[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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[2446] | 24 | * Reto Grieder (physics) |
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[2072] | 25 | * Co-authors: |
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[2446] | 26 | * ... |
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[2072] | 27 | * |
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| 28 | */ |
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| 29 | |
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| 30 | #include "OrxonoxStableHeaders.h" |
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| 31 | #include "Scene.h" |
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| 32 | |
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| 33 | #include <OgreRoot.h> |
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| 34 | #include <OgreSceneManagerEnumerator.h> |
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| 35 | #include <OgreSceneNode.h> |
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| 36 | #include <OgreLight.h> |
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| 37 | |
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[2442] | 38 | #include "BulletCollision/BroadphaseCollision/btAxisSweep3.h" |
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| 39 | #include "BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h" |
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| 40 | #include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h" |
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| 41 | #include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h" |
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| 42 | |
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[2072] | 43 | #include "core/CoreIncludes.h" |
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| 44 | #include "core/Core.h" |
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| 45 | #include "core/XMLPort.h" |
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[2442] | 46 | #include "tools/BulletConversions.h" |
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| 47 | #include "objects/worldentities/WorldEntity.h" |
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[2072] | 48 | |
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| 49 | namespace orxonox |
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| 50 | { |
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| 51 | CreateFactory(Scene); |
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| 52 | |
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[2171] | 53 | Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) |
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[2072] | 54 | { |
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| 55 | RegisterObject(Scene); |
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| 56 | |
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| 57 | this->setScene(this); |
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| 58 | this->bShadows_ = false; |
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| 59 | |
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| 60 | if (Core::showsGraphics()) |
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| 61 | { |
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| 62 | if (Ogre::Root::getSingletonPtr()) |
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| 63 | { |
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| 64 | this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); |
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| 65 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
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| 66 | } |
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| 67 | else |
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| 68 | { |
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| 69 | this->sceneManager_ = 0; |
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| 70 | this->rootSceneNode_ = 0; |
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| 71 | } |
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| 72 | } |
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| 73 | else |
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| 74 | { |
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| 75 | // create a dummy SceneManager of our own since we don't have Ogre::Root. |
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| 76 | this->sceneManager_ = new Ogre::DefaultSceneManager(""); |
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| 77 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
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| 78 | } |
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| 79 | |
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[2446] | 80 | // No physics yet, XMLPort will do that. |
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| 81 | const int defaultMaxWorldSize = 100000; |
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[2448] | 82 | this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize; |
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| 83 | this->positiveWorldRange_ = Vector3::UNIT_SCALE * defaultMaxWorldSize; |
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| 84 | this->gravity_ = Vector3::ZERO; |
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[2446] | 85 | this->physicalWorld_ = 0; |
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| 86 | this->solver_ = 0; |
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| 87 | this->dispatcher_ = 0; |
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| 88 | this->collisionConfig_ = 0; |
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| 89 | this->broadphase_ = 0; |
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[2442] | 90 | |
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[2072] | 91 | // test test test |
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| 92 | if (Core::showsGraphics() && this->sceneManager_) |
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| 93 | { |
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| 94 | Ogre::Light* light; |
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| 95 | light = this->sceneManager_->createLight("Light-1"); |
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| 96 | light->setType(Ogre::Light::LT_DIRECTIONAL); |
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| 97 | light->setDiffuseColour(ColourValue(1.0, 0.9, 0.6, 1.0)); |
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| 98 | light->setSpecularColour(ColourValue(1.0, 0.9, 0.6, 1.0)); |
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| 99 | light->setDirection(1, -0.3, 0.3); |
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| 100 | } |
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| 101 | // test test test |
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| 102 | |
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| 103 | this->registerVariables(); |
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| 104 | } |
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| 105 | |
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| 106 | Scene::~Scene() |
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| 107 | { |
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| 108 | if (this->isInitialized()) |
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| 109 | { |
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| 110 | if (Ogre::Root::getSingletonPtr()) |
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| 111 | { |
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| 112 | Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); |
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| 113 | } |
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| 114 | else if (!Core::showsGraphics()) |
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| 115 | { |
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| 116 | delete this->sceneManager_; |
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| 117 | } |
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[2446] | 118 | |
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| 119 | this->setPhysicalWorld(false); |
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[2072] | 120 | } |
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| 121 | } |
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| 122 | |
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| 123 | void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 124 | { |
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| 125 | SUPER(Scene, XMLPort, xmlelement, mode); |
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| 126 | |
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| 127 | XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); |
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| 128 | XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2, 0.2, 0.2, 1)); |
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| 129 | XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); |
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| 130 | |
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[2446] | 131 | XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode); |
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| 132 | XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode); |
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| 133 | XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true); |
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[2442] | 134 | |
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[2072] | 135 | XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); |
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| 136 | } |
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| 137 | |
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| 138 | void Scene::registerVariables() |
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| 139 | { |
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[2446] | 140 | registerVariable(this->skybox_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); |
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| 141 | registerVariable(this->ambientLight_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); |
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| 142 | registerVariable(this->negativeWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange)); |
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| 143 | registerVariable(this->positiveWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange)); |
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| 144 | registerVariable(this->gravity_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity)); |
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| 145 | registerVariable(this->bHasPhysics_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); |
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[2072] | 146 | } |
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| 147 | |
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[2446] | 148 | void Scene::setNegativeWorldRange(const Vector3& range) |
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[2442] | 149 | { |
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[2446] | 150 | if (range.length() < 10.0f) |
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| 151 | { |
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| 152 | CCOUT(2) << "Warning: Setting the negative world range to a very small value: " |
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| 153 | << omni_cast<std::string>(range) << std::endl; |
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| 154 | } |
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| 155 | if (this->hasPhysics()) |
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| 156 | { |
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| 157 | CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " |
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| 158 | << "This causes a complete physical reload which might take some time." << std::endl; |
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| 159 | this->setPhysicalWorld(false); |
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| 160 | this->negativeWorldRange_ = range; |
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| 161 | this->setPhysicalWorld(true); |
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| 162 | } |
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| 163 | else |
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| 164 | this->negativeWorldRange_ = range; |
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| 165 | } |
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| 166 | |
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| 167 | void Scene::setPositiveWorldRange(const Vector3& range) |
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| 168 | { |
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| 169 | if (range.length() < 10.0f) |
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| 170 | { |
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| 171 | CCOUT(2) << "Warning: Setting the positive world range to a very small value: " |
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| 172 | << omni_cast<std::string>(range) << std::endl; |
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| 173 | } |
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| 174 | if (this->hasPhysics()) |
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| 175 | { |
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| 176 | CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " |
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| 177 | << "This causes a complete physical reload which might take some time." << std::endl; |
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| 178 | this->setPhysicalWorld(false); |
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| 179 | this->positiveWorldRange_ = range; |
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| 180 | this->setPhysicalWorld(true); |
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| 181 | } |
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| 182 | else |
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| 183 | this->positiveWorldRange_ = range; |
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| 184 | } |
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| 185 | |
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| 186 | void Scene::setGravity(const Vector3& gravity) |
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| 187 | { |
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| 188 | this->gravity_ = gravity; |
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| 189 | if (this->hasPhysics()) |
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| 190 | this->physicalWorld_->setGravity(omni_cast<btVector3>(this->gravity_)); |
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| 191 | } |
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| 192 | |
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| 193 | void Scene::setPhysicalWorld(bool wantPhysics) |
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| 194 | { |
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[2442] | 195 | this->bHasPhysics_ = wantPhysics; |
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| 196 | if (wantPhysics && !hasPhysics()) |
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| 197 | { |
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[2446] | 198 | // Note: These are all little known default classes and values. |
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| 199 | // It would require further investigation to properly dertermine the right choices. |
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| 200 | this->broadphase_ = new bt32BitAxisSweep3( |
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| 201 | omni_cast<btVector3>(this->negativeWorldRange_), omni_cast<btVector3>(this->positiveWorldRange_)); |
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| 202 | this->collisionConfig_ = new btDefaultCollisionConfiguration(); |
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| 203 | this->dispatcher_ = new btCollisionDispatcher(this->collisionConfig_); |
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| 204 | this->solver_ = new btSequentialImpulseConstraintSolver; |
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[2442] | 205 | |
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[2446] | 206 | this->physicalWorld_ = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_); |
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| 207 | this->physicalWorld_->setGravity(omni_cast<btVector3>(this->gravity_)); |
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[2442] | 208 | } |
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[2446] | 209 | else if (!wantPhysics && hasPhysics()) |
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[2442] | 210 | { |
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[2446] | 211 | // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world. |
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| 212 | for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin(); |
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| 213 | it != this->physicalObjects_.end(); ++it) |
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| 214 | { |
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| 215 | this->physicalWorld_->removeRigidBody((*it)->getPhysicalBody()); |
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| 216 | this->physicalObjectQueue_.insert(*it); |
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| 217 | } |
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| 218 | this->physicalObjects_.clear(); |
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| 219 | |
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| 220 | delete this->physicalWorld_; |
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| 221 | delete this->solver_; |
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| 222 | delete this->dispatcher_; |
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| 223 | delete this->collisionConfig_; |
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| 224 | delete this->broadphase_; |
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| 225 | this->physicalWorld_ = 0; |
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| 226 | this->solver_ = 0; |
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| 227 | this->dispatcher_ = 0; |
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| 228 | this->collisionConfig_ = 0; |
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| 229 | this->broadphase_ = 0; |
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[2442] | 230 | } |
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| 231 | } |
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| 232 | |
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| 233 | void Scene::tick(float dt) |
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| 234 | { |
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| 235 | if (!Core::showsGraphics()) |
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| 236 | { |
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| 237 | // We need to update the scene nodes if we don't render |
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| 238 | this->rootSceneNode_->_update(true, false); |
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| 239 | } |
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[2446] | 240 | if (this->hasPhysics()) |
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[2442] | 241 | { |
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[2446] | 242 | // TODO: This here is bad practice! It will slow down the first tick() by ages. |
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| 243 | // Rather have an initialise() method as well, called by the Level after everything has been loaded. |
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| 244 | if (this->physicalObjectQueue_.size() > 0) |
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[2442] | 245 | { |
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| 246 | // Add all scheduled WorldEntities |
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[2446] | 247 | for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin(); |
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| 248 | it != this->physicalObjectQueue_.end(); ++it) |
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[2442] | 249 | { |
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[2446] | 250 | this->physicalWorld_->addRigidBody((*it)->getPhysicalBody()); |
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[2442] | 251 | } |
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[2446] | 252 | this->physicalObjectQueue_.clear(); |
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[2442] | 253 | } |
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| 254 | |
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[2446] | 255 | // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds. |
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| 256 | // Under that mark, the simulation will "loose time" and get unusable. |
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| 257 | physicalWorld_->stepSimulation(dt, 60); |
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[2442] | 258 | } |
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| 259 | } |
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| 260 | |
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[2072] | 261 | void Scene::setSkybox(const std::string& skybox) |
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| 262 | { |
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| 263 | if (Core::showsGraphics() && this->sceneManager_) |
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| 264 | this->sceneManager_->setSkyBox(true, skybox); |
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| 265 | |
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| 266 | this->skybox_ = skybox; |
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| 267 | } |
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| 268 | |
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| 269 | void Scene::setAmbientLight(const ColourValue& colour) |
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| 270 | { |
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| 271 | if (Core::showsGraphics() && this->sceneManager_) |
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| 272 | this->sceneManager_->setAmbientLight(colour); |
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| 273 | |
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| 274 | this->ambientLight_ = colour; |
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| 275 | } |
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| 276 | |
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| 277 | void Scene::setShadow(bool bShadow) |
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| 278 | { |
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| 279 | if (Core::showsGraphics() && this->sceneManager_) |
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| 280 | { |
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| 281 | if (bShadow) |
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| 282 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); |
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| 283 | else |
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| 284 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); |
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| 285 | } |
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| 286 | |
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| 287 | this->bShadows_ = bShadow; |
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| 288 | } |
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| 289 | |
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| 290 | void Scene::addObject(BaseObject* object) |
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| 291 | { |
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| 292 | this->objects_.push_back(object); |
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| 293 | object->setScene(this); |
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| 294 | } |
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| 295 | |
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| 296 | BaseObject* Scene::getObject(unsigned int index) const |
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| 297 | { |
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| 298 | unsigned int i = 0; |
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| 299 | for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) |
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| 300 | { |
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| 301 | if (i == index) |
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| 302 | return (*it); |
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| 303 | ++i; |
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| 304 | } |
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| 305 | return 0; |
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| 306 | } |
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[2171] | 307 | |
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[2446] | 308 | void Scene::addPhysicalObject(WorldEntity* object) |
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[2171] | 309 | { |
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[2446] | 310 | if (object) |
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| 311 | { |
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| 312 | std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object); |
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| 313 | if (it != this->physicalObjects_.end()) |
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| 314 | return; |
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| 315 | |
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| 316 | this->physicalObjectQueue_.insert(object); |
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| 317 | } |
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[2442] | 318 | } |
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| 319 | |
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[2446] | 320 | void Scene::removePhysicalObject(WorldEntity* object) |
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[2442] | 321 | { |
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[2446] | 322 | // check queue first |
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| 323 | std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object); |
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| 324 | if (it != this->physicalObjectQueue_.end()) |
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[2171] | 325 | { |
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[2446] | 326 | this->physicalObjectQueue_.erase(it); |
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| 327 | return; |
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[2171] | 328 | } |
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[2446] | 329 | |
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| 330 | it = this->physicalObjects_.find(object); |
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| 331 | if (it == this->physicalObjects_.end()) |
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| 332 | return; |
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| 333 | this->physicalObjects_.erase(it); |
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| 334 | |
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| 335 | if (this->hasPhysics()) |
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| 336 | this->physicalWorld_->removeRigidBody(object->getPhysicalBody()); |
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[2171] | 337 | } |
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[2072] | 338 | } |
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