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 | * Co-authors: |
---|
25 | * Reto Grieder (physics) |
---|
26 | * |
---|
27 | */ |
---|
28 | |
---|
29 | #include "OrxonoxStableHeaders.h" |
---|
30 | #include "Scene.h" |
---|
31 | |
---|
32 | #include <OgreRoot.h> |
---|
33 | #include <OgreSceneManagerEnumerator.h> |
---|
34 | #include <OgreSceneNode.h> |
---|
35 | #include <OgreLight.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/Core.h" |
---|
44 | #include "core/XMLPort.h" |
---|
45 | #include "tools/BulletConversions.h" |
---|
46 | #include "objects/worldentities/WorldEntity.h" |
---|
47 | |
---|
48 | namespace orxonox |
---|
49 | { |
---|
50 | CreateFactory(Scene); |
---|
51 | |
---|
52 | Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) |
---|
53 | { |
---|
54 | RegisterObject(Scene); |
---|
55 | |
---|
56 | this->setScene(this); |
---|
57 | this->bShadows_ = false; |
---|
58 | |
---|
59 | if (Core::showsGraphics()) |
---|
60 | { |
---|
61 | if (Ogre::Root::getSingletonPtr()) |
---|
62 | { |
---|
63 | this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); |
---|
64 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
---|
65 | } |
---|
66 | else |
---|
67 | { |
---|
68 | this->sceneManager_ = 0; |
---|
69 | this->rootSceneNode_ = 0; |
---|
70 | } |
---|
71 | } |
---|
72 | else |
---|
73 | { |
---|
74 | // create a dummy SceneManager of our own since we don't have Ogre::Root. |
---|
75 | this->sceneManager_ = new Ogre::DefaultSceneManager(""); |
---|
76 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
---|
77 | } |
---|
78 | |
---|
79 | // No physics for default |
---|
80 | this->physicalWorld_ = 0; |
---|
81 | |
---|
82 | // test test test |
---|
83 | if (Core::showsGraphics() && this->sceneManager_) |
---|
84 | { |
---|
85 | Ogre::Light* light; |
---|
86 | light = this->sceneManager_->createLight("Light-1"); |
---|
87 | light->setType(Ogre::Light::LT_DIRECTIONAL); |
---|
88 | light->setDiffuseColour(ColourValue(1.0, 0.9, 0.6, 1.0)); |
---|
89 | light->setSpecularColour(ColourValue(1.0, 0.9, 0.6, 1.0)); |
---|
90 | light->setDirection(1, -0.3, 0.3); |
---|
91 | } |
---|
92 | // test test test |
---|
93 | |
---|
94 | this->registerVariables(); |
---|
95 | } |
---|
96 | |
---|
97 | Scene::~Scene() |
---|
98 | { |
---|
99 | if (this->isInitialized()) |
---|
100 | { |
---|
101 | if (Ogre::Root::getSingletonPtr()) |
---|
102 | { |
---|
103 | Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); |
---|
104 | } |
---|
105 | else if (!Core::showsGraphics()) |
---|
106 | { |
---|
107 | delete this->sceneManager_; |
---|
108 | } |
---|
109 | } |
---|
110 | } |
---|
111 | |
---|
112 | void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
113 | { |
---|
114 | SUPER(Scene, XMLPort, xmlelement, mode); |
---|
115 | |
---|
116 | XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); |
---|
117 | XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2, 0.2, 0.2, 1)); |
---|
118 | XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); |
---|
119 | |
---|
120 | //const int defaultMaxWorldSize = 100000; |
---|
121 | //Vector3 worldAabbMin(-defaultMaxWorldSize, -defaultMaxWorldSize, -defaultMaxWorldSize); |
---|
122 | //Vector3 worldAabbMax( defaultMaxWorldSize, defaultMaxWorldSize, defaultMaxWorldSize); |
---|
123 | //XMLPortParamVariable(Scene, "negativeWorldRange", worldAabbMin, xmlelement, mode); |
---|
124 | //XMLPortParamVariable(Scene, "positiveWorldRange", worldAabbMax, xmlelement, mode); |
---|
125 | XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValue(0, true);//.defaultValue(1, worldAabbMin).defaultValue(2, worldAabbMax); |
---|
126 | |
---|
127 | XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); |
---|
128 | } |
---|
129 | |
---|
130 | void Scene::registerVariables() |
---|
131 | { |
---|
132 | registerVariable(this->skybox_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); |
---|
133 | registerVariable(this->ambientLight_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); |
---|
134 | registerVariable(this->bHasPhysics_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); |
---|
135 | } |
---|
136 | |
---|
137 | void Scene::setPhysicalWorld(bool wantPhysics)//, const Vector3& worldAabbMin, const Vector3& worldAabbMax) |
---|
138 | { |
---|
139 | this->bHasPhysics_ = wantPhysics; |
---|
140 | if (wantPhysics && !hasPhysics()) |
---|
141 | { |
---|
142 | //float x = worldAabbMin.x; |
---|
143 | //float y = worldAabbMin.y; |
---|
144 | //float z = worldAabbMin.z; |
---|
145 | btVector3 worldAabbMin(-100000, -100000, -100000); |
---|
146 | //x = worldAabbMax.x; |
---|
147 | //y = worldAabbMax.y; |
---|
148 | //z = worldAabbMax.z; |
---|
149 | btVector3 worldAabbMax(100000, 100000, 100000); |
---|
150 | |
---|
151 | btDefaultCollisionConfiguration* collisionConfig = new btDefaultCollisionConfiguration(); |
---|
152 | btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfig); |
---|
153 | bt32BitAxisSweep3* broadphase = new bt32BitAxisSweep3(worldAabbMin,worldAabbMax); |
---|
154 | btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver; |
---|
155 | |
---|
156 | this->physicalWorld_ = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfig); |
---|
157 | |
---|
158 | // Disable Gravity for space |
---|
159 | this->physicalWorld_->setGravity(btVector3(0,0,0)); |
---|
160 | } |
---|
161 | else |
---|
162 | { |
---|
163 | // TODO: Destroy Bullet physics |
---|
164 | } |
---|
165 | } |
---|
166 | |
---|
167 | void Scene::tick(float dt) |
---|
168 | { |
---|
169 | if (!Core::showsGraphics()) |
---|
170 | { |
---|
171 | // We need to update the scene nodes if we don't render |
---|
172 | this->rootSceneNode_->_update(true, false); |
---|
173 | } |
---|
174 | if (physicalWorld_) |
---|
175 | { |
---|
176 | if (this->physicsQueue_.size() > 0) |
---|
177 | { |
---|
178 | // Add all scheduled WorldEntities |
---|
179 | for (std::set<btRigidBody*>::const_iterator it = this->physicsQueue_.begin(); |
---|
180 | it != this->physicsQueue_.end(); ++it) |
---|
181 | { |
---|
182 | if (!(*it)->isInWorld()) |
---|
183 | { |
---|
184 | //COUT(0) << "body position: " << omni_cast<Vector3>((*it)->getWorldTransform().getOrigin()) << std::endl; |
---|
185 | //COUT(0) << "body velocity: " << omni_cast<Vector3>((*it)->getLinearVelocity()) << std::endl; |
---|
186 | //COUT(0) << "body orientation: " << omni_cast<Quaternion>((*it)->getWorldTransform().getRotation()) << std::endl; |
---|
187 | //COUT(0) << "body angular: " << omni_cast<Vector3>((*it)->getAngularVelocity()) << std::endl; |
---|
188 | //COUT(0) << "body mass: " << omni_cast<float>((*it)->getInvMass()) << std::endl; |
---|
189 | //COUT(0) << "body inertia: " << omni_cast<Vector3>((*it)->getInvInertiaDiagLocal()) << std::endl; |
---|
190 | this->physicalWorld_->addRigidBody(*it); |
---|
191 | } |
---|
192 | } |
---|
193 | this->physicsQueue_.clear(); |
---|
194 | } |
---|
195 | |
---|
196 | // TODO: This is not stable! If physics cannot be calculated real time anymore, |
---|
197 | // framerate will drop exponentially. |
---|
198 | physicalWorld_->stepSimulation(dt,(int)(dt/0.0166666f + 1.0f)); |
---|
199 | } |
---|
200 | } |
---|
201 | |
---|
202 | void Scene::setSkybox(const std::string& skybox) |
---|
203 | { |
---|
204 | if (Core::showsGraphics() && this->sceneManager_) |
---|
205 | this->sceneManager_->setSkyBox(true, skybox); |
---|
206 | |
---|
207 | this->skybox_ = skybox; |
---|
208 | } |
---|
209 | |
---|
210 | void Scene::setAmbientLight(const ColourValue& colour) |
---|
211 | { |
---|
212 | if (Core::showsGraphics() && this->sceneManager_) |
---|
213 | this->sceneManager_->setAmbientLight(colour); |
---|
214 | |
---|
215 | this->ambientLight_ = colour; |
---|
216 | } |
---|
217 | |
---|
218 | void Scene::setShadow(bool bShadow) |
---|
219 | { |
---|
220 | if (Core::showsGraphics() && this->sceneManager_) |
---|
221 | { |
---|
222 | if (bShadow) |
---|
223 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); |
---|
224 | else |
---|
225 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); |
---|
226 | } |
---|
227 | |
---|
228 | this->bShadows_ = bShadow; |
---|
229 | } |
---|
230 | |
---|
231 | void Scene::addObject(BaseObject* object) |
---|
232 | { |
---|
233 | this->objects_.push_back(object); |
---|
234 | object->setScene(this); |
---|
235 | } |
---|
236 | |
---|
237 | BaseObject* Scene::getObject(unsigned int index) const |
---|
238 | { |
---|
239 | unsigned int i = 0; |
---|
240 | for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) |
---|
241 | { |
---|
242 | if (i == index) |
---|
243 | return (*it); |
---|
244 | ++i; |
---|
245 | } |
---|
246 | return 0; |
---|
247 | } |
---|
248 | |
---|
249 | void Scene::addRigidBody(btRigidBody* body) |
---|
250 | { |
---|
251 | if (!this->physicalWorld_) |
---|
252 | COUT(1) << "Error: Cannot add WorldEntity body to physical Scene: No physics." << std::endl; |
---|
253 | else if (body) |
---|
254 | this->physicsQueue_.insert(body); |
---|
255 | } |
---|
256 | |
---|
257 | void Scene::removeRigidBody(btRigidBody* body) |
---|
258 | { |
---|
259 | if (!this->physicalWorld_) |
---|
260 | COUT(1) << "Error: Cannot remove WorldEntity body from physical Scene: No physics." << std::endl; |
---|
261 | else if (body) |
---|
262 | { |
---|
263 | this->physicalWorld_->removeRigidBody(body); |
---|
264 | // Also check queue |
---|
265 | std::set<btRigidBody*>::iterator it = this->physicsQueue_.find(body); |
---|
266 | if (it != this->physicsQueue_.end()) |
---|
267 | this->physicsQueue_.erase(it); |
---|
268 | } |
---|
269 | } |
---|
270 | } |
---|