| 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) 2004 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 | main-programmer: Benjamin Grauer | 
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| 13 | co-programmer: ... | 
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| 14 | */ | 
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| 15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY | 
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| 16 |  | 
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| 17 |  | 
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| 18 | #include "terrain.h" | 
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| 19 |  | 
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| 20 | #include "util/loading/resource_manager.h" | 
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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 | #include "spatial_separation.h" | 
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| 24 |  | 
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| 25 | #include "model.h" | 
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| 26 | #include "network_game_manager.h" | 
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| 27 |  | 
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| 28 | #include "height_map.h" | 
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| 29 | #include "material.h" | 
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| 30 |  | 
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| 31 | #include "glincl.h" | 
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| 32 |  | 
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| 33 | #include "state.h" | 
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| 34 | #include "debug.h" | 
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| 35 |  | 
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| 36 |  | 
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| 37 | ObjectListDefinition(Terrain); | 
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| 38 | CREATE_FACTORY(Terrain); | 
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| 39 |  | 
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| 40 | /** | 
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| 41 | *  standard constructor | 
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| 42 | */ | 
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| 43 | Terrain::Terrain (const TiXmlElement* root) | 
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| 44 | { | 
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| 45 | this->init(); | 
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| 46 |  | 
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| 47 |  | 
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| 48 | if( root != NULL) | 
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| 49 | this->loadParams(root); | 
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| 50 |  | 
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| 51 | //  if (this->model != NULL) | 
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| 52 | //this->ssp = new SpatialSeparation((Model*)this->model, 10.0f); | 
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| 53 | } | 
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| 54 |  | 
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| 55 |  | 
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| 56 | /** | 
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| 57 | *  Constructor for loading a Terrain out of a file | 
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| 58 | * @param fileName The file to load data from. | 
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| 59 |  | 
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| 60 | this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found. | 
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| 61 | */ | 
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| 62 | Terrain::Terrain(const std::string& fileName) | 
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| 63 | { | 
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| 64 | this->init(); | 
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| 65 |  | 
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| 66 | if (fileName.rfind(".obj" ) != std::string::npos || fileName.rfind(".OBJ") != std::string::npos ) | 
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| 67 | { | 
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| 68 | this->loadModel(fileName); | 
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| 69 | } | 
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| 70 | else | 
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| 71 | { | 
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| 72 | // load the hightMap here. | 
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| 73 | } | 
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| 74 | } | 
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| 75 |  | 
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| 76 | /** | 
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| 77 | *  a Constructor for the Debug-Worlds | 
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| 78 | */ | 
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| 79 | Terrain::Terrain(DebugTerrain debugTerrain) | 
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| 80 | { | 
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| 81 | this->init(); | 
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| 82 | this->buildDebugTerrain(debugTerrain); | 
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| 83 | } | 
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| 84 |  | 
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| 85 | /** | 
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| 86 | *  standard deconstructor | 
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| 87 |  | 
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| 88 | */ | 
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| 89 | Terrain::~Terrain () | 
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| 90 | { | 
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| 91 | if (modelList) | 
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| 92 | glDeleteLists(this->modelList, 1); | 
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| 93 | if( this->ssp) | 
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| 94 | delete ssp; | 
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| 95 |  | 
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| 96 | if(this->heightMap) | 
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| 97 | delete heightMap; | 
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| 98 | } | 
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| 99 |  | 
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| 100 |  | 
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| 101 | void Terrain::init() | 
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| 102 | { | 
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| 103 | this->registerObject(this, Terrain::_objectList); | 
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| 104 | this->toList(OM_ENVIRON_NOTICK); | 
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| 105 | this->toReflectionList(); | 
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| 106 |  | 
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| 107 | this->modelList = 0; | 
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| 108 | this->ssp = NULL; | 
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| 109 | this->vegetation = NULL; | 
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| 110 |  | 
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| 111 | this->heightMap = NULL; | 
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| 112 |  | 
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| 113 | this->heightMapMaterial = new Material(); | 
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| 114 | } | 
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| 115 |  | 
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| 116 |  | 
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| 117 | void Terrain::loadParams(const TiXmlElement* root) | 
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| 118 | { | 
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| 119 | WorldEntity::loadParams(root); | 
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| 120 |  | 
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| 121 | LoadParam(root, "scale", this, Terrain, setScale) | 
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| 122 | .describe("The scale in x,y,z direction"); | 
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| 123 |  | 
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| 124 | LoadParam(root, "texture", this, Terrain, loadTexture) | 
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| 125 | .describe("The name of the Texture for this heightMap"); | 
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| 126 |  | 
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| 127 | LoadParam(root, "vegetation", this, Terrain, loadVegetation) | 
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| 128 | .describe("the fileName of the vegetation, that should be loaded onto this terrain. (must be relative to the data-dir)") ; | 
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| 129 |  | 
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| 130 | LoadParam(root, "height-map", this, Terrain, loadHeightMap) | 
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| 131 | .describe("The HeightMap, splitted into two strings seperated by ','. 1: HeighMap, 2: ColorMap"); | 
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| 132 |  | 
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| 133 | } | 
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| 134 |  | 
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| 135 | void Terrain::setScale(float x, float y, float z) | 
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| 136 | { | 
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| 137 | this->terrainScale = Vector(x, y, z); | 
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| 138 | } | 
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| 139 |  | 
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| 140 | void Terrain::loadHeightMap(const std::string& heightMapFile, const std::string& colorMap) | 
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| 141 | { | 
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| 142 | if (this->heightMap != NULL) | 
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| 143 | delete this->heightMap; | 
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| 144 | this->heightMap = NULL; | 
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| 145 |  | 
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| 146 | std::string hmName = Resources::ResourceManager::getInstance()->prependAbsoluteMainPath(heightMapFile); | 
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| 147 | std::string hmColorName = Resources::ResourceManager::getInstance()->prependAbsoluteMainPath(colorMap); | 
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| 148 |  | 
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| 149 |  | 
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| 150 | this->heightMap = new HeightMap(hmName, hmColorName); | 
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| 151 | //   heightMap->scale(Vector(43.0f,4.7f,43.0f)); | 
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| 152 | heightMap->scale(this->terrainScale); | 
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| 153 | heightMap->setAbsCoor(this->getAbsCoor()); | 
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| 154 | heightMap->load(); | 
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| 155 | } | 
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| 156 |  | 
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| 157 |  | 
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| 158 | void Terrain::loadTexture(const std::string& textureName) | 
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| 159 | { | 
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| 160 | PRINTF(4)("Load texture: %s\n", textureName.c_str()); | 
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| 161 |  | 
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| 162 | heightMapMaterial->setDiffuse(1.0,1.0,1.0); | 
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| 163 | heightMapMaterial->setAmbient(1.0,1.0,1.0 ); | 
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| 164 | heightMapMaterial->setSpecular(1.0,1.0,1.0); | 
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| 165 | heightMapMaterial->setShininess(.5); | 
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| 166 | heightMapMaterial->setTransparency(1.0); | 
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| 167 |  | 
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| 168 | heightMapMaterial->setDiffuseMap(textureName); | 
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| 169 | //   heightMapMaterial->setAmbientMap(textureName); | 
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| 170 | //   heightMapMaterial->setSpecularMap(textureName); | 
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| 171 | } | 
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| 172 |  | 
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| 173 |  | 
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| 174 |  | 
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| 175 | void Terrain::loadVegetation(const std::string& vegetationFile) | 
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| 176 | { | 
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| 177 | PRINTF(4)("loadVegetation: %s\n", vegetationFile.c_str()); | 
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| 178 | if (this->vegetation) | 
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| 179 | this->vegetation = 0; | 
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| 180 | if (!vegetationFile.empty()) | 
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| 181 | { | 
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| 182 | PRINTF(4)("fetching %s\n", vegetationFile.c_str()); | 
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| 183 | this->loadModel(vegetationFile, 1.0, 2); | 
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| 184 | this->vegetation = this->getModel(2); | 
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| 185 | } | 
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| 186 | else | 
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| 187 | this->vegetation = NULL; | 
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| 188 | } | 
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| 189 |  | 
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| 190 |  | 
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| 191 |  | 
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| 192 |  | 
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| 193 |  | 
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| 194 | void Terrain::draw () const | 
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| 195 | { | 
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| 196 | glPushMatrix(); | 
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| 197 |  | 
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| 198 | /* translate */ | 
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| 199 | glTranslatef (this->getAbsCoor ().x, | 
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| 200 | this->getAbsCoor ().y, | 
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| 201 | this->getAbsCoor ().z); | 
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| 202 | /* rotate */ | 
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| 203 | // Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
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| 204 | //glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| 205 |  | 
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| 206 | if (this->modelList) | 
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| 207 | glCallList(this->modelList); | 
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| 208 | else if (this->getModel()) | 
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| 209 | this->getModel()->draw(); | 
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| 210 |  | 
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| 211 | if (this->vegetation) | 
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| 212 | this->vegetation->draw(); | 
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| 213 |  | 
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| 214 | if( this->heightMap) | 
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| 215 | { | 
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| 216 | this->heightMapMaterial->select(); | 
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| 217 |  | 
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| 218 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | 
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| 219 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | 
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| 220 | this->heightMap->draw(); | 
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| 221 | } | 
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| 222 | glPopMatrix(); | 
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| 223 |  | 
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| 224 |  | 
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| 225 | /* | 
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| 226 | glMatrixMode(GL_MODELVIEW); | 
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| 227 | glPushMatrix(); | 
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| 228 | glLoadIdentity(); | 
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| 229 | Vector camera =   State::getCameraNode()->getAbsCoor(); // Go on here ..........!!! | 
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| 230 |  | 
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| 231 | float height =    heightMap->getHeight(camera.x, camera.z); | 
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| 232 |  | 
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| 233 | glEnable (GL_COLOR_MATERIAL) ; | 
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| 234 | glBegin(GL_QUADS);            // Draw The Cube Using quads | 
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| 235 | glColor3f(0.0f,1.0f,0.0f);  // Color Blue | 
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| 236 | glVertex3f(camera.x + 63.0f,Terrain->getHeight(camera.x+63.0f, camera.z-10.0f)+13.0f,camera.z-10.0f);      // Top Right Of The Quad (Top) | 
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| 237 | glVertex3f(camera.x-63.0f, getHeight(camera.x+63.0f, camera.z-10.0f)+13.0f,camera.z-10.0f);      // Top Left Of The Quad (Top) | 
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| 238 | glVertex3f(camera.x-63.0f, getHeight(camera.x+63.0f, camera.z+10.0f)+13.0f, camera.z+10.0f);      // Bottom Left Of The Quad (Top) | 
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| 239 | glVertex3f(camera.x+ 63.0f, getHeight(camera.x+63.0f, camera.z+10.0f)+13.0f, camera.z+10.0f);      // Bottom Right Of The Quad (Top) | 
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| 240 | glEnd();                      // End Drawing The Plan | 
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| 241 |  | 
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| 242 | glPopMatrix();*/ | 
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| 243 |  | 
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| 244 |  | 
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| 245 | /* THIS IS ONLY FOR DEBUGGING INFORMATION */ | 
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| 246 | //  if (this->ssp != NULL) | 
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| 247 | //    this->ssp->drawQuadtree(); | 
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| 248 | } | 
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| 249 |  | 
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| 250 |  | 
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| 251 | void Terrain::buildDebugTerrain(DebugTerrain debugTerrain) | 
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| 252 | { | 
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| 253 | // if the terrain is the Terrain of Dave | 
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| 254 | if (debugTerrain == TERRAIN_DAVE) | 
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| 255 | { | 
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| 256 | modelList = glGenLists(1); | 
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| 257 | glNewList (modelList, GL_COMPILE); | 
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| 258 |  | 
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| 259 | glColor3f(1.0,0,0); | 
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| 260 |  | 
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| 261 | int sizeX = 100; | 
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| 262 | int sizeZ = 80; | 
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| 263 | float length = 1000; | 
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| 264 | float width = 200; | 
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| 265 | float widthX = float (length /sizeX); | 
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| 266 | float widthZ = float (width /sizeZ); | 
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| 267 |  | 
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| 268 | float height [sizeX][sizeZ]; | 
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| 269 | Vector normal_vectors[sizeX][sizeZ]; | 
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| 270 |  | 
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| 271 |  | 
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| 272 | for ( int i = 0; i<sizeX-1; i+=1) | 
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| 273 | for (int j = 0; j<sizeZ-1;j+=1) | 
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| 274 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; | 
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| 275 | #ifdef __WIN32__ | 
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| 276 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; | 
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| 277 | #else | 
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| 278 | height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; | 
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| 279 | #endif | 
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| 280 |  | 
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| 281 | //Die Huegel ein wenig glaetten | 
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| 282 | for (int h=1; h<2;h++) | 
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| 283 | for (int i=1;i<sizeX-2 ;i+=1 ) | 
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| 284 | for(int j=1;j<sizeZ-2;j+=1) | 
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| 285 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; | 
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| 286 |  | 
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| 287 | //Berechnung von normalen Vektoren | 
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| 288 | for(int i=1;i<sizeX-2;i+=1) | 
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| 289 | for(int j=1;j<sizeZ-2 ;j+=1) | 
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| 290 | { | 
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| 291 | Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) ); | 
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| 292 | Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j)); | 
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| 293 | Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1)); | 
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| 294 | Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j)); | 
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| 295 | Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1)); | 
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| 296 |  | 
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| 297 | Vector c1 = v2 - v1; | 
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| 298 | Vector c2 = v3 - v1; | 
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| 299 | Vector c3=  v4 - v1; | 
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| 300 | Vector c4 = v5 - v1; | 
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| 301 | Vector zero = Vector (0,0,0); | 
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| 302 | normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4); | 
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| 303 | normal_vectors[i][j].normalize(); | 
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| 304 | } | 
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| 305 |  | 
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| 306 | glBegin(GL_QUADS); | 
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| 307 | int snowheight=3; | 
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| 308 | for ( int i = 0; i<sizeX; i+=1) | 
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| 309 | for (int j = 0; j<sizeZ;j+=1) | 
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| 310 | { | 
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| 311 | Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2); | 
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| 312 | Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2); | 
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| 313 | Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2); | 
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| 314 | Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2); | 
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| 315 | float a[3]; | 
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| 316 | if(height[i][j]<snowheight) | 
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| 317 | { | 
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| 318 | a[0]=0; | 
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| 319 | a[1]=1.0-height[i][j]/10-.3; | 
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| 320 | a[2]=0; | 
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| 321 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 322 | } | 
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| 323 | else | 
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| 324 | { | 
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| 325 | a[0]=1.0; | 
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| 326 | a[1]=1.0; | 
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| 327 | a[2]=1.0; | 
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| 328 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 329 |  | 
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| 330 | } | 
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| 331 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); | 
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| 332 | glVertex3f(v1.x, v1.y, v1.z); | 
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| 333 | if(height[i+1][j]<snowheight) | 
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| 334 | { | 
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| 335 | a[0]=0; | 
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| 336 | a[1] =1.0-height[i+1][j]/10-.3; | 
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| 337 | a[2]=0; | 
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| 338 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 339 | } | 
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| 340 | else | 
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| 341 | { | 
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| 342 | a[0]=1.0; | 
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| 343 | a[1]=1.0; | 
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| 344 | a[2]=1.0; | 
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| 345 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 346 |  | 
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| 347 | } | 
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| 348 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); | 
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| 349 | glVertex3f(v2.x, v2.y, v2.z); | 
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| 350 | if(height[i+1][j+1]<snowheight) | 
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| 351 | { | 
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| 352 | a[0]=0; | 
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| 353 | a[1] =1.0-height[i+1][j+1]/10-.3; | 
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| 354 | a[2]=0; | 
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| 355 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 356 | } | 
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| 357 | else | 
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| 358 | { | 
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| 359 | a[0]=1.0; | 
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| 360 | a[1]=1.0; | 
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| 361 | a[2]=1.0; | 
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| 362 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 363 |  | 
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| 364 |  | 
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| 365 | } | 
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| 366 | glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z); | 
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| 367 | glVertex3f(v3.x, v3.y, v3.z); | 
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| 368 | if(height[i][j+1]<snowheight) | 
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| 369 | { | 
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| 370 | a[0]=0; | 
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| 371 | a[1] =1.0-height[i+1][j+1]/10-.3; | 
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| 372 | a[2]=0; | 
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| 373 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 374 | } | 
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| 375 | else | 
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| 376 | { | 
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| 377 | a[0]=1.0; | 
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| 378 | a[1]=1.0; | 
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| 379 | a[2]=1.0; | 
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| 380 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 381 | } | 
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| 382 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); | 
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| 383 | glVertex3f(v4.x, v4.y, v4.z); | 
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| 384 |  | 
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| 385 | } | 
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| 386 | glEnd(); | 
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| 387 | glEndList(); | 
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| 388 | } | 
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| 389 |  | 
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| 390 | if (debugTerrain == TERRAIN_BENSCH) | 
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| 391 | { | 
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| 392 | /* | 
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| 393 | this->model = (OBJModel*) new Model(); | 
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| 394 | this->model->setName("CUBE"); | 
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| 395 | this->model->addVertex (-0.5, -0.5, 0.5); | 
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| 396 | this->model->addVertex (0.5, -0.5, 0.5); | 
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| 397 | this->model->addVertex (-0.5, 0.5, 0.5); | 
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| 398 | this->model->addVertex (0.5, 0.5, 0.5); | 
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| 399 | this->model->addVertex (-0.5, 0.5, -0.5); | 
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| 400 | this->model->addVertex (0.5, 0.5, -0.5); | 
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| 401 | this->model->addVertex (-0.5, -0.5, -0.5); | 
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| 402 | this->model->addVertex (0.5, -0.5, -0.5); | 
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| 403 |  | 
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| 404 | this->model->addVertexTexture (0.0, 0.0); | 
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| 405 | this->model->addVertexTexture (1.0, 0.0); | 
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| 406 | this->model->addVertexTexture (0.0, 1.0); | 
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| 407 | this->model->addVertexTexture (1.0, 1.0); | 
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| 408 | this->model->addVertexTexture (0.0, 2.0); | 
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| 409 | this->model->addVertexTexture (1.0, 2.0); | 
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| 410 | this->model->addVertexTexture (0.0, 3.0); | 
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| 411 | this->model->addVertexTexture (1.0, 3.0); | 
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| 412 | this->model->addVertexTexture (0.0, 4.0); | 
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| 413 | this->model->addVertexTexture (1.0, 4.0); | 
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| 414 | this->model->addVertexTexture (2.0, 0.0); | 
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| 415 | this->model->addVertexTexture (2.0, 1.0); | 
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| 416 | this->model->addVertexTexture (-1.0, 0.0); | 
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| 417 | this->model->addVertexTexture (-1.0, 1.0); | 
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| 418 |  | 
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| 419 | this->model->finalize(); | 
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| 420 | */ | 
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| 421 | } | 
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| 422 | } | 
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| 423 |  | 
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| 424 | float Terrain::getHeight(float x, float y) | 
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| 425 | { | 
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| 426 | if(this->heightMap != NULL) | 
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| 427 | return (this->heightMap->getHeight(x, y)); | 
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| 428 | return 0; | 
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| 429 | } | 
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