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source: code/branches/usability/src/orxonox/Scene.cc @ 11218

Last change on this file since 11218 was 7163, checked in by dafrick, 14 years ago

Merged presentation3 branch into trunk.

  • Property svn:eol-style set to native
File size: 13.8 KB
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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#include "Level.h"
50
51namespace orxonox
52{
53    CreateFactory(Scene);
54
55    Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator)
56    {
57        RegisterObject(Scene);
58
59        this->setScene(SmartPtr<Scene>(this, false), OBJECTID_UNKNOWN);
60        this->bShadows_ = true;
61        this->soundReferenceDistance_ = 20.0;
62
63        if (GameMode::showsGraphics())
64        {
65            assert(Ogre::Root::getSingletonPtr());
66            this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC);
67            this->rootSceneNode_ = this->sceneManager_->getRootSceneNode();
68
69            this->radar_ = new Radar();
70        }
71        else
72        {
73            // create a dummy SceneManager of our own since we don't have Ogre::Root.
74            this->sceneManager_ = new Ogre::DefaultSceneManager("");
75            this->rootSceneNode_ = this->sceneManager_->getRootSceneNode();
76
77            this->radar_ = 0;
78        }
79
80        // No physics yet, XMLPort will do that.
81        const int defaultMaxWorldSize = 100000;
82        this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize;
83        this->positiveWorldRange_ = Vector3::UNIT_SCALE *  defaultMaxWorldSize;
84        this->gravity_ = Vector3::ZERO;
85        this->physicalWorld_   = 0;
86        this->solver_          = 0;
87        this->dispatcher_      = 0;
88        this->collisionConfig_ = 0;
89        this->broadphase_      = 0;
90
91        this->registerVariables();
92    }
93
94    Scene::~Scene()
95    {
96        if (this->isInitialized())
97        {
98            if (GameMode::showsGraphics())
99                Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
100            else
101                delete this->sceneManager_;
102
103            if (this->radar_)
104                this->radar_->destroy();
105
106            this->setPhysicalWorld(false);
107        }
108    }
109
110    void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode)
111    {
112        SUPER(Scene, XMLPort, xmlelement, mode);
113
114        XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode);
115        XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2f, 0.2f, 0.2f, 1.0f));
116        XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true);
117        XMLPortParam(Scene, "soundReferenceDistance", setSoundReferenceDistance, getSoundReferenceDistance, xmlelement, mode);
118
119        XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode);
120        XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode);
121        XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode);
122        XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true);
123
124        XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false);
125    }
126
127    void Scene::registerVariables()
128    {
129        registerVariable(this->skybox_,             VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox));
130        registerVariable(this->ambientLight_,       VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight));
131        registerVariable(this->negativeWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange));
132        registerVariable(this->positiveWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange));
133        registerVariable(this->gravity_,            VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity));
134        registerVariable(this->bHasPhysics_,        VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics));
135        registerVariable(this->bShadows_,           VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows));
136        registerVariable(this->getLevel(),          VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::changedLevel));
137    }
138
139    void Scene::setNegativeWorldRange(const Vector3& range)
140    {
141        if (range.length() < 10.0f)
142        {
143            CCOUT(2) << "Warning: Setting the negative world range to a very small value: "
144                     << multi_cast<std::string>(range) << std::endl;
145        }
146        if (this->hasPhysics())
147        {
148            CCOUT(2) << "Warning: Attempting to set the physical world range at run time. "
149                     << "This causes a complete physical reload which might take some time." << std::endl;
150            this->setPhysicalWorld(false);
151            this->negativeWorldRange_ = range;
152            this->setPhysicalWorld(true);
153        }
154        else
155            this->negativeWorldRange_ = range;
156    }
157
158    void Scene::setPositiveWorldRange(const Vector3& range)
159    {
160        if (range.length() < 10.0f)
161        {
162            CCOUT(2) << "Warning: Setting the positive world range to a very small value: "
163                     << multi_cast<std::string>(range) << std::endl;
164        }
165        if (this->hasPhysics())
166        {
167            CCOUT(2) << "Warning: Attempting to set the physical world range at run time. "
168                     << "This causes a complete physical reload which might take some time." << std::endl;
169            this->setPhysicalWorld(false);
170            this->positiveWorldRange_ = range;
171            this->setPhysicalWorld(true);
172        }
173        else
174            this->positiveWorldRange_ = range;
175    }
176
177    void Scene::setGravity(const Vector3& gravity)
178    {
179        this->gravity_ = gravity;
180        if (this->hasPhysics())
181            this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_));
182    }
183
184    void Scene::setPhysicalWorld(bool wantPhysics)
185    {
186        this->bHasPhysics_ = wantPhysics;
187        if (wantPhysics && !hasPhysics())
188        {
189            // Note: These are all little known default classes and values.
190            //       It would require further investigation to properly dertermine the right choices.
191            this->broadphase_      = new bt32BitAxisSweep3(
192                multi_cast<btVector3>(this->negativeWorldRange_), multi_cast<btVector3>(this->positiveWorldRange_));
193            this->collisionConfig_ = new btDefaultCollisionConfiguration();
194            this->dispatcher_      = new btCollisionDispatcher(this->collisionConfig_);
195            this->solver_          = new btSequentialImpulseConstraintSolver();
196
197            this->physicalWorld_   = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_);
198            this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_));
199
200            // also set the collision callback variable.
201            // Note: This is a global variable which we assign a static function.
202            // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances.
203            gContactAddedCallback = &Scene::collisionCallback;
204        }
205        else if (!wantPhysics && hasPhysics())
206        {
207            // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world.
208            for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin();
209                it != this->physicalObjects_.end(); ++it)
210            {
211                this->physicalWorld_->removeRigidBody((*it)->physicalBody_);
212                this->physicalObjectQueue_.insert(*it);
213            }
214            this->physicalObjects_.clear();
215
216            delete this->physicalWorld_;
217            delete this->solver_;
218            delete this->dispatcher_;
219            delete this->collisionConfig_;
220            delete this->broadphase_;
221            this->physicalWorld_   = 0;
222            this->solver_          = 0;
223            this->dispatcher_      = 0;
224            this->collisionConfig_ = 0;
225            this->broadphase_      = 0;
226        }
227    }
228
229    void Scene::tick(float dt)
230    {
231        if (!GameMode::showsGraphics())
232        {
233            // We need to update the scene nodes if we don't render
234            this->rootSceneNode_->_update(true, false);
235        }
236        if (this->hasPhysics())
237        {
238            // TODO: This here is bad practice! It will slow down the first tick() by ages.
239            //       Rather have an initialise() method as well, called by the Level after everything has been loaded.
240            if (this->physicalObjectQueue_.size() > 0)
241            {
242                // Add all scheduled WorldEntities
243                for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin();
244                    it != this->physicalObjectQueue_.end(); ++it)
245                {
246                    this->physicalWorld_->addRigidBody((*it)->physicalBody_);
247                    this->physicalObjects_.insert(*it);
248                }
249                this->physicalObjectQueue_.clear();
250            }
251
252            // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds.
253            //       Under that mark, the simulation will "loose time" and get unusable.
254            physicalWorld_->stepSimulation(dt, 60);
255        }
256    }
257
258    void Scene::setSkybox(const std::string& skybox)
259    {
260        if (GameMode::showsGraphics() && this->sceneManager_)
261            this->sceneManager_->setSkyBox(true, skybox);
262
263        this->skybox_ = skybox;
264    }
265
266    void Scene::setAmbientLight(const ColourValue& colour)
267    {
268        if (GameMode::showsGraphics() && this->sceneManager_)
269            this->sceneManager_->setAmbientLight(colour);
270
271        this->ambientLight_ = colour;
272    }
273
274    void Scene::setShadow(bool bShadow)
275    {
276        if (GameMode::showsGraphics() && this->sceneManager_)
277        {
278            if (bShadow)
279                this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
280            else
281                this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE);
282        }
283
284        this->bShadows_ = bShadow;
285    }
286
287    void Scene::addObject(BaseObject* object)
288    {
289        this->objects_.push_back(object);
290        object->setScene(this, this->getObjectID());
291    }
292
293    BaseObject* Scene::getObject(unsigned int index) const
294    {
295        unsigned int i = 0;
296        for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
297        {
298            if (i == index)
299                return (*it);
300            ++i;
301        }
302        return 0;
303    }
304
305    void Scene::addPhysicalObject(WorldEntity* object)
306    {
307        if (object)
308        {
309            std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object);
310            if (it != this->physicalObjects_.end())
311                return;
312
313            this->physicalObjectQueue_.insert(object);
314        }
315    }
316
317    void Scene::removePhysicalObject(WorldEntity* object)
318    {
319        // check queue first
320        std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object);
321        if (it != this->physicalObjectQueue_.end())
322        {
323            this->physicalObjectQueue_.erase(it);
324            return;
325        }
326
327        it = this->physicalObjects_.find(object);
328        if (it == this->physicalObjects_.end())
329            return;
330        this->physicalObjects_.erase(it);
331
332        if (this->hasPhysics())
333            this->physicalWorld_->removeRigidBody(object->physicalBody_);
334    }
335
336    /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0,
337                                             int index0, const btCollisionObject* colObj1, int partId1, int index1)
338    {
339        // get the WorldEntity pointers
340        SmartPtr<WorldEntity> object0 = static_cast<WorldEntity*>(colObj0->getUserPointer());
341        SmartPtr<WorldEntity> object1 = static_cast<WorldEntity*>(colObj1->getUserPointer());
342
343        // false means that bullet will assume we didn't modify the contact
344        bool modified = false;
345        if (object0->isCollisionCallbackActive())
346            modified |= object0->collidesAgainst(object1, cp);
347        if (object1->isCollisionCallbackActive())
348            modified |= object1->collidesAgainst(object0, cp);
349
350        return modified;
351    }
352}
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