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source: code/branches/core5/src/orxonox/Scene.cc @ 5913

Last change on this file since 5913 was 5911, checked in by rgrieder, 15 years ago

Fixed CameraManager issue with the fallback scene by assigning each Scene a CameraManager directly.
Use this→getScene()→getCameraManager() to get the camera manager.

  • Property svn:eol-style set to native
File size: 14.2 KB
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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 "Scene.h"
31
32#include <OgreRoot.h>
33#include <OgreSceneManager.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 "Radar.h"
47#include "CameraManager.h"
48#include "worldentities/WorldEntity.h"
49
50namespace orxonox
51{
52    CreateFactory(Scene);
53
54    Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator)
55    {
56        RegisterObject(Scene);
57
58        this->setScene(SmartPtr<Scene>(this, false), OBJECTID_UNKNOWN);
59        this->bShadows_ = true;
60
61        if (GameMode::showsGraphics())
62        {
63            assert(Ogre::Root::getSingletonPtr());
64            this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC);
65            this->rootSceneNode_ = this->sceneManager_->getRootSceneNode();
66
67            this->radar_ = new Radar();
68            this->cameraManager_ = new CameraManager(this);
69        }
70        else
71        {
72            // create a dummy SceneManager of our own since we don't have Ogre::Root.
73            this->sceneManager_ = new Ogre::DefaultSceneManager("");
74            this->rootSceneNode_ = this->sceneManager_->getRootSceneNode();
75
76            this->radar_ = 0;
77            this->cameraManager_ = 0;
78        }
79
80        // No physics yet, XMLPort will do that.
81        const int defaultMaxWorldSize = 100000;
82        this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize;
83        this->positiveWorldRange_ = Vector3::UNIT_SCALE *  defaultMaxWorldSize;
84        this->gravity_ = Vector3::ZERO;
85        this->physicalWorld_   = 0;
86        this->solver_          = 0;
87        this->dispatcher_      = 0;
88        this->collisionConfig_ = 0;
89        this->broadphase_      = 0;
90
91        this->registerVariables();
92    }
93
94    Scene::~Scene()
95    {
96        if (this->isInitialized())
97        {
98            if (GameMode::showsGraphics())
99            {
100                // Check whether we're still using this scene manager for the GUI
101                if (GUIManager::getInstance().getCamera() && GUIManager::getInstance().getCamera()->getSceneManager() == this->sceneManager_)
102                    GUIManager::getInstance().setCamera(NULL);
103                Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
104            }
105            else
106                delete this->sceneManager_;
107
108            if (this->radar_)
109                this->radar_->destroy();
110
111            if (this->cameraManager_)
112                this->cameraManager_->destroy();
113
114            this->setPhysicalWorld(false);
115        }
116    }
117
118    void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode)
119    {
120        SUPER(Scene, XMLPort, xmlelement, mode);
121
122        XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode);
123        XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2f, 0.2f, 0.2f, 1.0f));
124        XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true);
125
126        XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode);
127        XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode);
128        XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode);
129        XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true);
130
131        XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false);
132    }
133
134    void Scene::registerVariables()
135    {
136        registerVariable(this->skybox_,             VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox));
137        registerVariable(this->ambientLight_,       VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight));
138        registerVariable(this->negativeWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange));
139        registerVariable(this->positiveWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange));
140        registerVariable(this->gravity_,            VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity));
141        registerVariable(this->bHasPhysics_,        VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics));
142        registerVariable(this->bShadows_,           VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows));
143    }
144
145    void Scene::setNegativeWorldRange(const Vector3& range)
146    {
147        if (range.length() < 10.0f)
148        {
149            CCOUT(2) << "Warning: Setting the negative world range to a very small value: "
150                     << multi_cast<std::string>(range) << std::endl;
151        }
152        if (this->hasPhysics())
153        {
154            CCOUT(2) << "Warning: Attempting to set the physical world range at run time. "
155                     << "This causes a complete physical reload which might take some time." << std::endl;
156            this->setPhysicalWorld(false);
157            this->negativeWorldRange_ = range;
158            this->setPhysicalWorld(true);
159        }
160        else
161            this->negativeWorldRange_ = range;
162    }
163
164    void Scene::setPositiveWorldRange(const Vector3& range)
165    {
166        if (range.length() < 10.0f)
167        {
168            CCOUT(2) << "Warning: Setting the positive world range to a very small value: "
169                     << multi_cast<std::string>(range) << std::endl;
170        }
171        if (this->hasPhysics())
172        {
173            CCOUT(2) << "Warning: Attempting to set the physical world range at run time. "
174                     << "This causes a complete physical reload which might take some time." << std::endl;
175            this->setPhysicalWorld(false);
176            this->positiveWorldRange_ = range;
177            this->setPhysicalWorld(true);
178        }
179        else
180            this->positiveWorldRange_ = range;
181    }
182
183    void Scene::setGravity(const Vector3& gravity)
184    {
185        this->gravity_ = gravity;
186        if (this->hasPhysics())
187            this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_));
188    }
189
190    void Scene::setPhysicalWorld(bool wantPhysics)
191    {
192        this->bHasPhysics_ = wantPhysics;
193        if (wantPhysics && !hasPhysics())
194        {
195            // Note: These are all little known default classes and values.
196            //       It would require further investigation to properly dertermine the right choices.
197            this->broadphase_      = new bt32BitAxisSweep3(
198                multi_cast<btVector3>(this->negativeWorldRange_), multi_cast<btVector3>(this->positiveWorldRange_));
199            this->collisionConfig_ = new btDefaultCollisionConfiguration();
200            this->dispatcher_      = new btCollisionDispatcher(this->collisionConfig_);
201            this->solver_          = new btSequentialImpulseConstraintSolver();
202
203            this->physicalWorld_   = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_);
204            this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_));
205
206            // also set the collision callback variable.
207            // Note: This is a global variable which we assign a static function.
208            // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances.
209            gContactAddedCallback = &Scene::collisionCallback;
210        }
211        else if (!wantPhysics && hasPhysics())
212        {
213            // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world.
214            for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin();
215                it != this->physicalObjects_.end(); ++it)
216            {
217                this->physicalWorld_->removeRigidBody((*it)->physicalBody_);
218                this->physicalObjectQueue_.insert(*it);
219            }
220            this->physicalObjects_.clear();
221
222            delete this->physicalWorld_;
223            delete this->solver_;
224            delete this->dispatcher_;
225            delete this->collisionConfig_;
226            delete this->broadphase_;
227            this->physicalWorld_   = 0;
228            this->solver_          = 0;
229            this->dispatcher_      = 0;
230            this->collisionConfig_ = 0;
231            this->broadphase_      = 0;
232        }
233    }
234
235    void Scene::tick(float dt)
236    {
237        if (!GameMode::showsGraphics())
238        {
239            // We need to update the scene nodes if we don't render
240            this->rootSceneNode_->_update(true, false);
241        }
242        if (this->hasPhysics())
243        {
244            // TODO: This here is bad practice! It will slow down the first tick() by ages.
245            //       Rather have an initialise() method as well, called by the Level after everything has been loaded.
246            if (this->physicalObjectQueue_.size() > 0)
247            {
248                // Add all scheduled WorldEntities
249                for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin();
250                    it != this->physicalObjectQueue_.end(); ++it)
251                {
252                    this->physicalWorld_->addRigidBody((*it)->physicalBody_);
253                    this->physicalObjects_.insert(*it);
254                }
255                this->physicalObjectQueue_.clear();
256            }
257
258            // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds.
259            //       Under that mark, the simulation will "loose time" and get unusable.
260            physicalWorld_->stepSimulation(dt, 60);
261        }
262    }
263
264    void Scene::setSkybox(const std::string& skybox)
265    {
266        if (GameMode::showsGraphics() && this->sceneManager_)
267            this->sceneManager_->setSkyBox(true, skybox);
268
269        this->skybox_ = skybox;
270    }
271
272    void Scene::setAmbientLight(const ColourValue& colour)
273    {
274        if (GameMode::showsGraphics() && this->sceneManager_)
275            this->sceneManager_->setAmbientLight(colour);
276
277        this->ambientLight_ = colour;
278    }
279
280    void Scene::setShadow(bool bShadow)
281    {
282        if (GameMode::showsGraphics() && this->sceneManager_)
283        {
284            if (bShadow)
285                this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
286            else
287                this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE);
288        }
289
290        this->bShadows_ = bShadow;
291    }
292
293    void Scene::addObject(BaseObject* object)
294    {
295        this->objects_.push_back(object);
296        object->setScene(this, this->getObjectID());
297    }
298
299    BaseObject* Scene::getObject(unsigned int index) const
300    {
301        unsigned int i = 0;
302        for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
303        {
304            if (i == index)
305                return (*it);
306            ++i;
307        }
308        return 0;
309    }
310
311    void Scene::addPhysicalObject(WorldEntity* object)
312    {
313        if (object)
314        {
315            std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object);
316            if (it != this->physicalObjects_.end())
317                return;
318
319            this->physicalObjectQueue_.insert(object);
320        }
321    }
322
323    void Scene::removePhysicalObject(WorldEntity* object)
324    {
325        // check queue first
326        std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object);
327        if (it != this->physicalObjectQueue_.end())
328        {
329            this->physicalObjectQueue_.erase(it);
330            return;
331        }
332
333        it = this->physicalObjects_.find(object);
334        if (it == this->physicalObjects_.end())
335            return;
336        this->physicalObjects_.erase(it);
337
338        if (this->hasPhysics())
339            this->physicalWorld_->removeRigidBody(object->physicalBody_);
340    }
341
342    /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0,
343                                             int index0, const btCollisionObject* colObj1, int partId1, int index1)
344    {
345        // get the WorldEntity pointers
346        WorldEntity* object0 = static_cast<WorldEntity*>(colObj0->getUserPointer());
347        assert(orxonox_cast<WorldEntity*>(object0));
348        WorldEntity* object1 = static_cast<WorldEntity*>(colObj1->getUserPointer());
349        assert(orxonox_cast<WorldEntity*>(object1));
350
351        // false means that bullet will assume we didn't modify the contact
352        bool modified = false;
353        if (object0->isCollisionCallbackActive())
354        {
355            modified |= object0->collidesAgainst(object1, cp);
356            if (object1->isCollisionCallbackActive())
357                modified |= object1->collidesAgainst(object0, cp);
358        }
359        else
360            modified |= object1->collidesAgainst(object0, cp);
361
362        return modified;
363    }
364}
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