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source: code/branches/presentation2/src/orxonox/Scene.cc @ 6314

Last change on this file since 6314 was 6107, checked in by rgrieder, 15 years ago

Merged particles2 branch to presentation2.

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