/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "Model.h" #include #include "core/CoreIncludes.h" #include "core/ConfigValueIncludes.h" #include "core/GameMode.h" #include "core/XMLPort.h" #include "Scene.h" #include "graphics/MeshLodInformation.h" #include "Level.h" namespace orxonox { CreateFactory(Model); Model::Model(BaseObject* creator) : StaticEntity(creator), bCastShadows_(true), lodLevel_(5), bLodEnabled_(true), numLodLevels_(10), lodReductionRate_(.15) { RegisterObject(Model); this->setConfigValues(); this->registerVariables(); } Model::~Model() { if (this->isInitialized() && this->mesh_.getEntity()) this->detachOgreObject(this->mesh_.getEntity()); } void Model::setConfigValues() { SetConfigValueExternal(bGlobalEnableLod_, "GraphicsSettings", "enableModelLoD", true) .description("Enable level of detail for models"); } void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Model, XMLPort, xmlelement, mode); XMLPortParam(Model, "lodLevel", setLodLevel, getLodLevel, xmlelement, mode); XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode); XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true); } void Model::registerVariables() { registerVariable(this->meshSrc_, VariableDirection::ToClient, new NetworkCallback(this, &Model::changedMesh)); registerVariable(this->bCastShadows_, VariableDirection::ToClient, new NetworkCallback(this, &Model::changedShadows)); } float Model::getBiggestScale(Vector3 scale3d) { float scaleFactor = scale3d.x; if(scale3d.y>scaleFactor) scaleFactor = scale3d.y; if(scale3d.z>scaleFactor) scaleFactor = scale3d.z; return scaleFactor; } void Model::changedMesh() { if (GameMode::showsGraphics()) { if (this->mesh_.getEntity()) this->detachOgreObject(this->mesh_.getEntity()); this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); if (this->mesh_.getEntity()) { this->attachOgreObject(this->mesh_.getEntity()); this->mesh_.getEntity()->setCastShadows(this->bCastShadows_); this->mesh_.setVisible(this->isVisible()); if (this->bGlobalEnableLod_) this->enableLod(); } } } void Model::changedShadows() { this->mesh_.setCastShadows(this->bCastShadows_); } void Model::changedVisibility() { SUPER(Model, changedVisibility); this->mesh_.setVisible(this->isVisible()); } void Model::enableLod() { //LOD if( this->mesh_.getEntity()->getMesh()->getNumLodLevels()==1 ) { Level* level = this->getLevel(); assert( level != 0 ); MeshLodInformation* lodInfo = level->getLodInfo(this->meshSrc_); if( lodInfo ) { setLodLevel(lodInfo->getLodLevel()); this->bLodEnabled_ = lodInfo->getEnabled(); this->numLodLevels_ = lodInfo->getNumLevels(); this->lodReductionRate_ = lodInfo->getReductionRate(); } if( this->numLodLevels_>10 ) { CCOUT(2) << "More than 10 LoD levels requested. Creating only 10." << endl; this->numLodLevels_ = 10; } if( this->bLodEnabled_ ) { float volume = this->mesh_.getEntity()->getBoundingBox().volume(); /* float scaleFactor = 1; BaseObject* creatorPtr = this; while(creatorPtr!=NULL&&orxonox_cast(creatorPtr)) { scaleFactor *= getBiggestScale(((WorldEntity*) creatorPtr)->getScale3D()); creatorPtr = creatorPtr->getCreator(); } COUT(0) << "name: " << this->meshSrc_ << "scaleFactor: " << scaleFactor << ", volume: " << volume << endl; */ COUT(4) << "Setting lodLevel for " << this->meshSrc_<< " with lodLevel_: " << this->lodLevel_ <<" and volume: "<< volume << ":" << std::endl; #if OGRE_VERSION >= 0x010700 Ogre::Mesh::LodValueList distList; #else Ogre::Mesh::LodDistanceList distList; #endif if( lodLevel_>0 ) { // float factor = scaleFactor*5/lodLevel_; float factor = pow(volume, 2.0f / 3.0f) * 15.0f / lodLevel_; COUT(4) << "LodLevel set with factor: " << factor << endl; distList.push_back(70.0f*factor); distList.push_back(140.0f*factor); distList.push_back(170.0f*factor); distList.push_back(200.0f*factor); distList.push_back(230.0f*factor); distList.push_back(250.0f*factor); distList.push_back(270.0f*factor); distList.push_back(290.0f*factor); distList.push_back(310.0f*factor); distList.push_back(330.0f*factor); while(distList.size()>this->numLodLevels_) distList.pop_back(); //Generiert LOD-Levels this->mesh_.getEntity()->getMesh()->generateLodLevels(distList, Ogre::ProgressiveMesh::VRQ_PROPORTIONAL, this->lodReductionRate_); } else { std::string what; if(lodLevel_>5) what = ">5"; else what = "<0"; COUT(4)<<"LodLevel not set because lodLevel("<meshSrc_ << " not set because is disabled." << endl; } } }