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source: orxonox.OLD/trunk/src/world_entities/terrain.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: 9.7 KB
Line 
1/*
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:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
16
17
18#include "terrain.h"
19
20#include "load_param.h"
21#include "factory.h"
22#include "spatial_separation.h"
23
24#include "resource_manager.h"
25#include "model.h"
26#include "network_game_manager.h"
27
28
29#include "glincl.h"
30
31using namespace std;
32
33CREATE_FACTORY(Terrain, CL_TERRAIN);
34
35/**
36 *  standard constructor
37 */
38Terrain::Terrain (const TiXmlElement* root)
39{
40  this->init();
41  if( root != NULL)
42    this->loadParams(root);
43
44//  if (this->model != NULL)
45    //this->ssp = new SpatialSeparation((Model*)this->model, 10.0f);
46}
47
48
49/**
50 *  Constructor for loading a Terrain out of a file
51 * @param fileName The file to load data from.
52
53   this either loads out of an OBJ-file, or loads a heightmap if no .obj-extension is found.
54*/
55Terrain::Terrain(const char* fileName)
56{
57  this->init();
58
59  if (!strstr(fileName, ".obj") || !strstr(fileName, ".OBJ") )
60    {
61      this->loadModel(fileName);
62    }
63  else
64    {
65      // load the hightMap here.
66    }
67}
68
69/**
70 *  a Constructor for the Debug-Worlds
71 */
72Terrain::Terrain(DebugTerrain debugTerrain)
73{
74  this->init();
75  this->buildDebugTerrain(debugTerrain);
76}
77
78/**
79 *  standard deconstructor
80
81*/
82Terrain::~Terrain ()
83{
84  if (objectList)
85    glDeleteLists(this->objectList, 1);
86  if( this->ssp)
87    delete ssp;
88  if (this->vegetation)
89  {
90    ResourceManager::getInstance()->unload(this->vegetation);
91  }
92}
93
94
95void Terrain::init()
96{
97  this->setClassID(CL_TERRAIN, "Terrain");
98  this->toList(OM_ENVIRON_NOTICK);
99
100  this->objectList = 0;
101  this->ssp = NULL;
102  this->vegetation = NULL;
103}
104
105
106void Terrain::loadParams(const TiXmlElement* root)
107{
108  WorldEntity::loadParams(root);
109
110  LoadParam(root, "vegetation", this, Terrain, loadVegetation)
111      .describe("the fileName of the vegetation, that should be loaded onto this terrain. (must be relative to the data-dir)") ;
112}
113
114void Terrain::loadVegetation(const char* vegetationFile)
115{
116  PRINTF(0)("loadVegetation: %s\n", vegetationFile);
117  if (this->vegetation)
118    ResourceManager::getInstance()->unload(this->vegetation, RP_LEVEL);
119  if (vegetationFile != NULL)
120  {
121    PRINTF(4)("fetching %s\n", vegetationFile);
122    this->vegetation = (Model*)ResourceManager::getInstance()->load(vegetationFile, OBJ, RP_CAMPAIGN);
123  }
124  else
125    this->vegetation = NULL;
126}
127
128
129
130void Terrain::draw () const
131{
132  glPushMatrix();
133
134  /* translate */
135  glTranslatef (this->getAbsCoor ().x,
136                this->getAbsCoor ().y,
137                this->getAbsCoor ().z);
138  /* rotate */
139  Vector tmpRot = this->getAbsDir().getSpacialAxis();
140  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
141
142  if (this->objectList)
143    glCallList(this->objectList);
144  else if (this->getModel())
145    this->getModel()->draw();
146  if (this->vegetation)
147    this->vegetation->draw();
148  glPopMatrix();
149
150  /* THIS IS ONLY FOR DEBUGGING INFORMATION */
151  if (this->ssp != NULL)
152    this->ssp->drawQuadtree();
153}
154
155
156void Terrain::buildDebugTerrain(DebugTerrain debugTerrain)
157{
158  // if the terrain is the Terrain of Dave
159  if (debugTerrain == TERRAIN_DAVE)
160    {
161      objectList = glGenLists(1);
162      glNewList (objectList, GL_COMPILE);
163
164      glColor3f(1.0,0,0);
165
166      int sizeX = 100;
167      int sizeZ = 80;
168      float length = 1000;
169      float width = 200;
170      float widthX = float (length /sizeX);
171      float widthZ = float (width /sizeZ);
172
173      float height [sizeX][sizeZ];
174      Vector normal_vectors[sizeX][sizeZ];
175
176
177      for ( int i = 0; i<sizeX-1; i+=1)
178        for (int j = 0; j<sizeZ-1;j+=1)
179          //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
180#ifdef __WIN32__
181          height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
182#else
183      height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
184#endif
185
186      //Die Huegel ein wenig glaetten
187      for (int h=1; h<2;h++)
188        for (int i=1;i<sizeX-2 ;i+=1 )
189          for(int j=1;j<sizeZ-2;j+=1)
190            height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
191
192      //Berechnung von normalen Vektoren
193      for(int i=1;i<sizeX-2;i+=1)
194        for(int j=1;j<sizeZ-2 ;j+=1)
195          {
196            Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
197            Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
198            Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
199            Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
200            Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
201
202            Vector c1 = v2 - v1;
203            Vector c2 = v3 - v1;
204            Vector c3=  v4 - v1;
205            Vector c4 = v5 - v1;
206            Vector zero = Vector (0,0,0);
207            normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
208            normal_vectors[i][j].normalize();
209          }
210
211      glBegin(GL_QUADS);
212      int snowheight=3;
213      for ( int i = 0; i<sizeX; i+=1)
214        for (int j = 0; j<sizeZ;j+=1)
215          {
216            Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
217            Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
218            Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
219            Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
220            float a[3];
221            if(height[i][j]<snowheight){
222              a[0]=0;
223              a[1]=1.0-height[i][j]/10-.3;
224              a[2]=0;
225              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
226            }
227            else{
228              a[0]=1.0;
229              a[1]=1.0;
230              a[2]=1.0;
231              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
232
233            }
234            glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
235            glVertex3f(v1.x, v1.y, v1.z);
236            if(height[i+1][j]<snowheight){
237              a[0]=0;
238              a[1] =1.0-height[i+1][j]/10-.3;
239              a[2]=0;
240              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
241            }
242            else{
243              a[0]=1.0;
244              a[1]=1.0;
245              a[2]=1.0;
246              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
247
248            }
249            glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
250            glVertex3f(v2.x, v2.y, v2.z);
251            if(height[i+1][j+1]<snowheight){
252              a[0]=0;
253              a[1] =1.0-height[i+1][j+1]/10-.3;
254              a[2]=0;
255              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
256            }
257            else{
258              a[0]=1.0;
259              a[1]=1.0;
260              a[2]=1.0;
261              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
262
263
264            }
265            glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
266            glVertex3f(v3.x, v3.y, v3.z);
267            if(height[i][j+1]<snowheight){
268              a[0]=0;
269              a[1] =1.0-height[i+1][j+1]/10-.3;
270              a[2]=0;
271              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
272            }
273            else{
274              a[0]=1.0;
275              a[1]=1.0;
276              a[2]=1.0;
277              glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
278            }
279            glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
280            glVertex3f(v4.x, v4.y, v4.z);
281
282          }
283      glEnd();
284      glEndList();
285    }
286
287  if (debugTerrain == TERRAIN_BENSCH)
288    {
289      /*
290        this->model = (OBJModel*) new Model();
291      this->model->setName("CUBE");
292      this->model->addVertex (-0.5, -0.5, 0.5);
293      this->model->addVertex (0.5, -0.5, 0.5);
294      this->model->addVertex (-0.5, 0.5, 0.5);
295      this->model->addVertex (0.5, 0.5, 0.5);
296      this->model->addVertex (-0.5, 0.5, -0.5);
297      this->model->addVertex (0.5, 0.5, -0.5);
298      this->model->addVertex (-0.5, -0.5, -0.5);
299      this->model->addVertex (0.5, -0.5, -0.5);
300
301      this->model->addVertexTexture (0.0, 0.0);
302      this->model->addVertexTexture (1.0, 0.0);
303      this->model->addVertexTexture (0.0, 1.0);
304      this->model->addVertexTexture (1.0, 1.0);
305      this->model->addVertexTexture (0.0, 2.0);
306      this->model->addVertexTexture (1.0, 2.0);
307      this->model->addVertexTexture (0.0, 3.0);
308      this->model->addVertexTexture (1.0, 3.0);
309      this->model->addVertexTexture (0.0, 4.0);
310      this->model->addVertexTexture (1.0, 4.0);
311      this->model->addVertexTexture (2.0, 0.0);
312      this->model->addVertexTexture (2.0, 1.0);
313      this->model->addVertexTexture (-1.0, 0.0);
314      this->model->addVertexTexture (-1.0, 1.0);
315
316      this->model->finalize();
317      */
318    }
319}
320
321int Terrain::writeBytes( const byte * data, int length, int sender )
322{
323  setRequestedSync( false );
324  setIsOutOfSync( false );
325
326  SYNCHELP_READ_BEGIN();
327  SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_TER_WE_STATE );
328
329  return SYNCHELP_READ_N;
330}
331
332int Terrain::readBytes( byte * data, int maxLength, int * reciever )
333{
334  if ( isOutOfSync() && !requestedSync() && this->getHostID()!=this->getOwner() )
335  {
336    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
337    setRequestedSync( true );
338  }
339
340  int rec = this->getRequestSync();
341  if ( rec > 0 )
342  {
343    *reciever = rec;
344
345    SYNCHELP_WRITE_BEGIN();
346    SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_TER_WE_STATE );
347    return SYNCHELP_WRITE_N;
348
349  }
350
351  *reciever = 0;
352  return 0;
353}
354
355void Terrain::writeDebug( ) const
356{
357}
358
359void Terrain::readDebug( ) const
360{
361}
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