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source: orxonox.OLD/trunk/src/world_entities/environments/water.cc @ 6815

Last change on this file since 6815 was 6815, checked in by bensch, 18 years ago

orxonox/trunk: merged branches/network back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/network . -r6774:HEAD

no conflicts…
thats what i call orthogonal work

File size: 10.7 KB
RevLine 
[4597]1/*
[3416]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
[4261]12   main-programmer: Benjamin Grauer
13   co-programmer: ...
[3411]14*/
15
[3590]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
17
[6455]18#include "water.h"
19#include "factory.h"
[5356]20#include "load_param.h"
[3608]21
[6455]22#include "grid.h"
[6457]23#include "material.h"
[6455]24
[6467]25#include "resource_manager.h"
26#include "shader.h"
27
[6470]28#include "skybox.h"
[6766]29#include "state.h"
[6467]30
[6766]31
[6695]32#include "network_game_manager.h"
[6470]33
[5356]34using namespace std;
[5357]35
[6455]36CREATE_FACTORY(Water, CL_WATER);
[3608]37
[4010]38
[6455]39Water::Water(const TiXmlElement* root)
[4010]40{
[6456]41  this->setClassID(CL_WATER, "Water");
[6457]42  this->toList(OM_ENVIRON);
[6456]43
[6455]44  this->resX = this->resY = 10;
[6458]45  this->sizeX = this->sizeY = 1.0f;
46  this->height = 0.5f;
[6455]47  this->grid = NULL;
[4010]48
[6518]49  this->velocities = NULL;
50  this->viscosity = 5;
[6522]51  this->cohesion = .0000000001;
[6518]52
[6455]53  if (root != NULL)
54    this->loadParams(root);
[6456]55
56  this->rebuildGrid();
[6457]57  this->waterMaterial = new Material();
[6645]58  this->waterShader = (Shader*)ResourceManager::getInstance()->load("shaders/water.vert", SHADER, RP_GAME, "shaders/water.frag");
[6467]59
[6766]60  // To test the Wave equation
61  //this->wave(5.0,4.0, 1, 10);
[4010]62}
63
[6455]64Water::~Water()
[4261]65{
[6456]66  delete this->grid;
[6457]67  delete this->waterMaterial;
[4261]68}
69
[6455]70void Water::loadParams(const TiXmlElement* root)
[4010]71{
[6455]72  WorldEntity::loadParams(root);
[4620]73
[6455]74  LoadParam(root, "size", this, Water, setSize)
[6684]75  .describe("the size of the WaterSurface")
76  .defaultValues(2, 1.0f, 1.0f);
[6341]77
[6455]78  LoadParam(root, "resolution", this, Water, setResolution)
[6684]79  .describe("sets the resolution of the water surface")
80  .defaultValues(2, 10, 10);
[6458]81
82  LoadParam(root, "height", this, Water, setHeight)
[6684]83  .describe("the height of the Waves")
84  .defaultValues(1, 0.5f);
[4012]85}
[3803]86
[6771]87/**
88 * @brief rebuilds the Grid below the WaterSurface, killing all hight information
89 *
90 * This should be called on all subGrid changes except wave and tick.
91 */
[6455]92void Water::rebuildGrid()
[4012]93{
[6518]94  if (this->velocities != NULL)
95  {
96    assert (this->grid != NULL);
97    for (unsigned int i = 0; i < this->grid->rows(); i++)
98      delete[] this->velocities[i];
99    delete[] this->velocities;
100  }
[6610]101
[6684]102  //   WE DO NOT NEED THIS AS IT IS DONE IN WORLDENTITY->setModel();
103  //   if (this->grid != NULL)
104  //     this->grid = NULL;
[6610]105
[6455]106  this->grid = new Grid(this->sizeX, this->sizeY, this->resX, this->resY);
[6518]107  this->velocities = new float*[this->resX];
108  for (unsigned int i = 0; i < this->grid->rows(); i++)
[6610]109  {
[6518]110    this->velocities[i] = new float[this->resY];
[6610]111    for (unsigned int j = 0; j < this->resY; j++)
112      this->velocities[i][j] = 0.0;
113  }
[6456]114  this->setModel(this->grid, 0);
[6307]115}
[3411]116
[6766]117void Water::wave(float x, float y, float z, float force)
118{
119  unsigned int row = 0, column = 0;
120  if (!this->posToGridPoint( x, z, row, column))
121    return;
122  this->grid->height(row, column) -= force / ((y - this->getAbsCoor().y) +.1);
123}
124
[6771]125/**
126 * after this a rebuild() must be called
127 */
[6455]128void Water::setResolution(unsigned int resX, unsigned int resY)
[3803]129{
[6455]130  this->resX = resX;
131  this->resY = resY;
[3803]132}
133
[6771]134/**
135 * after this a rebuild() must be called
136 */
[6455]137void Water::setSize(float sizeX, float sizeY)
[3803]138{
[6455]139  this->sizeX = sizeX;
140  this->sizeY = sizeY;
[3803]141}
142
[6458]143void Water::setHeight(float height)
144{
145  this->height = height;
146}
147
148
[6771]149/**
150 * @brief calculated the Position in the Grid, this Point is nearest to
151 * @param x, the x-position over the Grid
152 * @param z: the z-Position(or y) over the Grid
153 * @param row returns the row if not out of range
154 * @param column returns the column if not out of range
155 * @returns true if a valid point is found, false if any x or y are out of range
156 */
[6766]157bool Water::posToGridPoint(float x, float z, unsigned int& row, unsigned int& column)
158{
159  float lower = this->getAbsCoor().y - this->sizeY *.5;
160  float left = this->getAbsCoor().x - this->sizeX *.5;
161  if (x > left && x < left + this->sizeX)
162    row = (unsigned int) ((x- left) / this->grid->gridSpacing());
163  else return false;
164  if (z > lower && z < lower + this->sizeY)
165    column = (unsigned int)((z-lower) / this->grid->gridSpacing());
166  else return false;
167  return true;
168}
169
170
[6457]171void Water::draw() const
172{
[6771]173  assert (this->grid != NULL);
[6684]174  {
[6771]175    glMatrixMode(GL_MODELVIEW);
176    glPushMatrix();
[6470]177
[6771]178    /* translate */
179    glTranslatef (this->getAbsCoor ().x,
180                  this->getAbsCoor ().y,
181                  this->getAbsCoor ().z);
182    Vector tmpRot = this->getAbsDir().getSpacialAxis();
183    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[6523]184
[6771]185    if (State::getSkyBox())
186    {
[6803]187      glBindTexture(GL_TEXTURE_2D, State::getSkyBox()->getTexture(SKY_RIGHT));
[6771]188      glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
189
190      glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
191      glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
192      glEnable(GL_TEXTURE_GEN_S);
193      glEnable(GL_TEXTURE_GEN_T);
194    }
[6684]195    glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
[6771]196    this->grid->draw();
[6684]197    // this->waterShader->activateShader();
198    //  this->waterMaterial->select();
199    //Shader::deactivateShader();
[6523]200
[6803]201    //SkyBox::disableCubeMap();
202    glDisable(GL_TEXTURE_GEN_S);
203    glDisable(GL_TEXTURE_GEN_T);
204
[6780]205    glPopMatrix();
[6684]206  }
[6457]207}
[6456]208
209void Water::tick(float dt)
210{
[6766]211  std::list<WorldEntity*> entityList = State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ);
212  std::list<WorldEntity*>::iterator entity = entityList.begin();
213  while (entity != entityList.end())
214  {
215    this->wave((*entity)->getAbsCoor(), 10.0*dt);
216    entity++;
217  }
218
219
[6680]220  if (unlikely(this->velocities == NULL))
221    return;
[6684]222  /*
223      THE OLD USELESS ALGORITHM
224    phase += dt *.1;
225    for (unsigned int i = 0; i < this->grid->rows(); i++)
[6457]226    {
[6684]227      for (unsigned int j = 0; j < this->grid->columns(); j++)
228      {
229        this->grid->height(i,j) = this->height*sin(((float)i/(float)this->grid->rows() *phase)+
230            this->height*cos((float)j/(float)this->grid->columns()) * phase * 2.0);
231      }
[6457]232    }
[6684]233    this->grid->rebuildNormals(this->height);*/
[6518]234
235
236  unsigned int i, j;
237  float u;
238
239  // wave/advection
240  // calc movement
[6684]241  for(j = 1; j < this->grid->rows() - 1; j++)
242  {
243    for(i = 1; i < this->grid->columns() - 1; i++)
244    {
[6518]245      u =  this->grid->height(i+1,j)+ this->grid->height(i-1, j) +
[6684]246           this->grid->height(i, j+1) + this->grid->height(i, j-1) -
247           4 * this->grid->height(i, j);
[6518]248      this->velocities[i][j] += dt * this->viscosity * this->viscosity * u / this->height;
[6766]249      this->grid->height(i, j) += dt * this->velocities[i][j]  /* + dt * this->cohesion * u / this->height;*/;
250      this->grid->height(i, j) *= .99;
[6518]251    }
252  }
[6684]253  // boundraries
254  for (j = 0; j < this->grid->rows(); j++)
255  {
256    this->grid->height(0,j) = this->grid->height(1,j);
257    this->grid->height(this->grid->rows()-1,j) = this->grid->height(this->grid->rows()-2, j);
258  }
259  for (i = 0; i < this->grid->rows(); i++)
260  {
261    this->grid->height(i,0) = this->grid->height(i,1);
262    this->grid->height(i,this->grid->columns()-1) = this->grid->height(i, this->grid->columns()-2);
263  }
[6756]264  /*
265  for(j = 1; j < this->grid->rows() - 1; j++) {
[6684]266      for(i = 1; i < this->grid->columns() - 1; i++) {
267        this->grid->height(i, j) += dt * this->velocities[i][j];
268      }
269    }*/
[6518]270
271  // calc normals
[6684]272  //   float l[3];
273  //   float m[3];
274  //   for(j = 1; j < this->grid->rows() -1; j++) {
275  //     for(i = 1; i < this->grid->columns() - 1; i++) {
276  //       l[0] = this->grid->vertexG(i, j-1).x - this->grid->vertexG(i, j+1).x;
277  //       l[1] = this->grid->vertexG(i, j-1).y - this->grid->vertexG(i, j+1).y;
278  //       l[2] = this->grid->vertexG(i, j-1).z - this->grid->vertexG(i, j+1).z;
279  //       m[0] = this->grid->vertexG(i-1,j).x - this->grid->vertexG(i+1, j).x;
280  //       m[1] = this->grid->vertexG(i-1,j).y - this->grid->vertexG(i+1, j).y;
281  //       m[2] = this->grid->vertexG(i-1,j).z - this->grid->vertexG(i+1, j).z;
282  //       this->grid->normalG(i, j).x = l[1] * m[2] - l[2] * m[1];
283  //       this->grid->normalG(i, j).y = l[2] * m[0] - l[0] * m[2];
284  //       this->grid->normalG(i, j).z = l[0] * m[1] - l[1] * m[0];
285  //     }
286  //   }
[6519]287  this->grid->rebuildNormals(this->height);
[6456]288}
[6695]289
290
291/**
292 * Writes data from network containing information about the state
293 * @param data pointer to data
294 * @param length length of data
295 * @param sender hostID of sender
296 */
297int Water::writeBytes( const byte * data, int length, int sender )
298{
299  setRequestedSync( false );
300  setIsOutOfSync( false );
301
302  SYNCHELP_READ_BEGIN();
303
[6815]304  SYNCHELP_READ_FKT( Water::writeState, NWT_WAT_STATE );
[6695]305
306  return SYNCHELP_READ_N;
307}
308
309
310/**
311 * data copied in data will bee sent to another host
312 * @param data pointer to data
313 * @param maxLength max length of data
314 * @return the number of bytes writen
315 */
316int Water::readBytes( byte * data, int maxLength, int * reciever )
317{
318  SYNCHELP_WRITE_BEGIN();
319
320  if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() )
321  {
322    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
323    setRequestedSync( true );
324  }
325
326  int rec = this->getRequestSync();
327  if ( rec > 0 )
328  {
329    *reciever = rec;
[6815]330    SYNCHELP_WRITE_FKT( Water::readState, NWT_WAT_STATE );
[6695]331  }
332
333  *reciever = 0;
334  return SYNCHELP_WRITE_N;
335}
336
337
338
339/**
340 * data copied in data will bee sent to another host
341 * @param data pointer to data
342 * @param maxLength max length of data
343 * @return the number of bytes writen
344 */
345int Water::readState( byte * data, int maxLength )
346{
347  SYNCHELP_WRITE_BEGIN();
348
[6815]349  SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_WAT_WE_STATE );
[6695]350
351  // sync the size
[6815]352  SYNCHELP_WRITE_FLOAT( this->sizeX, NWT_WAT_SIZEX );
353  SYNCHELP_WRITE_FLOAT( this->sizeY, NWT_WAT_SIZEY );
[6695]354
355  //sync resolution
[6815]356  SYNCHELP_WRITE_INT( this->resX, NWT_WAT_RESX );
357  SYNCHELP_WRITE_INT( this->resY, NWT_WAT_RESY );
[6695]358
359  //sync the height
[6815]360  SYNCHELP_WRITE_FLOAT( this->height, NWT_WAT_HEIGHT );
[6695]361
362  return SYNCHELP_WRITE_N;
363}
364
365
366/**
367 * Writes data from network containing information about the state
368 * @param data pointer to data
369 * @param length length of data
370 * @param sender hostID of sender
371 */
372int Water::writeState( const byte * data, int length, int sender )
373{
374  SYNCHELP_READ_BEGIN();
375
[6815]376  SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_WAT_WE_STATE );
[6695]377
378  float f1, f2;
379  int i1, i2;
380
381  //read the size
[6815]382  SYNCHELP_READ_FLOAT( f1, NWT_WAT_SIZEX );
383  SYNCHELP_READ_FLOAT( f2, NWT_WAT_SIZEY );
[6695]384  this->sizeX = f1;
385  this->sizeY = f2;
386  PRINTF(0)("Setting Water to size: %f x %f\n", f1, f2);
387
388  //read the resolution
[6815]389  SYNCHELP_READ_INT( i1, NWT_WAT_RESX );
390  SYNCHELP_READ_INT( i2, NWT_WAT_RESY );
[6695]391  this->resX = i1;
392  this->resY = i2;
393  PRINTF(0)("Setting Water to resolution: %i x %i\n", i1, i2);
394
395  //read the height
[6815]396  SYNCHELP_READ_FLOAT( f1, NWT_WAT_HEIGHT );
[6695]397  this->height = f1;
398
399  this->rebuildGrid();
400
401  return SYNCHELP_READ_N;
402}
403
404
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