From d1b9fa9ebb493674c95983fe690bffb730b1ece2 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Thu, 6 Mar 2008 21:49:54 +0000 Subject: moving model to core --- osirion.kdevelop | 2 +- osirion.kdevelop.pcs | Bin 456490 -> 495428 bytes osirion.kdevses | 22 +-- src/client/draw.cc | 2 +- src/client/view.cc | 14 +- src/core/model.cc | 531 +++++++++++++++++++++++++++++++++++++++++++++++++++ src/core/model.h | 93 +++++++++ src/render/model.cc | 531 --------------------------------------------------- src/render/model.h | 93 --------- 9 files changed, 637 insertions(+), 651 deletions(-) create mode 100644 src/core/model.cc create mode 100644 src/core/model.h delete mode 100644 src/render/model.cc delete mode 100644 src/render/model.h diff --git a/osirion.kdevelop b/osirion.kdevelop index d40c050..58a8bfc 100644 --- a/osirion.kdevelop +++ b/osirion.kdevelop @@ -21,7 +21,7 @@ - src/core/libcore.la + src/client/libclient.la debug diff --git a/osirion.kdevelop.pcs b/osirion.kdevelop.pcs index d218712..49bad62 100644 Binary files a/osirion.kdevelop.pcs and b/osirion.kdevelop.pcs differ diff --git a/osirion.kdevses b/osirion.kdevses index 98b982a..f0d27df 100644 --- a/osirion.kdevses +++ b/osirion.kdevses @@ -1,25 +1,13 @@ - - - + + + - - + + - - - - - - - - - - - - diff --git a/src/client/draw.cc b/src/client/draw.cc index 87be92c..77e3e92 100644 --- a/src/client/draw.cc +++ b/src/client/draw.cc @@ -150,7 +150,7 @@ void draw_entity_default(core::Entity *entity) gl::rotate(entity->direction(), 0.0f, 0.0f, 1.0f ); if (model) { - model->draw(entity, camera::eye); + model->draw(entity); } else { gl::disable(GL_LIGHTING); gl::disable(GL_LIGHT0); diff --git a/src/client/view.cc b/src/client/view.cc index cd90efc..bf69072 100644 --- a/src/client/view.cc +++ b/src/client/view.cc @@ -52,24 +52,22 @@ void reset() //gl::shademodel(GL_FLAT); // lighting + GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat ambient_light[] = { 0.2f, 0.2f, 0.2f, 1.0f }; - GLfloat diffuse_light[] = { 0.6f, 0.6f, 0.6f, 1.0f }; - GLfloat specular_light[] = { 0.2f, 0.2f, 0.2f, 1.0f }; - GLfloat specular_reflectance[] = { 1.0f, 1.0f, 1.0f, 1.0f }; + GLfloat diffuse_light[] = { 0.4f, 0.4f, 0.4f, 1.0f }; + GLfloat specular_light[] = { 0.4f, 0.4f, 0.4f, 1.0f }; + GLfloat specular_reflectance[] = { 0.5f, 0.5f, 0.5f, 1.0f }; + glLightfv(GL_LIGHT0, GL_POSITION, light_position); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_light); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_light); glLightfv(GL_LIGHT0, GL_SPECULAR, specular_light); - // position GL_LIGHT0 at the camera eye - GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 }; - glLightfv(GL_LIGHT0, GL_POSITION, light_position); - // color tracking glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); glMaterialfv(GL_FRONT, GL_SPECULAR, specular_reflectance); - glMateriali(GL_FRONT, GL_SHININESS, 16); // shininess 1-128 + glMateriali(GL_FRONT, GL_SHININESS, 128); // shininess 1-128 gl::disable(GL_LIGHTING); gl::disable(GL_LIGHT0); diff --git a/src/core/model.cc b/src/core/model.cc new file mode 100644 index 0000000..ae34270 --- /dev/null +++ b/src/core/model.cc @@ -0,0 +1,531 @@ +/* + render/model.h + This file is part of the Osirion project and is distributed under + the terms of the GNU General Public License version 2 +*/ + +#include +#include +#include +#include +#include +#include +#include + +#include "render/model.h" +#include "render/gl.h" +#include "filesystem/filesystem.h" + +namespace render +{ + +const float MAX_BOUNDS = 8192; +const float delta = 10e-10; + +Engine::Engine(math::Vector3f const & location) : + engine_location(location) +{} + +Engine::~Engine() +{} + +std::map Model::registry; + +Model::Model(std::string const & name) : + model_name(name) +{ + model_scale = 1.0f / 1024.0f; + + std::string fn("maps/"); + fn.append(name); + fn.append(".map"); + filesystem::File *f = filesystem::open(fn.c_str()); + + if (!f) { + return; + } + + fn = f->path(); + fn.append(f->name()); + filesystem::close(f); + + std::ifstream ifs(fn.c_str()); + if (!ifs.is_open()) { + con_warn << "Could not stream " << fn << "!\n"; + return; + } + + // --------- the actual reading + using math::Vector3f; + using math::Plane3f; + + std::vector planes; + unsigned int level = 0; + char data[1024]; + + std::string class_name; + math::Vector3f class_origin; + float class_angle; + + while (ifs) { + ifs.getline(data, 1023); + std::istringstream linestream(data); + std::string firstword; + + if (linestream >> firstword) { + if (firstword == "//") { + //cout << " COMMENT!" << std::endl; + continue; + } else if (firstword == "{") { + level ++; + //cout << " LEVEL +" << level << std::endl; + } else if (firstword == "}") { + //cout << " LEVEL -" << level << std::endl; + if ((level == 2) && (class_name == "worldspawn")) { + //cout << "brush with " << planes.size() << " faces" << std::endl; + + // for every face + std::vectorpoints; + for (std::vector::iterator face = planes.begin(); face != planes.end(); face++) { + make_face((*face), planes); + } + + // clean planes + for (std::vector::iterator it = planes.begin(); it != planes.end(); it++) { + delete(*it); + } + planes.clear(); + + } else if ((level == 1) && (class_name == "target_engine")) { + //con_debug << " engine at " << class_origin << "\n"; + add_engine(new Engine(class_origin * model_scale)); + } + + if (level == 1) { + class_angle = 0; + class_name.clear(); + class_origin = Vector3f(0,0,0); + } + + level--; + + } else if (firstword == "\"classname\"") { + class_name.clear(); + if (linestream >> class_name) { + if (class_name.size() > 2) { + class_name.erase(0,1); + class_name.erase(class_name.size()-1, 1); + //linestream >> class_name; + //con_debug << " classname '" << class_name << "'" << std::endl; + } else { + class_name.clear(); + } + } else { + //cout << " EMPTY CLASS" << std::endl; + } + } else if (firstword == "\"origin\"") { + std::string tmp; + char c; + while ((linestream.get(c)) && (c != '"')); + while ((linestream.get(c)) && (c != '"')) + tmp += c; + std::istringstream is(tmp); + is >> class_origin.x; + is >> class_origin.y; + is >> class_origin.z; + //con_debug << " origin '" << class_origin << "'" << std::endl; + + } else if (firstword == "\"angle\"") { + std::string tmp; + char c; + while ((linestream.get(c)) && (c != '"')); + while ((linestream.get(c)) && (c != '"')) + tmp += c; + std::istringstream is(tmp); + is >> class_angle; + //con_debug << " angle '" << class_angle << "'" << std::endl; + } else if (firstword == "(") { + if ((level == 2) && (class_name == "worldspawn")) { + //cout << " BRUSH PLANE" << std::endl; + Vector3f p1; + Vector3f p2; + Vector3f p3; + std::string tmp; + std::string texture; + + linestream >> p1; + linestream >> tmp; // ) + linestream >> tmp; // ( + linestream >> p2; + linestream >> tmp; // ) + linestream >> tmp; // ( + linestream >> p3; + linestream >> tmp; // ) + linestream >> texture; + + //cout << data << std::endl; + //cout << "(" << p1 << ") (" << p2 << ") (" << p3 << ") " << texture << std::endl; + + Plane3f *plane = new Plane3f(p1, p2, p3); + plane->texture() = texture; + planes.push_back(plane); + //cout << "normal " << plane->normal() << std::endl; + } else { + //cout << " UNKNOWN line for '" << classname << "' level " << level << std::endl; + } + } + } + } + + ifs.close(); + + con_debug << " maps/" << name << ".map " << model_face.size() << " polygons\n"; +} + +Model::~Model() +{ + // delete all faces + for (std::list::iterator fit = model_face.begin(); fit != model_face.end(); fit++) { + delete(*fit); + } + model_face.clear(); + + // delete all engines + for (std::list::iterator eit = model_engine.begin(); eit != model_engine.end(); eit++) { + delete(*eit); + } + model_engine.clear(); +} + +void Model::make_face(math::Plane3f *face, std::vector & planes) +{ + using math::Vector3f; + using math::Plane3f; + + // ignore caulk + if (face->texture() == "common/caulk") { + return; + } + + // using suggestions from + // http://www.flipcode.com/archives/Level_Editing.shtml + + //cout << "Face with normal " << face->normal() << endl; + std::vector vl; + + // inital vertexes + + // check if the face is x-axis oriented + if ((fabsf(face->normal().x) >= fabsf(face->normal().y)) && (fabsf(face->normal().x) >= fabsf(face->normal().z))) { + //cout << " x oriented" << std::endl; + + if (face->normal().x >= 0) { + vl.push_back(new math::Vector3f(0, -MAX_BOUNDS, -MAX_BOUNDS)); + vl.push_back(new math::Vector3f(0, -MAX_BOUNDS, MAX_BOUNDS)); + vl.push_back(new math::Vector3f(0, MAX_BOUNDS, MAX_BOUNDS)); + vl.push_back(new math::Vector3f(0, MAX_BOUNDS, -MAX_BOUNDS)); + } else { + vl.push_back(new math::Vector3f(0, MAX_BOUNDS, -MAX_BOUNDS)); + vl.push_back(new math::Vector3f(0, MAX_BOUNDS, MAX_BOUNDS)); + vl.push_back(new math::Vector3f(0, -MAX_BOUNDS, MAX_BOUNDS)); + vl.push_back(new math::Vector3f(0, -MAX_BOUNDS, -MAX_BOUNDS)); + } + // calculate the x coordinate of each face vertex + for (std::vector::iterator it = vl.begin(); it != vl.end(); it++) { + (*it)->x = (-face->d() - + face->normal().z * (*it)->z - + face->normal().y * (*it)->y) / + face->normal().x; + } + } + + // check if the face is y-axis oriented + else if ((fabsf(face->normal().y) >= fabsf(face->normal().x)) && (fabsf(face->normal().y) >= fabsf(face->normal().z))) { + //cout << " y oriented" << std::endl; + + if (face->normal().y >= 0) { + vl.push_back(new Vector3f(MAX_BOUNDS, 0, -MAX_BOUNDS)); + vl.push_back(new Vector3f(MAX_BOUNDS, 0, MAX_BOUNDS)); + vl.push_back(new Vector3f(-MAX_BOUNDS, 0, MAX_BOUNDS)); + vl.push_back(new Vector3f(-MAX_BOUNDS, 0, -MAX_BOUNDS)); + } else { + vl.push_back(new Vector3f(-MAX_BOUNDS, 0, -MAX_BOUNDS)); + vl.push_back(new Vector3f(-MAX_BOUNDS, 0, MAX_BOUNDS)); + vl.push_back(new Vector3f(MAX_BOUNDS, 0, MAX_BOUNDS)); + vl.push_back(new Vector3f(MAX_BOUNDS, 0, -MAX_BOUNDS)); + } + + // calculate the x coordinate of each face vertex + for (std::vector::iterator it = vl.begin(); it != vl.end(); it++) { + (*it)->y = (-face->d() - + face->normal().z * (*it)->z - + face->normal().x * (*it)->x) / + face->normal().y; + } + } + + // face must be z-axis oriented + else { + //cout << " z oriented" << std::endl; + if (face->normal().z >= 0) { + vl.push_back(new Vector3f(-MAX_BOUNDS, -MAX_BOUNDS, 0)); + vl.push_back(new Vector3f(-MAX_BOUNDS, MAX_BOUNDS, 0)); + vl.push_back(new Vector3f(MAX_BOUNDS, MAX_BOUNDS, 0)); + vl.push_back(new Vector3f(MAX_BOUNDS, -MAX_BOUNDS, 0)); + } else { + vl.push_back(new Vector3f(MAX_BOUNDS, -MAX_BOUNDS, 0)); + vl.push_back(new Vector3f(MAX_BOUNDS, MAX_BOUNDS, 0)); + vl.push_back(new Vector3f(-MAX_BOUNDS, MAX_BOUNDS, 0)); + vl.push_back(new Vector3f(-MAX_BOUNDS, -MAX_BOUNDS, 0)); + } + + // calculate the x coordinate of each face vertex + for (std::vector::iterator it = vl.begin(); it != vl.end(); it++) { + (*it)->z = (-face->d() - + face->normal().x * (*it)->x - + face->normal().y * (*it)->y) / + face->normal().z; + } + } + + + // intersect the face with every plane + for (std::vector::iterator pit = planes.begin(); pit != planes.end(); pit++) { + Plane3f *plane = (*pit); + if (plane == face) { + continue; + } + + Vector3f fn = crossproduct(face->point(1)-face->point(0), face->point(2)-face->point(0)); + Vector3f pn = crossproduct(plane->point(1)-plane->point(0), plane->point(2)-plane->point(0)); + + Vector3f t = crossproduct(fn, pn); + if ((t.x == 0) && (t.y == 0) && (t.z == 0)) { + continue; + } + + //cout << " intersecting with plane with normal " << plane->normal() << std::endl; + + // intersect face with plane + for (int i=0; vl.size() - i > 0; i++) { + + Vector3f v(*vl.at(i)); + + + Vector3f next; + if (vl.size() - i > 1) { + //cout << " -- at " << i+1 << std::endl; + next = *vl.at(i+1); + } else { + next = *vl.front(); + } + + Vector3f prev; + if (i > 0) { + //cout << " -- at " << i-1 << std::endl; + prev = *vl.at(i-1); + } else { + prev = *vl.back(); + } + + //cout << " vertex " << i << " prev " << prev << " v " << v << " next " << next << std::endl; + if ((v.x*plane->normal().x + v.y*plane->normal().y + v.z*plane->normal().z +plane->d()) < delta) { + + // find current + std::vector::iterator vit = vl.begin(); + while ((*vit) != vl.at(i)) { + vit++; + } + + // check if prev - v intersects with plane + if ((prev.x*plane->normal().x + prev.y*plane->normal().y + prev.z*plane->normal().z + plane->d()) > -delta) { + + // calculate intersection + float t1 = -plane->normal().x * prev.x - plane->normal().y * prev.y - plane->normal().z * prev.z -plane->d(); + float t2 = (plane->normal().x * v.x - plane->normal().x * prev.x + + plane->normal().y * v.y - plane->normal().y * prev.y + + plane->normal().z * v.z - plane->normal().z * prev.z); + //cout << "prev t2 " << t2 << std::endl; + Vector3f *s = new Vector3f; + + if (t2 == 0) { + *s = v; + } else { + for (int j = 0; j < 3; j++) + (*s)[j] = prev [j] + t1 * (v[j] - prev[j]) / t2; + } + + //cout << " added " << *s << std::endl; + vit = vl.insert(vit,s); + vit++; + i++; + } + + // check if next - v intersects with plane + if ((next.x*plane->normal().x + next.y*plane->normal().y + next.z*plane->normal().z + plane->d()) > -delta) { + // calculate intersection + + // calculate intersection + float t1 = -plane->normal().x * v.x - plane->normal().y * v.y - plane->normal().z * v.z -plane->d(); + float t2 = (plane->normal().x * next.x - plane->normal().x * v.x + + plane->normal().y * next.y - plane->normal().y * v.y + + plane->normal().z * next.z - plane->normal().z * v.z); + //cout << "next t2 " << t2 << std::endl; + Vector3f *s = new Vector3f; + + if (t2 == 0) { + *s = v; + } else { + for (int j = 0; j < 3; j++) + (*s)[j] = v [j] + t1 * (next[j] - v[j]) / t2; + } + + //cout << " added " << *s << std::endl; + vit = vl.insert(vit,s); + vit++; + i++; + } + + // erase + delete *vit; + vl.erase(vit); + i--; + } + + } + } + + if (vl.size() > 2) { + + math::Color *color = 0; + if (face->texture() == "colors/white") { + color = new math::Color(1, 1, 1); + } else if (face->texture() == "colors/grey90") { + color = new math::Color(0.9, 0.9, 0.9); + } else if (face->texture() == "colors/grey75") { + color = new math::Color(0.75, 0.75, 0.75); + } else if (face->texture() == "colors/grey50") { + color = new math::Color(0.5, 0.5, 0.5); + } else if (face->texture() == "colors/grey25") { + color = new math::Color(0.25, 0.25, 0.25); + } else if (face->texture() == "colors/black") { + color = new math::Color(0, 0, 0); + } else if (face->texture() == "common/entity") { + color = 0; + } else + color = new math::Color(1.0f, 0.0, 1.0f); + + Face *mf = new Face(face->normal()*-1, color); + if (color) delete color; + + for (std::vector::iterator it = vl.begin(); it != vl.end(); it++) { + mf->add_vertex(*(*it) * model_scale); + } + + //con_debug << "adding face\n"; + add_face(mf); + } else { + con_debug << "Unresolved face!\n"; + } + + for (std::vector::iterator it = vl.begin(); it != vl.end(); it++) { + delete(*it); + } + + vl.clear(); + +} + +void Model::add_face(Face *face) +{ + model_face.push_back(face); +} + +void Model::add_engine(Engine *engine) +{ + model_engine.push_back(engine); +} + +void Model::draw(core::Entity const * entity, math::Vector3f const & eye) +{ + //gl::scale(model_scale, model_scale, model_scale); + + // calculate a normal from eye to entity location + math::Vector3f n = entity->location() - eye; + n.normalize(); + + // draw all faces + for (std::list::iterator fit = model_face.begin(); fit != model_face.end(); fit++) { + // poor man's lighting + // set the face color depending on the viewing direction + //float d = fabsf(math::dotproduct(n, (*fit)->normal())); + + //if (d > 1) + // d = 1; + //d = 0.5f + d/2; + + if ((*fit)->color()) { + render::gl::color(*(*fit)->color()); + } else { + render::gl::color(entity->color()); + } + (*fit)->draw(); + } +} + +void Model::draw(core::EntityControlable const * entity, math::Vector3f const & eye) +{ + // draw the model + draw((core::Entity *) entity, eye); + + // draw engines + // all engines are assumed to point to the rear + if (model_engine.size() && entity->thrust()) { + gl::color(1.0f,0 ,0); + gl::begin(gl::Lines); + + for (std::list::iterator eit = model_engine.begin(); eit != model_engine.end(); eit++) { + math::Vector3f const & v = (*eit)->location(); + gl::vertex(v); + gl::vertex(v.x - 0.0625f*entity->thrust(), v.y, v.z); + } + gl::end(); + } +} + +Model *Model::find(std::string const & name) +{ + std::map::iterator it = registry.find(name); + if (it == registry.end()) + return 0; + else + return (*it).second; +} + +Model *Model::get(std::string const & name) +{ + Model *model = find(name); + if (!model) { + model = new Model(name); + registry[model->name()] = model; + } + return model; +} + +void Model::clear() +{ + // delete all models in the registry + for (std::map::iterator mit = registry.begin(); mit != registry.end(); mit++) { + delete(*mit).second; + } + registry.clear(); +} + +void Model::list() +{ + for (std::map::iterator mit = registry.begin(); mit != registry.end(); mit++) { + con_print << " " << (*mit).second->model_name << " " << (*mit).second->model_face.size() << " polys\n"; + } + con_print << registry.size() << " registered models" << std::endl; +} +} diff --git a/src/core/model.h b/src/core/model.h new file mode 100644 index 0000000..eca896b --- /dev/null +++ b/src/core/model.h @@ -0,0 +1,93 @@ +/* + render/model.h + This file is part of the Osirion project and is distributed under + the terms of the GNU General Public License version 2 +*/ + +#ifndef __INCLUDED_RENDER_MODEL_H__ +#define __INCLUDED_RENDER_MODEL_H__ + +#include +#include + +#include "math/plane3f.h" +#include "core/entity.h" +#include "render/face.h" + +namespace render +{ + +/// a spacecraft engine +class Engine +{ +public: + Engine(math::Vector3f const & location); + ~Engine(); + + inline math::Vector3f const & location() const + { + return engine_location; + } + +private: + math::Vector3f engine_location; +}; + +/// a 3D model contains a list of faces +class Model +{ +public: + /// load a model from disk + Model(std::string const & name); + ~Model(); + + /// the name of the model + inline std::string const & name() const + { + return model_name; + } + + /// the Model registry + static std::map registry; + + /// draw the model for an entity + /** This will not draw attached engines, turrents and cannons + */ + void draw(core::Entity const * entity, math::Vector3f const & eye); + + /// draw the model for a controlable enity + /** This will draw all attached engines, turrents and cannons + */ + void draw(core::EntityControlable const * entity, math::Vector3f const & eye); + + /* ---- static functions for the Model registry -------------------- */ + + /// get name model, returns 0 if not found + static Model *find(std::string const & name); + + /// get named model from the registry and load it if necessary + static Model *get(std::string const & name); + + /// clear the model registry + static void clear(); + + /// list the content of the model registry + static void list(); + +private: + void make_face(math::Plane3f *face, std::vector & planes); + void add_engine(Engine *engine); + void add_face(Face *face); + + std::list model_face; + std::list model_engine; + std::string model_name; + + float model_scale; + +}; + +} + +#endif // __INCLUDED_RENDER_MODEL_H__ + diff --git a/src/render/model.cc b/src/render/model.cc deleted file mode 100644 index ae34270..0000000 --- a/src/render/model.cc +++ /dev/null @@ -1,531 +0,0 @@ -/* - render/model.h - This file is part of the Osirion project and is distributed under - the terms of the GNU General Public License version 2 -*/ - -#include -#include -#include -#include -#include -#include -#include - -#include "render/model.h" -#include "render/gl.h" -#include "filesystem/filesystem.h" - -namespace render -{ - -const float MAX_BOUNDS = 8192; -const float delta = 10e-10; - -Engine::Engine(math::Vector3f const & location) : - engine_location(location) -{} - -Engine::~Engine() -{} - -std::map Model::registry; - -Model::Model(std::string const & name) : - model_name(name) -{ - model_scale = 1.0f / 1024.0f; - - std::string fn("maps/"); - fn.append(name); - fn.append(".map"); - filesystem::File *f = filesystem::open(fn.c_str()); - - if (!f) { - return; - } - - fn = f->path(); - fn.append(f->name()); - filesystem::close(f); - - std::ifstream ifs(fn.c_str()); - if (!ifs.is_open()) { - con_warn << "Could not stream " << fn << "!\n"; - return; - } - - // --------- the actual reading - using math::Vector3f; - using math::Plane3f; - - std::vector planes; - unsigned int level = 0; - char data[1024]; - - std::string class_name; - math::Vector3f class_origin; - float class_angle; - - while (ifs) { - ifs.getline(data, 1023); - std::istringstream linestream(data); - std::string firstword; - - if (linestream >> firstword) { - if (firstword == "//") { - //cout << " COMMENT!" << std::endl; - continue; - } else if (firstword == "{") { - level ++; - //cout << " LEVEL +" << level << std::endl; - } else if (firstword == "}") { - //cout << " LEVEL -" << level << std::endl; - if ((level == 2) && (class_name == "worldspawn")) { - //cout << "brush with " << planes.size() << " faces" << std::endl; - - // for every face - std::vectorpoints; - for (std::vector::iterator face = planes.begin(); face != planes.end(); face++) { - make_face((*face), planes); - } - - // clean planes - for (std::vector::iterator it = planes.begin(); it != planes.end(); it++) { - delete(*it); - } - planes.clear(); - - } else if ((level == 1) && (class_name == "target_engine")) { - //con_debug << " engine at " << class_origin << "\n"; - add_engine(new Engine(class_origin * model_scale)); - } - - if (level == 1) { - class_angle = 0; - class_name.clear(); - class_origin = Vector3f(0,0,0); - } - - level--; - - } else if (firstword == "\"classname\"") { - class_name.clear(); - if (linestream >> class_name) { - if (class_name.size() > 2) { - class_name.erase(0,1); - class_name.erase(class_name.size()-1, 1); - //linestream >> class_name; - //con_debug << " classname '" << class_name << "'" << std::endl; - } else { - class_name.clear(); - } - } else { - //cout << " EMPTY CLASS" << std::endl; - } - } else if (firstword == "\"origin\"") { - std::string tmp; - char c; - while ((linestream.get(c)) && (c != '"')); - while ((linestream.get(c)) && (c != '"')) - tmp += c; - std::istringstream is(tmp); - is >> class_origin.x; - is >> class_origin.y; - is >> class_origin.z; - //con_debug << " origin '" << class_origin << "'" << std::endl; - - } else if (firstword == "\"angle\"") { - std::string tmp; - char c; - while ((linestream.get(c)) && (c != '"')); - while ((linestream.get(c)) && (c != '"')) - tmp += c; - std::istringstream is(tmp); - is >> class_angle; - //con_debug << " angle '" << class_angle << "'" << std::endl; - } else if (firstword == "(") { - if ((level == 2) && (class_name == "worldspawn")) { - //cout << " BRUSH PLANE" << std::endl; - Vector3f p1; - Vector3f p2; - Vector3f p3; - std::string tmp; - std::string texture; - - linestream >> p1; - linestream >> tmp; // ) - linestream >> tmp; // ( - linestream >> p2; - linestream >> tmp; // ) - linestream >> tmp; // ( - linestream >> p3; - linestream >> tmp; // ) - linestream >> texture; - - //cout << data << std::endl; - //cout << "(" << p1 << ") (" << p2 << ") (" << p3 << ") " << texture << std::endl; - - Plane3f *plane = new Plane3f(p1, p2, p3); - plane->texture() = texture; - planes.push_back(plane); - //cout << "normal " << plane->normal() << std::endl; - } else { - //cout << " UNKNOWN line for '" << classname << "' level " << level << std::endl; - } - } - } - } - - ifs.close(); - - con_debug << " maps/" << name << ".map " << model_face.size() << " polygons\n"; -} - -Model::~Model() -{ - // delete all faces - for (std::list::iterator fit = model_face.begin(); fit != model_face.end(); fit++) { - delete(*fit); - } - model_face.clear(); - - // delete all engines - for (std::list::iterator eit = model_engine.begin(); eit != model_engine.end(); eit++) { - delete(*eit); - } - model_engine.clear(); -} - -void Model::make_face(math::Plane3f *face, std::vector & planes) -{ - using math::Vector3f; - using math::Plane3f; - - // ignore caulk - if (face->texture() == "common/caulk") { - return; - } - - // using suggestions from - // http://www.flipcode.com/archives/Level_Editing.shtml - - //cout << "Face with normal " << face->normal() << endl; - std::vector vl; - - // inital vertexes - - // check if the face is x-axis oriented - if ((fabsf(face->normal().x) >= fabsf(face->normal().y)) && (fabsf(face->normal().x) >= fabsf(face->normal().z))) { - //cout << " x oriented" << std::endl; - - if (face->normal().x >= 0) { - vl.push_back(new math::Vector3f(0, -MAX_BOUNDS, -MAX_BOUNDS)); - vl.push_back(new math::Vector3f(0, -MAX_BOUNDS, MAX_BOUNDS)); - vl.push_back(new math::Vector3f(0, MAX_BOUNDS, MAX_BOUNDS)); - vl.push_back(new math::Vector3f(0, MAX_BOUNDS, -MAX_BOUNDS)); - } else { - vl.push_back(new math::Vector3f(0, MAX_BOUNDS, -MAX_BOUNDS)); - vl.push_back(new math::Vector3f(0, MAX_BOUNDS, MAX_BOUNDS)); - vl.push_back(new math::Vector3f(0, -MAX_BOUNDS, MAX_BOUNDS)); - vl.push_back(new math::Vector3f(0, -MAX_BOUNDS, -MAX_BOUNDS)); - } - // calculate the x coordinate of each face vertex - for (std::vector::iterator it = vl.begin(); it != vl.end(); it++) { - (*it)->x = (-face->d() - - face->normal().z * (*it)->z - - face->normal().y * (*it)->y) / - face->normal().x; - } - } - - // check if the face is y-axis oriented - else if ((fabsf(face->normal().y) >= fabsf(face->normal().x)) && (fabsf(face->normal().y) >= fabsf(face->normal().z))) { - //cout << " y oriented" << std::endl; - - if (face->normal().y >= 0) { - vl.push_back(new Vector3f(MAX_BOUNDS, 0, -MAX_BOUNDS)); - vl.push_back(new Vector3f(MAX_BOUNDS, 0, MAX_BOUNDS)); - vl.push_back(new Vector3f(-MAX_BOUNDS, 0, MAX_BOUNDS)); - vl.push_back(new Vector3f(-MAX_BOUNDS, 0, -MAX_BOUNDS)); - } else { - vl.push_back(new Vector3f(-MAX_BOUNDS, 0, -MAX_BOUNDS)); - vl.push_back(new Vector3f(-MAX_BOUNDS, 0, MAX_BOUNDS)); - vl.push_back(new Vector3f(MAX_BOUNDS, 0, MAX_BOUNDS)); - vl.push_back(new Vector3f(MAX_BOUNDS, 0, -MAX_BOUNDS)); - } - - // calculate the x coordinate of each face vertex - for (std::vector::iterator it = vl.begin(); it != vl.end(); it++) { - (*it)->y = (-face->d() - - face->normal().z * (*it)->z - - face->normal().x * (*it)->x) / - face->normal().y; - } - } - - // face must be z-axis oriented - else { - //cout << " z oriented" << std::endl; - if (face->normal().z >= 0) { - vl.push_back(new Vector3f(-MAX_BOUNDS, -MAX_BOUNDS, 0)); - vl.push_back(new Vector3f(-MAX_BOUNDS, MAX_BOUNDS, 0)); - vl.push_back(new Vector3f(MAX_BOUNDS, MAX_BOUNDS, 0)); - vl.push_back(new Vector3f(MAX_BOUNDS, -MAX_BOUNDS, 0)); - } else { - vl.push_back(new Vector3f(MAX_BOUNDS, -MAX_BOUNDS, 0)); - vl.push_back(new Vector3f(MAX_BOUNDS, MAX_BOUNDS, 0)); - vl.push_back(new Vector3f(-MAX_BOUNDS, MAX_BOUNDS, 0)); - vl.push_back(new Vector3f(-MAX_BOUNDS, -MAX_BOUNDS, 0)); - } - - // calculate the x coordinate of each face vertex - for (std::vector::iterator it = vl.begin(); it != vl.end(); it++) { - (*it)->z = (-face->d() - - face->normal().x * (*it)->x - - face->normal().y * (*it)->y) / - face->normal().z; - } - } - - - // intersect the face with every plane - for (std::vector::iterator pit = planes.begin(); pit != planes.end(); pit++) { - Plane3f *plane = (*pit); - if (plane == face) { - continue; - } - - Vector3f fn = crossproduct(face->point(1)-face->point(0), face->point(2)-face->point(0)); - Vector3f pn = crossproduct(plane->point(1)-plane->point(0), plane->point(2)-plane->point(0)); - - Vector3f t = crossproduct(fn, pn); - if ((t.x == 0) && (t.y == 0) && (t.z == 0)) { - continue; - } - - //cout << " intersecting with plane with normal " << plane->normal() << std::endl; - - // intersect face with plane - for (int i=0; vl.size() - i > 0; i++) { - - Vector3f v(*vl.at(i)); - - - Vector3f next; - if (vl.size() - i > 1) { - //cout << " -- at " << i+1 << std::endl; - next = *vl.at(i+1); - } else { - next = *vl.front(); - } - - Vector3f prev; - if (i > 0) { - //cout << " -- at " << i-1 << std::endl; - prev = *vl.at(i-1); - } else { - prev = *vl.back(); - } - - //cout << " vertex " << i << " prev " << prev << " v " << v << " next " << next << std::endl; - if ((v.x*plane->normal().x + v.y*plane->normal().y + v.z*plane->normal().z +plane->d()) < delta) { - - // find current - std::vector::iterator vit = vl.begin(); - while ((*vit) != vl.at(i)) { - vit++; - } - - // check if prev - v intersects with plane - if ((prev.x*plane->normal().x + prev.y*plane->normal().y + prev.z*plane->normal().z + plane->d()) > -delta) { - - // calculate intersection - float t1 = -plane->normal().x * prev.x - plane->normal().y * prev.y - plane->normal().z * prev.z -plane->d(); - float t2 = (plane->normal().x * v.x - plane->normal().x * prev.x + - plane->normal().y * v.y - plane->normal().y * prev.y + - plane->normal().z * v.z - plane->normal().z * prev.z); - //cout << "prev t2 " << t2 << std::endl; - Vector3f *s = new Vector3f; - - if (t2 == 0) { - *s = v; - } else { - for (int j = 0; j < 3; j++) - (*s)[j] = prev [j] + t1 * (v[j] - prev[j]) / t2; - } - - //cout << " added " << *s << std::endl; - vit = vl.insert(vit,s); - vit++; - i++; - } - - // check if next - v intersects with plane - if ((next.x*plane->normal().x + next.y*plane->normal().y + next.z*plane->normal().z + plane->d()) > -delta) { - // calculate intersection - - // calculate intersection - float t1 = -plane->normal().x * v.x - plane->normal().y * v.y - plane->normal().z * v.z -plane->d(); - float t2 = (plane->normal().x * next.x - plane->normal().x * v.x + - plane->normal().y * next.y - plane->normal().y * v.y + - plane->normal().z * next.z - plane->normal().z * v.z); - //cout << "next t2 " << t2 << std::endl; - Vector3f *s = new Vector3f; - - if (t2 == 0) { - *s = v; - } else { - for (int j = 0; j < 3; j++) - (*s)[j] = v [j] + t1 * (next[j] - v[j]) / t2; - } - - //cout << " added " << *s << std::endl; - vit = vl.insert(vit,s); - vit++; - i++; - } - - // erase - delete *vit; - vl.erase(vit); - i--; - } - - } - } - - if (vl.size() > 2) { - - math::Color *color = 0; - if (face->texture() == "colors/white") { - color = new math::Color(1, 1, 1); - } else if (face->texture() == "colors/grey90") { - color = new math::Color(0.9, 0.9, 0.9); - } else if (face->texture() == "colors/grey75") { - color = new math::Color(0.75, 0.75, 0.75); - } else if (face->texture() == "colors/grey50") { - color = new math::Color(0.5, 0.5, 0.5); - } else if (face->texture() == "colors/grey25") { - color = new math::Color(0.25, 0.25, 0.25); - } else if (face->texture() == "colors/black") { - color = new math::Color(0, 0, 0); - } else if (face->texture() == "common/entity") { - color = 0; - } else - color = new math::Color(1.0f, 0.0, 1.0f); - - Face *mf = new Face(face->normal()*-1, color); - if (color) delete color; - - for (std::vector::iterator it = vl.begin(); it != vl.end(); it++) { - mf->add_vertex(*(*it) * model_scale); - } - - //con_debug << "adding face\n"; - add_face(mf); - } else { - con_debug << "Unresolved face!\n"; - } - - for (std::vector::iterator it = vl.begin(); it != vl.end(); it++) { - delete(*it); - } - - vl.clear(); - -} - -void Model::add_face(Face *face) -{ - model_face.push_back(face); -} - -void Model::add_engine(Engine *engine) -{ - model_engine.push_back(engine); -} - -void Model::draw(core::Entity const * entity, math::Vector3f const & eye) -{ - //gl::scale(model_scale, model_scale, model_scale); - - // calculate a normal from eye to entity location - math::Vector3f n = entity->location() - eye; - n.normalize(); - - // draw all faces - for (std::list::iterator fit = model_face.begin(); fit != model_face.end(); fit++) { - // poor man's lighting - // set the face color depending on the viewing direction - //float d = fabsf(math::dotproduct(n, (*fit)->normal())); - - //if (d > 1) - // d = 1; - //d = 0.5f + d/2; - - if ((*fit)->color()) { - render::gl::color(*(*fit)->color()); - } else { - render::gl::color(entity->color()); - } - (*fit)->draw(); - } -} - -void Model::draw(core::EntityControlable const * entity, math::Vector3f const & eye) -{ - // draw the model - draw((core::Entity *) entity, eye); - - // draw engines - // all engines are assumed to point to the rear - if (model_engine.size() && entity->thrust()) { - gl::color(1.0f,0 ,0); - gl::begin(gl::Lines); - - for (std::list::iterator eit = model_engine.begin(); eit != model_engine.end(); eit++) { - math::Vector3f const & v = (*eit)->location(); - gl::vertex(v); - gl::vertex(v.x - 0.0625f*entity->thrust(), v.y, v.z); - } - gl::end(); - } -} - -Model *Model::find(std::string const & name) -{ - std::map::iterator it = registry.find(name); - if (it == registry.end()) - return 0; - else - return (*it).second; -} - -Model *Model::get(std::string const & name) -{ - Model *model = find(name); - if (!model) { - model = new Model(name); - registry[model->name()] = model; - } - return model; -} - -void Model::clear() -{ - // delete all models in the registry - for (std::map::iterator mit = registry.begin(); mit != registry.end(); mit++) { - delete(*mit).second; - } - registry.clear(); -} - -void Model::list() -{ - for (std::map::iterator mit = registry.begin(); mit != registry.end(); mit++) { - con_print << " " << (*mit).second->model_name << " " << (*mit).second->model_face.size() << " polys\n"; - } - con_print << registry.size() << " registered models" << std::endl; -} -} diff --git a/src/render/model.h b/src/render/model.h deleted file mode 100644 index eca896b..0000000 --- a/src/render/model.h +++ /dev/null @@ -1,93 +0,0 @@ -/* - render/model.h - This file is part of the Osirion project and is distributed under - the terms of the GNU General Public License version 2 -*/ - -#ifndef __INCLUDED_RENDER_MODEL_H__ -#define __INCLUDED_RENDER_MODEL_H__ - -#include -#include - -#include "math/plane3f.h" -#include "core/entity.h" -#include "render/face.h" - -namespace render -{ - -/// a spacecraft engine -class Engine -{ -public: - Engine(math::Vector3f const & location); - ~Engine(); - - inline math::Vector3f const & location() const - { - return engine_location; - } - -private: - math::Vector3f engine_location; -}; - -/// a 3D model contains a list of faces -class Model -{ -public: - /// load a model from disk - Model(std::string const & name); - ~Model(); - - /// the name of the model - inline std::string const & name() const - { - return model_name; - } - - /// the Model registry - static std::map registry; - - /// draw the model for an entity - /** This will not draw attached engines, turrents and cannons - */ - void draw(core::Entity const * entity, math::Vector3f const & eye); - - /// draw the model for a controlable enity - /** This will draw all attached engines, turrents and cannons - */ - void draw(core::EntityControlable const * entity, math::Vector3f const & eye); - - /* ---- static functions for the Model registry -------------------- */ - - /// get name model, returns 0 if not found - static Model *find(std::string const & name); - - /// get named model from the registry and load it if necessary - static Model *get(std::string const & name); - - /// clear the model registry - static void clear(); - - /// list the content of the model registry - static void list(); - -private: - void make_face(math::Plane3f *face, std::vector & planes); - void add_engine(Engine *engine); - void add_face(Face *face); - - std::list model_face; - std::list model_engine; - std::string model_name; - - float model_scale; - -}; - -} - -#endif // __INCLUDED_RENDER_MODEL_H__ - -- cgit v1.2.3