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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25 | * Reto Grieder (physics) |
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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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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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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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45 | #include "tools/BulletConversions.h" |
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46 | #include "objects/worldentities/WorldEntity.h" |
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47 | |
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48 | namespace orxonox |
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49 | { |
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50 | CreateFactory(Scene); |
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51 | |
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52 | Scene::Scene(BaseObject* creator) : BaseObject(creator), network::Synchronisable(creator) |
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53 | { |
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54 | RegisterObject(Scene); |
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55 | |
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56 | this->setScene(this); |
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57 | this->bShadows_ = false; |
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58 | |
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59 | if (Core::showsGraphics()) |
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60 | { |
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61 | if (Ogre::Root::getSingletonPtr()) |
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62 | { |
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63 | this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); |
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64 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
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65 | } |
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66 | else |
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67 | { |
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68 | this->sceneManager_ = 0; |
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69 | this->rootSceneNode_ = 0; |
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70 | } |
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71 | } |
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72 | else |
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73 | { |
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74 | // create a dummy SceneManager of our own since we don't have Ogre::Root. |
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75 | this->sceneManager_ = new Ogre::DefaultSceneManager(""); |
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76 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
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77 | } |
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78 | |
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79 | // No physics for default |
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80 | this->physicalWorld_ = 0; |
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81 | |
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82 | // test test test |
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83 | if (Core::showsGraphics() && this->sceneManager_) |
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84 | { |
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85 | Ogre::Light* light; |
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86 | light = this->sceneManager_->createLight("Light-1"); |
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87 | light->setType(Ogre::Light::LT_DIRECTIONAL); |
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88 | light->setDiffuseColour(ColourValue(1.0, 0.9, 0.6, 1.0)); |
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89 | light->setSpecularColour(ColourValue(1.0, 0.9, 0.6, 1.0)); |
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90 | light->setDirection(1, -0.3, 0.3); |
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91 | } |
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92 | // test test test |
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93 | |
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94 | this->registerVariables(); |
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95 | } |
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96 | |
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97 | Scene::~Scene() |
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98 | { |
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99 | if (this->isInitialized()) |
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100 | { |
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101 | if (Ogre::Root::getSingletonPtr()) |
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102 | { |
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103 | Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); |
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104 | } |
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105 | else if (!Core::showsGraphics()) |
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106 | { |
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107 | delete this->sceneManager_; |
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108 | } |
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109 | } |
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110 | } |
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111 | |
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112 | void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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113 | { |
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114 | SUPER(Scene, XMLPort, xmlelement, mode); |
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115 | |
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116 | XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); |
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117 | XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2, 0.2, 0.2, 1)); |
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118 | XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); |
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119 | |
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120 | //const int defaultMaxWorldSize = 100000; |
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121 | //Vector3 worldAabbMin(-defaultMaxWorldSize, -defaultMaxWorldSize, -defaultMaxWorldSize); |
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122 | //Vector3 worldAabbMax( defaultMaxWorldSize, defaultMaxWorldSize, defaultMaxWorldSize); |
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123 | //XMLPortParamVariable(Scene, "negativeWorldRange", worldAabbMin, xmlelement, mode); |
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124 | //XMLPortParamVariable(Scene, "positiveWorldRange", worldAabbMax, xmlelement, mode); |
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125 | XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValue(0, true);//.defaultValue(1, worldAabbMin).defaultValue(2, worldAabbMax); |
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126 | |
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127 | XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); |
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128 | } |
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129 | |
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130 | void Scene::registerVariables() |
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131 | { |
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132 | REGISTERSTRING(this->skybox_, network::direction::toclient, new network::NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); |
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133 | REGISTERDATA(this->ambientLight_, network::direction::toclient, new network::NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); |
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134 | REGISTERDATA(this->bHasPhysics_, network::direction::toclient, new network::NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); |
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135 | } |
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136 | |
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137 | void Scene::setPhysicalWorld(bool wantPhysics)//, const Vector3& worldAabbMin, const Vector3& worldAabbMax) |
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138 | { |
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139 | this->bHasPhysics_ = wantPhysics; |
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140 | if (wantPhysics && !hasPhysics()) |
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141 | { |
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142 | //float x = worldAabbMin.x; |
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143 | //float y = worldAabbMin.y; |
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144 | //float z = worldAabbMin.z; |
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145 | btVector3 worldAabbMin(-100000, -100000, -100000); |
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146 | //x = worldAabbMax.x; |
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147 | //y = worldAabbMax.y; |
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148 | //z = worldAabbMax.z; |
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149 | btVector3 worldAabbMax(100000, 100000, 100000); |
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150 | |
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151 | btDefaultCollisionConfiguration* collisionConfig = new btDefaultCollisionConfiguration(); |
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152 | btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfig); |
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153 | bt32BitAxisSweep3* broadphase = new bt32BitAxisSweep3(worldAabbMin,worldAabbMax); |
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154 | btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver; |
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155 | |
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156 | this->physicalWorld_ = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfig); |
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157 | |
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158 | // Disable Gravity for space |
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159 | this->physicalWorld_->setGravity(btVector3(0,0,0)); |
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160 | } |
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161 | else |
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162 | { |
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163 | // TODO: Destroy Bullet physics |
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164 | } |
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165 | } |
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166 | |
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167 | void Scene::tick(float dt) |
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168 | { |
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169 | if (physicalWorld_) |
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170 | { |
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171 | if (this->physicsQueue_.size() > 0) |
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172 | { |
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173 | // Add all scheduled WorldEntities |
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174 | for (std::set<btRigidBody*>::const_iterator it = this->physicsQueue_.begin(); |
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175 | it != this->physicsQueue_.end(); ++it) |
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176 | { |
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177 | if (!(*it)->isInWorld()) |
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178 | { |
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179 | //COUT(0) << "body position: " << omni_cast<Vector3>((*it)->getWorldTransform().getOrigin()) << std::endl; |
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180 | //COUT(0) << "body velocity: " << omni_cast<Vector3>((*it)->getLinearVelocity()) << std::endl; |
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181 | //COUT(0) << "body orientation: " << omni_cast<Quaternion>((*it)->getWorldTransform().getRotation()) << std::endl; |
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182 | //COUT(0) << "body angular: " << omni_cast<Vector3>((*it)->getAngularVelocity()) << std::endl; |
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183 | //COUT(0) << "body mass: " << omni_cast<float>((*it)->getInvMass()) << std::endl; |
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184 | //COUT(0) << "body inertia: " << omni_cast<Vector3>((*it)->getInvInertiaDiagLocal()) << std::endl; |
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185 | this->physicalWorld_->addRigidBody(*it); |
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186 | } |
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187 | } |
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188 | this->physicsQueue_.clear(); |
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189 | } |
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190 | |
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191 | // TODO: This is not stable! If physics cannot be calculated real time anymore, |
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192 | // framerate will drop exponentially. |
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193 | physicalWorld_->stepSimulation(dt,(int)(dt/0.0166666f + 1.0f)); |
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194 | } |
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195 | } |
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196 | |
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197 | void Scene::setSkybox(const std::string& skybox) |
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198 | { |
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199 | if (Core::showsGraphics() && this->sceneManager_) |
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200 | this->sceneManager_->setSkyBox(true, skybox); |
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201 | |
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202 | this->skybox_ = skybox; |
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203 | } |
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204 | |
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205 | void Scene::setAmbientLight(const ColourValue& colour) |
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206 | { |
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207 | if (Core::showsGraphics() && this->sceneManager_) |
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208 | this->sceneManager_->setAmbientLight(colour); |
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209 | |
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210 | this->ambientLight_ = colour; |
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211 | } |
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212 | |
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213 | void Scene::setShadow(bool bShadow) |
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214 | { |
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215 | if (Core::showsGraphics() && this->sceneManager_) |
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216 | { |
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217 | if (bShadow) |
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218 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); |
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219 | else |
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220 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); |
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221 | } |
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222 | |
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223 | this->bShadows_ = bShadow; |
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224 | } |
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225 | |
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226 | void Scene::addObject(BaseObject* object) |
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227 | { |
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228 | this->objects_.push_back(object); |
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229 | object->setScene(this); |
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230 | } |
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231 | |
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232 | BaseObject* Scene::getObject(unsigned int index) const |
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233 | { |
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234 | unsigned int i = 0; |
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235 | for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) |
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236 | { |
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237 | if (i == index) |
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238 | return (*it); |
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239 | ++i; |
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240 | } |
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241 | return 0; |
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242 | } |
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243 | |
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244 | void Scene::addRigidBody(btRigidBody* body) |
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245 | { |
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246 | if (!this->physicalWorld_) |
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247 | COUT(1) << "Error: Cannot add WorldEntity body to physical Scene: No physics." << std::endl; |
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248 | else if (body) |
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249 | this->physicsQueue_.insert(body); |
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250 | } |
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251 | |
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252 | void Scene::removeRigidBody(btRigidBody* body) |
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253 | { |
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254 | if (!this->physicalWorld_) |
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255 | COUT(1) << "Error: Cannot remove WorldEntity body from physical Scene: No physics." << std::endl; |
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256 | else if (body) |
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257 | { |
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258 | this->physicalWorld_->removeRigidBody(body); |
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259 | // Also check queue |
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260 | std::set<btRigidBody*>::iterator it = this->physicsQueue_.find(body); |
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261 | if (it != this->physicsQueue_.end()) |
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262 | this->physicsQueue_.erase(it); |
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263 | } |
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264 | } |
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265 | } |
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