| 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 "load_param.h" | 
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| 21 | #include "factory.h" | 
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| 22 | #include "spatial_separation.h" | 
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| 23 |  | 
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| 24 | using namespace std; | 
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| 25 |  | 
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| 26 | CREATE_FACTORY(Terrain); | 
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| 27 |  | 
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| 28 | /** | 
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| 29 | *  standard constructor | 
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| 30 | */ | 
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| 31 | Terrain::Terrain (const TiXmlElement* root) | 
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| 32 | { | 
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| 33 | this->init(); | 
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| 34 | this->loadParams(root); | 
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| 35 |  | 
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| 36 | //  if (this->model != NULL) | 
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| 37 | //this->ssp = new SpatialSeparation((AbstractModel*)this->model, 10.0f); | 
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| 38 | } | 
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| 39 |  | 
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| 40 |  | 
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| 41 | /** | 
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| 42 | *  Constructor for loading a Terrain out of a file | 
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| 43 | * @param fileName The file to load data from. | 
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| 44 |  | 
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| 45 | this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found. | 
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| 46 | */ | 
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| 47 | Terrain::Terrain(const char* fileName) | 
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| 48 | { | 
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| 49 | this->init(); | 
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| 50 |  | 
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| 51 | if (!strstr(fileName, ".obj") || !strstr(fileName, ".OBJ") ) | 
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| 52 | { | 
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| 53 | this->loadModel(fileName); | 
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| 54 | } | 
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| 55 | else | 
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| 56 | { | 
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| 57 | // load the hightMap here. | 
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| 58 | } | 
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| 59 | } | 
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| 60 |  | 
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| 61 | /** | 
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| 62 | *  a Constructor for the Debug-Worlds | 
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| 63 | */ | 
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| 64 | Terrain::Terrain(DebugTerrain debugTerrain) | 
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| 65 | { | 
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| 66 | this->init(); | 
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| 67 | this->buildDebugTerrain(debugTerrain); | 
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| 68 | } | 
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| 69 |  | 
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| 70 | /** | 
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| 71 | *  standard deconstructor | 
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| 72 |  | 
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| 73 | */ | 
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| 74 | Terrain::~Terrain () | 
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| 75 | { | 
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| 76 | if (objectList) | 
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| 77 | glDeleteLists(this->objectList, 1); | 
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| 78 | if( this->ssp) | 
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| 79 | delete ssp; | 
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| 80 | } | 
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| 81 |  | 
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| 82 |  | 
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| 83 | void Terrain::init() | 
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| 84 | { | 
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| 85 | this->setClassID(CL_TERRAIN, "Terrain"); | 
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| 86 |  | 
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| 87 | this->objectList = 0; | 
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| 88 | this->ssp = NULL; | 
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| 89 | } | 
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| 90 |  | 
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| 91 |  | 
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| 92 | void Terrain::loadParams(const TiXmlElement* root) | 
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| 93 | { | 
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| 94 | static_cast<WorldEntity*>(this)->loadParams(root); | 
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| 95 |  | 
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| 96 | //LoadParam<Terrain>(root, "DebugTerrain",  ); | 
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| 97 | } | 
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| 98 |  | 
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| 99 | void Terrain::draw () | 
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| 100 | { | 
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| 101 | glMatrixMode(GL_MODELVIEW); | 
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| 102 | glPushMatrix(); | 
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| 103 |  | 
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| 104 | /* translate */ | 
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| 105 | glTranslatef (this->getAbsCoor ().x, | 
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| 106 | this->getAbsCoor ().y, | 
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| 107 | this->getAbsCoor ().z); | 
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| 108 | /* rotate */ | 
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| 109 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
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| 110 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| 111 |  | 
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| 112 | if (this->objectList) | 
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| 113 | glCallList(this->objectList); | 
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| 114 | else if (this->model) | 
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| 115 | this->model->draw(); | 
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| 116 | glPopMatrix(); | 
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| 117 |  | 
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| 118 | /* THIS IS ONLY FOR DEBUGGING INFORMATION */ | 
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| 119 | if (this->ssp != NULL) | 
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| 120 | this->ssp->drawQuadtree(); | 
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| 121 | } | 
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| 122 |  | 
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| 123 |  | 
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| 124 | void Terrain::buildDebugTerrain(DebugTerrain debugTerrain) | 
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| 125 | { | 
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| 126 | // if the terrain is the Terrain of Dave | 
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| 127 | if (debugTerrain == TERRAIN_DAVE) | 
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| 128 | { | 
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| 129 | objectList = glGenLists(1); | 
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| 130 | glNewList (objectList, GL_COMPILE); | 
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| 131 |  | 
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| 132 | glColor3f(1.0,0,0); | 
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| 133 |  | 
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| 134 | int sizeX = 100; | 
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| 135 | int sizeZ = 80; | 
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| 136 | float length = 1000; | 
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| 137 | float width = 200; | 
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| 138 | float widthX = float (length /sizeX); | 
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| 139 | float widthZ = float (width /sizeZ); | 
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| 140 |  | 
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| 141 | float height [sizeX][sizeZ]; | 
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| 142 | Vector normal_vectors[sizeX][sizeZ]; | 
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| 143 |  | 
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| 144 |  | 
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| 145 | for ( int i = 0; i<sizeX-1; i+=1) | 
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| 146 | for (int j = 0; j<sizeZ-1;j+=1) | 
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| 147 | //height[i][j] = rand()/20046 + (j-25)*(j-25)/30; | 
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| 148 | #ifdef __WIN32__ | 
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| 149 | height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5; | 
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| 150 | #else | 
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| 151 | height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5; | 
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| 152 | #endif | 
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| 153 |  | 
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| 154 | //Die Huegel ein wenig glaetten | 
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| 155 | for (int h=1; h<2;h++) | 
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| 156 | for (int i=1;i<sizeX-2 ;i+=1 ) | 
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| 157 | for(int j=1;j<sizeZ-2;j+=1) | 
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| 158 | height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4; | 
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| 159 |  | 
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| 160 | //Berechnung von normalen Vektoren | 
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| 161 | for(int i=1;i<sizeX-2;i+=1) | 
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| 162 | for(int j=1;j<sizeZ-2 ;j+=1) | 
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| 163 | { | 
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| 164 | Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) ); | 
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| 165 | Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j)); | 
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| 166 | Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1)); | 
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| 167 | Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j)); | 
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| 168 | Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1)); | 
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| 169 |  | 
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| 170 | Vector c1 = v2 - v1; | 
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| 171 | Vector c2 = v3 - v1; | 
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| 172 | Vector c3=  v4 - v1; | 
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| 173 | Vector c4 = v5 - v1; | 
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| 174 | Vector zero = Vector (0,0,0); | 
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| 175 | normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4); | 
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| 176 | normal_vectors[i][j].normalize(); | 
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| 177 | } | 
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| 178 |  | 
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| 179 | glBegin(GL_QUADS); | 
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| 180 | int snowheight=3; | 
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| 181 | for ( int i = 0; i<sizeX; i+=1) | 
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| 182 | for (int j = 0; j<sizeZ;j+=1) | 
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| 183 | { | 
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| 184 | Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2); | 
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| 185 | Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2); | 
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| 186 | Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2); | 
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| 187 | Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2); | 
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| 188 | float a[3]; | 
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| 189 | if(height[i][j]<snowheight){ | 
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| 190 | a[0]=0; | 
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| 191 | a[1]=1.0-height[i][j]/10-.3; | 
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| 192 | a[2]=0; | 
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| 193 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 194 | } | 
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| 195 | else{ | 
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| 196 | a[0]=1.0; | 
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| 197 | a[1]=1.0; | 
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| 198 | a[2]=1.0; | 
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| 199 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 200 |  | 
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| 201 | } | 
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| 202 | glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z); | 
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| 203 | glVertex3f(v1.x, v1.y, v1.z); | 
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| 204 | if(height[i+1][j]<snowheight){ | 
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| 205 | a[0]=0; | 
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| 206 | a[1] =1.0-height[i+1][j]/10-.3; | 
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| 207 | a[2]=0; | 
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| 208 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 209 | } | 
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| 210 | else{ | 
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| 211 | a[0]=1.0; | 
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| 212 | a[1]=1.0; | 
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| 213 | a[2]=1.0; | 
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| 214 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 215 |  | 
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| 216 | } | 
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| 217 | glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z); | 
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| 218 | glVertex3f(v2.x, v2.y, v2.z); | 
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| 219 | if(height[i+1][j+1]<snowheight){ | 
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| 220 | a[0]=0; | 
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| 221 | a[1] =1.0-height[i+1][j+1]/10-.3; | 
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| 222 | a[2]=0; | 
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| 223 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 224 | } | 
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| 225 | else{ | 
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| 226 | a[0]=1.0; | 
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| 227 | a[1]=1.0; | 
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| 228 | a[2]=1.0; | 
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| 229 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 230 |  | 
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| 231 |  | 
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| 232 | } | 
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| 233 | 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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| 234 | glVertex3f(v3.x, v3.y, v3.z); | 
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| 235 | if(height[i][j+1]<snowheight){ | 
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| 236 | a[0]=0; | 
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| 237 | a[1] =1.0-height[i+1][j+1]/10-.3; | 
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| 238 | a[2]=0; | 
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| 239 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 240 | } | 
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| 241 | else{ | 
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| 242 | a[0]=1.0; | 
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| 243 | a[1]=1.0; | 
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| 244 | a[2]=1.0; | 
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| 245 | glMaterialfv(GL_FRONT,GL_DIFFUSE,a); | 
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| 246 | } | 
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| 247 | glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z); | 
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| 248 | glVertex3f(v4.x, v4.y, v4.z); | 
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| 249 |  | 
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| 250 | } | 
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| 251 | glEnd(); | 
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| 252 | glEndList(); | 
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| 253 | } | 
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| 254 |  | 
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| 255 | if (debugTerrain == TERRAIN_BENSCH) | 
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| 256 | { | 
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| 257 | /* | 
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| 258 | this->model = (OBJModel*) new Model(); | 
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| 259 | this->model->setName("CUBE"); | 
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| 260 | this->model->addVertex (-0.5, -0.5, 0.5); | 
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| 261 | this->model->addVertex (0.5, -0.5, 0.5); | 
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| 262 | this->model->addVertex (-0.5, 0.5, 0.5); | 
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| 263 | this->model->addVertex (0.5, 0.5, 0.5); | 
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| 264 | this->model->addVertex (-0.5, 0.5, -0.5); | 
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| 265 | this->model->addVertex (0.5, 0.5, -0.5); | 
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| 266 | this->model->addVertex (-0.5, -0.5, -0.5); | 
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| 267 | this->model->addVertex (0.5, -0.5, -0.5); | 
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| 268 |  | 
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| 269 | this->model->addVertexTexture (0.0, 0.0); | 
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| 270 | this->model->addVertexTexture (1.0, 0.0); | 
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| 271 | this->model->addVertexTexture (0.0, 1.0); | 
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| 272 | this->model->addVertexTexture (1.0, 1.0); | 
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| 273 | this->model->addVertexTexture (0.0, 2.0); | 
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| 274 | this->model->addVertexTexture (1.0, 2.0); | 
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| 275 | this->model->addVertexTexture (0.0, 3.0); | 
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| 276 | this->model->addVertexTexture (1.0, 3.0); | 
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| 277 | this->model->addVertexTexture (0.0, 4.0); | 
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| 278 | this->model->addVertexTexture (1.0, 4.0); | 
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| 279 | this->model->addVertexTexture (2.0, 0.0); | 
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| 280 | this->model->addVertexTexture (2.0, 1.0); | 
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| 281 | this->model->addVertexTexture (-1.0, 0.0); | 
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| 282 | this->model->addVertexTexture (-1.0, 1.0); | 
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| 283 |  | 
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| 284 | this->model->finalize(); | 
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| 285 | */ | 
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| 286 | } | 
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| 287 | } | 
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