(i+1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
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| 186 |  | 
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| 187 | now   =  this->nodeList[i]; | 
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| 188 | later =  this->nodeList[i+1]; | 
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| 189 | if( i == 0) | 
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| 190 | targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); | 
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| 191 | else | 
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| 192 | targ  = (this->getAbsCoor() - now).getNormalized(); | 
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| 193 |  | 
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| 194 | // horizontal polygon | 
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| 195 | Q[0]  = now + Vector(0,radone,0) ; | 
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| 196 | Q[3]  = now + Vector(0,-radone,0) ; | 
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| 197 |  | 
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| 198 | glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z); | 
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| 199 | glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z); | 
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| 200 |  | 
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| 201 | if( i == this->sections - 1) | 
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| 202 | { | 
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| 203 |  | 
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| 204 | Q[1]  = later + Vector(0,radzero,0) ; | 
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| 205 | Q[2]  = later + Vector(0,-radzero,0) ; | 
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| 206 | glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z); | 
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| 207 | glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z); | 
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| 208 | } | 
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| 209 |  | 
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| 210 |  | 
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| 211 | } | 
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| 212 | glEnd(); | 
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| 213 | glBegin(GL_TRIANGLE_STRIP); | 
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| 214 | for( int i = this->sections-1; i > 0; i--) | 
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| 215 | { | 
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| 216 | radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
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| 217 | radzero  = this->radius * (1.0-(i-1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
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| 218 |  | 
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| 219 | now   =  this->nodeList[i]; | 
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| 220 | later =  this->nodeList[i-1]; | 
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| 221 | if( i == 0) | 
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| 222 | targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); | 
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| 223 | else | 
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| 224 | targ  = (this->getAbsCoor() - now).getNormalized(); | 
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| 225 |  | 
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| 226 | // horizontal polygon | 
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| 227 | Q[0]  = now + Vector(0,radone,0) ; | 
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| 228 | Q[3]  = now + Vector(0,-radone,0) ; | 
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| 229 |  | 
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| 230 | glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z+0.01f); | 
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| 231 | glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z+0.01f); | 
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| 232 |  | 
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| 233 | if( i == 1) | 
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| 234 | { | 
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| 235 | Q[1]  = later + Vector(0,radzero,0) ; | 
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| 236 | Q[2]  = later + Vector(0,-radzero,0) ; | 
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| 237 |  | 
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| 238 | glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z+0.01f); | 
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| 239 | glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z+0.01f); | 
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| 240 | } | 
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| 241 |  | 
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| 242 | } | 
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| 243 | glEnd(); | 
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| 244 |  | 
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| 245 |  | 
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| 246 | glBegin(GL_TRIANGLE_STRIP); | 
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| 247 | for( int i = 1; i < this->sections-1; i++) | 
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| 248 | { | 
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| 249 | radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
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| 250 | radzero  = this->radius * (1.0-(i+1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
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| 251 |  | 
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| 252 | now   =  this->nodeList[i]; | 
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| 253 | later =  this->nodeList[i+1]; | 
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| 254 | if( i == 0) | 
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| 255 | targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); | 
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| 256 | else | 
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| 257 | targ  = (this->getAbsCoor() - now).getNormalized(); | 
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| 258 |  | 
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| 259 | // horizontal polygon | 
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| 260 | Q[0]  = now + targ.cross(Vector(0,radone,0)) ; | 
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| 261 | Q[3]  = now + targ.cross(Vector(0,-radone,0)) ; | 
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| 262 |  | 
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| 263 | glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x,Q[0].y,Q[0].z); | 
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| 264 | glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x,Q[3].y,Q[3].z); | 
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| 265 |  | 
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| 266 | if( i == this->sections-1) | 
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| 267 | { | 
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| 268 | Q[1]  = later + targ.cross(Vector(0,radzero,0)) ; | 
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| 269 | Q[2]  = later + targ.cross(Vector(0,-radzero,0)) ; | 
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| 270 | glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x,Q[1].y,Q[1].z); | 
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| 271 | glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x,Q[2].y,Q[2].z); | 
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| 272 | } | 
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| 273 |  | 
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| 274 |  | 
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| 275 | } | 
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| 276 | glEnd(); | 
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| 277 | glBegin(GL_TRIANGLE_STRIP); | 
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| 278 | for( int i = this->sections-1; i > 0; i--) | 
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| 279 | { | 
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| 280 | radone  = this->radius * (1.0-i*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
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| 281 | radzero  = this->radius * (1.0-(i-1)*fact + 0.2 * (float)rand()/(float)RAND_MAX); | 
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| 282 |  | 
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| 283 | now   =  this->nodeList[i]; | 
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| 284 | later =  this->nodeList[i-1]; | 
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| 285 | if( i == 0) | 
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| 286 | targ  = this->getAbsDir().apply(Vector(1,0,0)).getNormalized(); | 
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| 287 | else | 
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| 288 | targ  = (this->getAbsCoor() - now).getNormalized(); | 
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| 289 |  | 
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| 290 | // horizontal polygon | 
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| 291 | Q[0]  = now + targ.cross(Vector(0,radone,0)) ; | 
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| 292 | Q[3]  = now + targ.cross(Vector(0,-radone,0)) ; | 
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| 293 |  | 
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| 294 | glTexCoord2f(0.0f, 0.0f); glVertex3f(Q[0].x+0.01f,Q[0].y,Q[0].z); | 
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| 295 | glTexCoord2f(1.0f, 0.0f); glVertex3f(Q[3].x+0.01f,Q[3].y,Q[3].z); | 
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| 296 |  | 
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| 297 | if( i == 1) | 
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| 298 | { | 
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| 299 | Q[1]  = later + targ.cross(Vector(0,radzero,0)) ; | 
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| 300 | Q[2]  = later + targ.cross(Vector(0,-radzero,0)) ; | 
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| 301 |  | 
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| 302 | glTexCoord2f(0.0f, 1.0f); glVertex3f(Q[1].x+0.01f,Q[1].y,Q[1].z); | 
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| 303 | glTexCoord2f(1.0f, 1.0f); glVertex3f(Q[2].x+0.01f,Q[2].y,Q[2].z); | 
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| 304 | } | 
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| 305 |  | 
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| 306 | } | 
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| 307 | glEnd(); | 
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| 308 | this->material->unselect(); | 
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| 309 |  | 
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| 310 | glPopMatrix(); | 
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| 311 | glPopAttrib(); | 
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| 312 | } | 
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