[2072] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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[2304] | 25 | * Reto Grieder (physics) |
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[2072] | 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "OrxonoxStableHeaders.h" |
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| 30 | #include "Scene.h" |
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| 31 | |
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| 32 | #include <OgreRoot.h> |
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| 33 | #include <OgreSceneManagerEnumerator.h> |
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| 34 | #include <OgreSceneNode.h> |
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| 35 | #include <OgreLight.h> |
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| 36 | |
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[2303] | 37 | #include "BulletCollision/BroadphaseCollision/btAxisSweep3.h" |
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| 38 | #include "BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h" |
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| 39 | #include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h" |
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| 40 | #include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h" |
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| 41 | |
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[2072] | 42 | #include "core/CoreIncludes.h" |
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| 43 | #include "core/Core.h" |
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| 44 | #include "core/XMLPort.h" |
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[2303] | 45 | #include "objects/worldentities/WorldEntity.h" |
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[2072] | 46 | |
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| 47 | namespace orxonox |
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| 48 | { |
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| 49 | CreateFactory(Scene); |
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| 50 | |
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| 51 | Scene::Scene(BaseObject* creator) : BaseObject(creator), network::Synchronisable(creator) |
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| 52 | { |
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| 53 | RegisterObject(Scene); |
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| 54 | |
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| 55 | this->setScene(this); |
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| 56 | this->bShadows_ = false; |
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| 57 | |
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| 58 | if (Core::showsGraphics()) |
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| 59 | { |
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| 60 | if (Ogre::Root::getSingletonPtr()) |
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| 61 | { |
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| 62 | this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); |
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| 63 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
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| 64 | } |
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| 65 | else |
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| 66 | { |
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| 67 | this->sceneManager_ = 0; |
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| 68 | this->rootSceneNode_ = 0; |
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| 69 | } |
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| 70 | } |
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| 71 | else |
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| 72 | { |
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| 73 | // create a dummy SceneManager of our own since we don't have Ogre::Root. |
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| 74 | this->sceneManager_ = new Ogre::DefaultSceneManager(""); |
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| 75 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
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| 76 | } |
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| 77 | |
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[2292] | 78 | // No physics for default |
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| 79 | this->physicalWorld_ = 0; |
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[2192] | 80 | |
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[2072] | 81 | // test test test |
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| 82 | if (Core::showsGraphics() && this->sceneManager_) |
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| 83 | { |
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| 84 | Ogre::Light* light; |
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| 85 | light = this->sceneManager_->createLight("Light-1"); |
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| 86 | light->setType(Ogre::Light::LT_DIRECTIONAL); |
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| 87 | light->setDiffuseColour(ColourValue(1.0, 0.9, 0.6, 1.0)); |
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| 88 | light->setSpecularColour(ColourValue(1.0, 0.9, 0.6, 1.0)); |
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| 89 | light->setDirection(1, -0.3, 0.3); |
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| 90 | } |
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| 91 | // test test test |
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| 92 | |
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| 93 | this->registerVariables(); |
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| 94 | } |
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| 95 | |
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| 96 | Scene::~Scene() |
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| 97 | { |
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| 98 | if (this->isInitialized()) |
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| 99 | { |
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| 100 | if (Ogre::Root::getSingletonPtr()) |
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| 101 | { |
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| 102 | Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); |
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| 103 | } |
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| 104 | else if (!Core::showsGraphics()) |
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| 105 | { |
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| 106 | delete this->sceneManager_; |
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| 107 | } |
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| 108 | } |
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| 109 | } |
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| 110 | |
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| 111 | void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 112 | { |
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| 113 | SUPER(Scene, XMLPort, xmlelement, mode); |
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| 114 | |
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| 115 | XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); |
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| 116 | XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2, 0.2, 0.2, 1)); |
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| 117 | XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); |
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| 118 | |
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[2292] | 119 | const int defaultMaxWorldSize = 100000; |
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| 120 | Vector3 worldAabbMin(-defaultMaxWorldSize, -defaultMaxWorldSize, -defaultMaxWorldSize); |
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| 121 | Vector3 worldAabbMax( defaultMaxWorldSize, defaultMaxWorldSize, defaultMaxWorldSize); |
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| 122 | XMLPortParamVariable(Scene, "negativeWorldRange", worldAabbMin, xmlelement, mode); |
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| 123 | XMLPortParamVariable(Scene, "positiveWorldRange", worldAabbMax, xmlelement, mode); |
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| 124 | XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValue(0, true).defaultValue(1, worldAabbMin).defaultValue(2, worldAabbMax); |
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| 125 | |
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[2072] | 126 | XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); |
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| 127 | } |
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| 128 | |
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| 129 | void Scene::registerVariables() |
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| 130 | { |
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| 131 | REGISTERSTRING(this->skybox_, network::direction::toclient, new network::NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); |
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| 132 | REGISTERDATA(this->ambientLight_, network::direction::toclient, new network::NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); |
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| 133 | } |
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| 134 | |
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[2292] | 135 | void Scene::setPhysicalWorld(bool wantPhysics, const Vector3& worldAabbMin, const Vector3& worldAabbMax) |
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| 136 | { |
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| 137 | if (wantPhysics && !hasPhysics()) |
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| 138 | { |
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[2315] | 139 | float x = worldAabbMin.x; |
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| 140 | float y = worldAabbMin.y; |
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| 141 | float z = worldAabbMin.z; |
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| 142 | btVector3 worldAabbMin(x,y,z); |
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| 143 | x = worldAabbMax.x; |
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| 144 | y = worldAabbMax.y; |
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| 145 | z = worldAabbMax.z; |
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| 146 | btVector3 worldAabbMax(x,y,z); |
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[2292] | 147 | |
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| 148 | btDefaultCollisionConfiguration* collisionConfig = new btDefaultCollisionConfiguration(); |
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| 149 | btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfig); |
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| 150 | bt32BitAxisSweep3* broadphase = new bt32BitAxisSweep3(worldAabbMin,worldAabbMax); |
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| 151 | btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver; |
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| 152 | |
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| 153 | this->physicalWorld_ = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfig); |
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| 154 | |
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[2298] | 155 | // Disable Gravity for space |
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[2292] | 156 | this->physicalWorld_->setGravity(btVector3(0,0,0)); |
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| 157 | } |
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| 158 | else |
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| 159 | { |
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| 160 | // TODO: Destroy Bullet physics |
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| 161 | } |
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| 162 | } |
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| 163 | |
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| 164 | void Scene::tick(float dt) |
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| 165 | { |
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| 166 | if (physicalWorld_) |
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[2313] | 167 | { |
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| 168 | if (this->physicsQueue_.size() > 0) |
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| 169 | { |
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| 170 | // Add all scheduled WorldEntities |
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| 171 | for (std::set<btRigidBody*>::const_iterator it = this->physicsQueue_.begin(); |
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| 172 | it != this->physicsQueue_.end(); ++it) |
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| 173 | { |
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| 174 | if (!(*it)->isInWorld()) |
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| 175 | this->physicalWorld_->addRigidBody(*it); |
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| 176 | } |
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| 177 | this->physicsQueue_.clear(); |
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| 178 | } |
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| 179 | |
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| 180 | // TODO: This is not stable! If physics cannot be calculated real time anymore, |
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| 181 | // framerate will drop exponentially. |
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[2306] | 182 | physicalWorld_->stepSimulation(dt,(int)(dt/0.0166666f + 1.0f)); |
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[2313] | 183 | } |
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[2292] | 184 | } |
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| 185 | |
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[2072] | 186 | void Scene::setSkybox(const std::string& skybox) |
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| 187 | { |
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| 188 | if (Core::showsGraphics() && this->sceneManager_) |
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| 189 | this->sceneManager_->setSkyBox(true, skybox); |
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| 190 | |
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| 191 | this->skybox_ = skybox; |
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| 192 | } |
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| 193 | |
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| 194 | void Scene::setAmbientLight(const ColourValue& colour) |
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| 195 | { |
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| 196 | if (Core::showsGraphics() && this->sceneManager_) |
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| 197 | this->sceneManager_->setAmbientLight(colour); |
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| 198 | |
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| 199 | this->ambientLight_ = colour; |
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| 200 | } |
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| 201 | |
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| 202 | void Scene::setShadow(bool bShadow) |
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| 203 | { |
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| 204 | if (Core::showsGraphics() && this->sceneManager_) |
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| 205 | { |
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| 206 | if (bShadow) |
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| 207 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); |
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| 208 | else |
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| 209 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); |
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| 210 | } |
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| 211 | |
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| 212 | this->bShadows_ = bShadow; |
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| 213 | } |
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| 214 | |
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| 215 | void Scene::addObject(BaseObject* object) |
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| 216 | { |
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| 217 | this->objects_.push_back(object); |
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| 218 | object->setScene(this); |
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| 219 | } |
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| 220 | |
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| 221 | BaseObject* Scene::getObject(unsigned int index) const |
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| 222 | { |
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| 223 | unsigned int i = 0; |
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| 224 | for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) |
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| 225 | { |
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| 226 | if (i == index) |
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| 227 | return (*it); |
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| 228 | ++i; |
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| 229 | } |
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| 230 | return 0; |
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| 231 | } |
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[2313] | 232 | |
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| 233 | void Scene::addRigidBody(btRigidBody* body) |
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| 234 | { |
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| 235 | if (!this->physicalWorld_) |
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| 236 | COUT(1) << "Error: Cannot WorldEntity body to physical Scene: No physics." << std::endl; |
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| 237 | else if (body) |
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| 238 | this->physicsQueue_.insert(body); |
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| 239 | } |
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| 240 | |
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| 241 | void Scene::removeRigidBody(btRigidBody* body) |
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| 242 | { |
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| 243 | if (!this->physicalWorld_) |
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| 244 | COUT(1) << "Error: Cannot WorldEntity body to physical Scene: No physics." << std::endl; |
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| 245 | else if (body) |
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| 246 | { |
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| 247 | this->physicalWorld_->removeRigidBody(body); |
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| 248 | // Also check queue |
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| 249 | std::set<btRigidBody*>::iterator it = this->physicsQueue_.find(body); |
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| 250 | if (it != this->physicsQueue_.end()) |
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| 251 | this->physicsQueue_.erase(it); |
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| 252 | } |
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| 253 | } |
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[2072] | 254 | } |
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