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source: code/archive/toonshader/src/orxonox/objects/Scene.cc @ 10118

Last change on this file since 10118 was 2896, checked in by landauf, 16 years ago

Merged gui branch back to trunk.

I did 2 small changes in IngameManager.cc on line 777 and 888 (yes, really), because const_reverse_iterator strangely doesn't work on MinGW.

  • Property svn:eol-style set to native
File size: 13.6 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *      Reto Grieder (physics)
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "OrxonoxStableHeaders.h"
31#include "Scene.h"
32
33#include <OgreRoot.h>
34#include <OgreSceneManagerEnumerator.h>
35#include <OgreSceneNode.h>
36
37#include "BulletCollision/BroadphaseCollision/btAxisSweep3.h"
38#include "BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h"
39#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
40#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
41
42#include "core/CoreIncludes.h"
43#include "core/GameMode.h"
44#include "core/XMLPort.h"
45#include "tools/BulletConversions.h"
46#include "objects/worldentities/WorldEntity.h"
47
48namespace orxonox
49{
50    CreateFactory(Scene);
51
52    Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator)
53    {
54        RegisterObject(Scene);
55
56        this->setScene(this);
57        this->bShadows_ = true;
58
59        if (GameMode::showsGraphics())
60        {
61            if (Ogre::Root::getSingletonPtr())
62            {
63                this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC);
64                this->rootSceneNode_ = this->sceneManager_->getRootSceneNode();
65            }
66            else
67            {
68                this->sceneManager_ = 0;
69                this->rootSceneNode_ = 0;
70            }
71        }
72        else
73        {
74            // create a dummy SceneManager of our own since we don't have Ogre::Root.
75            this->sceneManager_ = new Ogre::DefaultSceneManager("");
76            this->rootSceneNode_ = this->sceneManager_->getRootSceneNode();
77        }
78
79        // No physics yet, XMLPort will do that.
80        const int defaultMaxWorldSize = 100000;
81        this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize;
82        this->positiveWorldRange_ = Vector3::UNIT_SCALE *  defaultMaxWorldSize;
83        this->gravity_ = Vector3::ZERO;
84        this->physicalWorld_   = 0;
85        this->solver_          = 0;
86        this->dispatcher_      = 0;
87        this->collisionConfig_ = 0;
88        this->broadphase_      = 0;
89
90        this->registerVariables();
91    }
92
93    Scene::~Scene()
94    {
95        if (this->isInitialized())
96        {
97            if (Ogre::Root::getSingletonPtr())
98            {
99                Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
100            }
101            else if (!GameMode::showsGraphics())
102            {
103                delete this->sceneManager_;
104            }
105
106            this->setPhysicalWorld(false);
107        }
108    }
109
110    void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode)
111    {
112        SUPER(Scene, XMLPort, xmlelement, mode);
113
114        XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode);
115        XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2, 0.2, 0.2, 1));
116        XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true);
117
118        XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode);
119        XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode);
120        XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode);
121        XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true);
122
123        XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false);
124    }
125
126    void Scene::registerVariables()
127    {
128        registerVariable(this->skybox_,             variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox));
129        registerVariable(this->ambientLight_,       variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight));
130        registerVariable(this->negativeWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange));
131        registerVariable(this->positiveWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange));
132        registerVariable(this->gravity_,            variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity));
133        registerVariable(this->bHasPhysics_,        variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics));
134        registerVariable(this->bShadows_,           variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows));
135    }
136
137    void Scene::setNegativeWorldRange(const Vector3& range)
138    {
139        if (range.length() < 10.0f)
140        {
141            CCOUT(2) << "Warning: Setting the negative world range to a very small value: "
142                     << omni_cast<std::string>(range) << std::endl;
143        }
144        if (this->hasPhysics())
145        {
146            CCOUT(2) << "Warning: Attempting to set the physical world range at run time. "
147                     << "This causes a complete physical reload which might take some time." << std::endl;
148            this->setPhysicalWorld(false);
149            this->negativeWorldRange_ = range;
150            this->setPhysicalWorld(true);
151        }
152        else
153            this->negativeWorldRange_ = range;
154    }
155
156    void Scene::setPositiveWorldRange(const Vector3& range)
157    {
158        if (range.length() < 10.0f)
159        {
160            CCOUT(2) << "Warning: Setting the positive world range to a very small value: "
161                     << omni_cast<std::string>(range) << std::endl;
162        }
163        if (this->hasPhysics())
164        {
165            CCOUT(2) << "Warning: Attempting to set the physical world range at run time. "
166                     << "This causes a complete physical reload which might take some time." << std::endl;
167            this->setPhysicalWorld(false);
168            this->positiveWorldRange_ = range;
169            this->setPhysicalWorld(true);
170        }
171        else
172            this->positiveWorldRange_ = range;
173    }
174
175    void Scene::setGravity(const Vector3& gravity)
176    {
177        this->gravity_ = gravity;
178        if (this->hasPhysics())
179            this->physicalWorld_->setGravity(omni_cast<btVector3>(this->gravity_));
180    }
181
182    void Scene::setPhysicalWorld(bool wantPhysics)
183    {
184        this->bHasPhysics_ = wantPhysics;
185        if (wantPhysics && !hasPhysics())
186        {
187            // Note: These are all little known default classes and values.
188            //       It would require further investigation to properly dertermine the right choices.
189            this->broadphase_      = new bt32BitAxisSweep3(
190                omni_cast<btVector3>(this->negativeWorldRange_), omni_cast<btVector3>(this->positiveWorldRange_));
191            this->collisionConfig_ = new btDefaultCollisionConfiguration();
192            this->dispatcher_      = new btCollisionDispatcher(this->collisionConfig_);
193            this->solver_          = new btSequentialImpulseConstraintSolver();
194
195            this->physicalWorld_   = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_);
196            this->physicalWorld_->setGravity(omni_cast<btVector3>(this->gravity_));
197
198            // also set the collision callback variable.
199            // Note: This is a global variable which we assign a static function.
200            // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances.
201            gContactAddedCallback = &Scene::collisionCallback;
202        }
203        else if (!wantPhysics && hasPhysics())
204        {
205            // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world.
206            for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin();
207                it != this->physicalObjects_.end(); ++it)
208            {
209                this->physicalWorld_->removeRigidBody((*it)->physicalBody_);
210                this->physicalObjectQueue_.insert(*it);
211            }
212            this->physicalObjects_.clear();
213
214            delete this->physicalWorld_;
215            delete this->solver_;
216            delete this->dispatcher_;
217            delete this->collisionConfig_;
218            delete this->broadphase_;
219            this->physicalWorld_   = 0;
220            this->solver_          = 0;
221            this->dispatcher_      = 0;
222            this->collisionConfig_ = 0;
223            this->broadphase_      = 0;
224        }
225    }
226
227    void Scene::tick(float dt)
228    {
229        if (!GameMode::showsGraphics())
230        {
231            // We need to update the scene nodes if we don't render
232            this->rootSceneNode_->_update(true, false);
233        }
234        if (this->hasPhysics())
235        {
236            // TODO: This here is bad practice! It will slow down the first tick() by ages.
237            //       Rather have an initialise() method as well, called by the Level after everything has been loaded.
238            if (this->physicalObjectQueue_.size() > 0)
239            {
240                // Add all scheduled WorldEntities
241                for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin();
242                    it != this->physicalObjectQueue_.end(); ++it)
243                {
244                    this->physicalWorld_->addRigidBody((*it)->physicalBody_);
245                    this->physicalObjects_.insert(*it);
246                }
247                this->physicalObjectQueue_.clear();
248            }
249
250            // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds.
251            //       Under that mark, the simulation will "loose time" and get unusable.
252            physicalWorld_->stepSimulation(dt, 60);
253        }
254    }
255
256    void Scene::setSkybox(const std::string& skybox)
257    {
258        if (GameMode::showsGraphics() && this->sceneManager_)
259            this->sceneManager_->setSkyBox(true, skybox);
260
261        this->skybox_ = skybox;
262    }
263
264    void Scene::setAmbientLight(const ColourValue& colour)
265    {
266        if (GameMode::showsGraphics() && this->sceneManager_)
267            this->sceneManager_->setAmbientLight(colour);
268
269        this->ambientLight_ = colour;
270    }
271
272    void Scene::setShadow(bool bShadow)
273    {
274        if (GameMode::showsGraphics() && this->sceneManager_)
275        {
276            if (bShadow)
277                this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
278            else
279                this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE);
280        }
281
282        this->bShadows_ = bShadow;
283    }
284
285    void Scene::addObject(BaseObject* object)
286    {
287        this->objects_.push_back(object);
288        object->setScene(this);
289    }
290
291    BaseObject* Scene::getObject(unsigned int index) const
292    {
293        unsigned int i = 0;
294        for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
295        {
296            if (i == index)
297                return (*it);
298            ++i;
299        }
300        return 0;
301    }
302
303    void Scene::addPhysicalObject(WorldEntity* object)
304    {
305        if (object)
306        {
307            std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object);
308            if (it != this->physicalObjects_.end())
309                return;
310
311            this->physicalObjectQueue_.insert(object);
312        }
313    }
314
315    void Scene::removePhysicalObject(WorldEntity* object)
316    {
317        // check queue first
318        std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object);
319        if (it != this->physicalObjectQueue_.end())
320        {
321            this->physicalObjectQueue_.erase(it);
322            return;
323        }
324
325        it = this->physicalObjects_.find(object);
326        if (it == this->physicalObjects_.end())
327            return;
328        this->physicalObjects_.erase(it);
329
330        if (this->hasPhysics())
331            this->physicalWorld_->removeRigidBody(object->physicalBody_);
332    }
333
334    /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0,
335                                             int index0, const btCollisionObject* colObj1, int partId1, int index1)
336    {
337        // get the WorldEntity pointers
338        WorldEntity* object0 = (WorldEntity*)colObj0->getUserPointer();
339        assert(dynamic_cast<WorldEntity*>(object0));
340        WorldEntity* object1 = (WorldEntity*)colObj1->getUserPointer();
341        assert(dynamic_cast<WorldEntity*>(object1));
342
343        // false means that bullet will assume we didn't modify the contact
344        bool modified = false;
345        if (object0->isCollisionCallbackActive())
346        {
347            modified |= object0->collidesAgainst(object1, cp);
348            if (object1->isCollisionCallbackActive())
349                modified |= object1->collidesAgainst(object0, cp);
350        }
351        else
352            modified |= object1->collidesAgainst(object0, cp);
353
354        return modified;
355    }
356}
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