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