[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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[2662] | 24 | * Reto Grieder (physics) |
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[2072] | 25 | * Co-authors: |
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| 26 | * ... |
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| 27 | * |
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| 28 | */ |
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| 29 | |
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| 30 | #include "Scene.h" |
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| 31 | |
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| 32 | #include <OgreRoot.h> |
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[3196] | 33 | #include <OgreSceneManager.h> |
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[2072] | 34 | #include <OgreSceneManagerEnumerator.h> |
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| 35 | #include <OgreSceneNode.h> |
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| 36 | |
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[3196] | 37 | #include <BulletCollision/BroadphaseCollision/btAxisSweep3.h> |
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| 38 | #include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h> |
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| 39 | #include <BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h> |
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| 40 | #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h> |
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[2662] | 41 | |
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[2072] | 42 | #include "core/CoreIncludes.h" |
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[2896] | 43 | #include "core/GameMode.h" |
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[2072] | 44 | #include "core/XMLPort.h" |
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[2662] | 45 | #include "tools/BulletConversions.h" |
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| 46 | #include "objects/worldentities/WorldEntity.h" |
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[2072] | 47 | |
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| 48 | namespace orxonox |
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| 49 | { |
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| 50 | CreateFactory(Scene); |
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| 51 | |
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[2171] | 52 | Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) |
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[2072] | 53 | { |
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| 54 | RegisterObject(Scene); |
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| 55 | |
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| 56 | this->setScene(this); |
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[2662] | 57 | this->bShadows_ = true; |
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[2072] | 58 | |
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[2896] | 59 | if (GameMode::showsGraphics()) |
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[2072] | 60 | { |
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[3196] | 61 | assert(Ogre::Root::getSingletonPtr()); |
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| 62 | this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); |
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| 63 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
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[2072] | 64 | } |
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| 65 | else |
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| 66 | { |
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| 67 | // create a dummy SceneManager of our own since we don't have Ogre::Root. |
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| 68 | this->sceneManager_ = new Ogre::DefaultSceneManager(""); |
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| 69 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); |
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| 70 | } |
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| 71 | |
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[2662] | 72 | // No physics yet, XMLPort will do that. |
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| 73 | const int defaultMaxWorldSize = 100000; |
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| 74 | this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize; |
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| 75 | this->positiveWorldRange_ = Vector3::UNIT_SCALE * defaultMaxWorldSize; |
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| 76 | this->gravity_ = Vector3::ZERO; |
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| 77 | this->physicalWorld_ = 0; |
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| 78 | this->solver_ = 0; |
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| 79 | this->dispatcher_ = 0; |
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| 80 | this->collisionConfig_ = 0; |
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| 81 | this->broadphase_ = 0; |
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[2072] | 82 | |
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| 83 | this->registerVariables(); |
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| 84 | } |
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| 85 | |
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| 86 | Scene::~Scene() |
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| 87 | { |
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| 88 | if (this->isInitialized()) |
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| 89 | { |
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[3196] | 90 | if (GameMode::showsGraphics()) |
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[2072] | 91 | Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); |
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[3196] | 92 | else |
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[2072] | 93 | delete this->sceneManager_; |
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[2662] | 94 | |
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| 95 | this->setPhysicalWorld(false); |
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[2072] | 96 | } |
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| 97 | } |
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| 98 | |
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| 99 | void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 100 | { |
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| 101 | SUPER(Scene, XMLPort, xmlelement, mode); |
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| 102 | |
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| 103 | XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); |
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[3196] | 104 | XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2f, 0.2f, 0.2f, 1.0f)); |
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[2072] | 105 | XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); |
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| 106 | |
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[2662] | 107 | XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode); |
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| 108 | XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode); |
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| 109 | XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode); |
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| 110 | XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true); |
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| 111 | |
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[2072] | 112 | XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); |
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| 113 | } |
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| 114 | |
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| 115 | void Scene::registerVariables() |
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| 116 | { |
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[2662] | 117 | registerVariable(this->skybox_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); |
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| 118 | registerVariable(this->ambientLight_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); |
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| 119 | registerVariable(this->negativeWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange)); |
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| 120 | registerVariable(this->positiveWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange)); |
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| 121 | registerVariable(this->gravity_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity)); |
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| 122 | registerVariable(this->bHasPhysics_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); |
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| 123 | registerVariable(this->bShadows_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows)); |
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[2072] | 124 | } |
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| 125 | |
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[2662] | 126 | void Scene::setNegativeWorldRange(const Vector3& range) |
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| 127 | { |
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| 128 | if (range.length() < 10.0f) |
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| 129 | { |
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| 130 | CCOUT(2) << "Warning: Setting the negative world range to a very small value: " |
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[3196] | 131 | << multi_cast<std::string>(range) << std::endl; |
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[2662] | 132 | } |
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| 133 | if (this->hasPhysics()) |
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| 134 | { |
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| 135 | CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " |
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| 136 | << "This causes a complete physical reload which might take some time." << std::endl; |
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| 137 | this->setPhysicalWorld(false); |
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| 138 | this->negativeWorldRange_ = range; |
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| 139 | this->setPhysicalWorld(true); |
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| 140 | } |
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| 141 | else |
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| 142 | this->negativeWorldRange_ = range; |
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| 143 | } |
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| 144 | |
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| 145 | void Scene::setPositiveWorldRange(const Vector3& range) |
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| 146 | { |
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| 147 | if (range.length() < 10.0f) |
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| 148 | { |
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| 149 | CCOUT(2) << "Warning: Setting the positive world range to a very small value: " |
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[3196] | 150 | << multi_cast<std::string>(range) << std::endl; |
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[2662] | 151 | } |
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| 152 | if (this->hasPhysics()) |
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| 153 | { |
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| 154 | CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " |
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| 155 | << "This causes a complete physical reload which might take some time." << std::endl; |
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| 156 | this->setPhysicalWorld(false); |
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| 157 | this->positiveWorldRange_ = range; |
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| 158 | this->setPhysicalWorld(true); |
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| 159 | } |
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| 160 | else |
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| 161 | this->positiveWorldRange_ = range; |
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| 162 | } |
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| 163 | |
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| 164 | void Scene::setGravity(const Vector3& gravity) |
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| 165 | { |
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| 166 | this->gravity_ = gravity; |
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| 167 | if (this->hasPhysics()) |
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[3196] | 168 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); |
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[2662] | 169 | } |
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| 170 | |
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| 171 | void Scene::setPhysicalWorld(bool wantPhysics) |
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| 172 | { |
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| 173 | this->bHasPhysics_ = wantPhysics; |
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| 174 | if (wantPhysics && !hasPhysics()) |
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| 175 | { |
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| 176 | // Note: These are all little known default classes and values. |
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| 177 | // It would require further investigation to properly dertermine the right choices. |
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| 178 | this->broadphase_ = new bt32BitAxisSweep3( |
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[3196] | 179 | multi_cast<btVector3>(this->negativeWorldRange_), multi_cast<btVector3>(this->positiveWorldRange_)); |
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[2662] | 180 | this->collisionConfig_ = new btDefaultCollisionConfiguration(); |
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| 181 | this->dispatcher_ = new btCollisionDispatcher(this->collisionConfig_); |
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| 182 | this->solver_ = new btSequentialImpulseConstraintSolver(); |
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| 183 | |
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| 184 | this->physicalWorld_ = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_); |
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[3196] | 185 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); |
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[2662] | 186 | |
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| 187 | // also set the collision callback variable. |
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| 188 | // Note: This is a global variable which we assign a static function. |
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| 189 | // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances. |
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| 190 | gContactAddedCallback = &Scene::collisionCallback; |
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| 191 | } |
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| 192 | else if (!wantPhysics && hasPhysics()) |
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| 193 | { |
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| 194 | // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world. |
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| 195 | for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin(); |
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| 196 | it != this->physicalObjects_.end(); ++it) |
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| 197 | { |
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| 198 | this->physicalWorld_->removeRigidBody((*it)->physicalBody_); |
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| 199 | this->physicalObjectQueue_.insert(*it); |
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| 200 | } |
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| 201 | this->physicalObjects_.clear(); |
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| 202 | |
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| 203 | delete this->physicalWorld_; |
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| 204 | delete this->solver_; |
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| 205 | delete this->dispatcher_; |
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| 206 | delete this->collisionConfig_; |
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| 207 | delete this->broadphase_; |
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| 208 | this->physicalWorld_ = 0; |
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| 209 | this->solver_ = 0; |
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| 210 | this->dispatcher_ = 0; |
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| 211 | this->collisionConfig_ = 0; |
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| 212 | this->broadphase_ = 0; |
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| 213 | } |
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| 214 | } |
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| 215 | |
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| 216 | void Scene::tick(float dt) |
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| 217 | { |
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[2896] | 218 | if (!GameMode::showsGraphics()) |
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[2662] | 219 | { |
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| 220 | // We need to update the scene nodes if we don't render |
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| 221 | this->rootSceneNode_->_update(true, false); |
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| 222 | } |
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| 223 | if (this->hasPhysics()) |
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| 224 | { |
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| 225 | // TODO: This here is bad practice! It will slow down the first tick() by ages. |
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| 226 | // Rather have an initialise() method as well, called by the Level after everything has been loaded. |
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| 227 | if (this->physicalObjectQueue_.size() > 0) |
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| 228 | { |
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| 229 | // Add all scheduled WorldEntities |
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| 230 | for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin(); |
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| 231 | it != this->physicalObjectQueue_.end(); ++it) |
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| 232 | { |
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| 233 | this->physicalWorld_->addRigidBody((*it)->physicalBody_); |
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| 234 | this->physicalObjects_.insert(*it); |
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| 235 | } |
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| 236 | this->physicalObjectQueue_.clear(); |
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| 237 | } |
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| 238 | |
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| 239 | // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds. |
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| 240 | // Under that mark, the simulation will "loose time" and get unusable. |
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| 241 | physicalWorld_->stepSimulation(dt, 60); |
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| 242 | } |
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| 243 | } |
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| 244 | |
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[2072] | 245 | void Scene::setSkybox(const std::string& skybox) |
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| 246 | { |
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[2896] | 247 | if (GameMode::showsGraphics() && this->sceneManager_) |
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[2072] | 248 | this->sceneManager_->setSkyBox(true, skybox); |
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| 249 | |
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| 250 | this->skybox_ = skybox; |
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| 251 | } |
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| 252 | |
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| 253 | void Scene::setAmbientLight(const ColourValue& colour) |
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| 254 | { |
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[2896] | 255 | if (GameMode::showsGraphics() && this->sceneManager_) |
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[2072] | 256 | this->sceneManager_->setAmbientLight(colour); |
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| 257 | |
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| 258 | this->ambientLight_ = colour; |
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| 259 | } |
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| 260 | |
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| 261 | void Scene::setShadow(bool bShadow) |
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| 262 | { |
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[2896] | 263 | if (GameMode::showsGraphics() && this->sceneManager_) |
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[2072] | 264 | { |
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| 265 | if (bShadow) |
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| 266 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); |
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| 267 | else |
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| 268 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); |
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| 269 | } |
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| 270 | |
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| 271 | this->bShadows_ = bShadow; |
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| 272 | } |
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| 273 | |
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| 274 | void Scene::addObject(BaseObject* object) |
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| 275 | { |
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| 276 | this->objects_.push_back(object); |
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| 277 | object->setScene(this); |
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| 278 | } |
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| 279 | |
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| 280 | BaseObject* Scene::getObject(unsigned int index) const |
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| 281 | { |
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| 282 | unsigned int i = 0; |
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| 283 | for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) |
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| 284 | { |
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| 285 | if (i == index) |
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| 286 | return (*it); |
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| 287 | ++i; |
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| 288 | } |
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| 289 | return 0; |
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| 290 | } |
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[2171] | 291 | |
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[2662] | 292 | void Scene::addPhysicalObject(WorldEntity* object) |
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[2171] | 293 | { |
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[2662] | 294 | if (object) |
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[2171] | 295 | { |
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[2662] | 296 | std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object); |
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| 297 | if (it != this->physicalObjects_.end()) |
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| 298 | return; |
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| 299 | |
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| 300 | this->physicalObjectQueue_.insert(object); |
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[2171] | 301 | } |
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| 302 | } |
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[2662] | 303 | |
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| 304 | void Scene::removePhysicalObject(WorldEntity* object) |
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| 305 | { |
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| 306 | // check queue first |
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| 307 | std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object); |
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| 308 | if (it != this->physicalObjectQueue_.end()) |
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| 309 | { |
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| 310 | this->physicalObjectQueue_.erase(it); |
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| 311 | return; |
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| 312 | } |
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| 313 | |
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| 314 | it = this->physicalObjects_.find(object); |
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| 315 | if (it == this->physicalObjects_.end()) |
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| 316 | return; |
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| 317 | this->physicalObjects_.erase(it); |
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| 318 | |
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| 319 | if (this->hasPhysics()) |
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| 320 | this->physicalWorld_->removeRigidBody(object->physicalBody_); |
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| 321 | } |
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| 322 | |
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| 323 | /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, |
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| 324 | int index0, const btCollisionObject* colObj1, int partId1, int index1) |
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| 325 | { |
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| 326 | // get the WorldEntity pointers |
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| 327 | WorldEntity* object0 = (WorldEntity*)colObj0->getUserPointer(); |
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| 328 | assert(dynamic_cast<WorldEntity*>(object0)); |
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| 329 | WorldEntity* object1 = (WorldEntity*)colObj1->getUserPointer(); |
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| 330 | assert(dynamic_cast<WorldEntity*>(object1)); |
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| 331 | |
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| 332 | // false means that bullet will assume we didn't modify the contact |
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| 333 | bool modified = false; |
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| 334 | if (object0->isCollisionCallbackActive()) |
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| 335 | { |
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| 336 | modified |= object0->collidesAgainst(object1, cp); |
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| 337 | if (object1->isCollisionCallbackActive()) |
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| 338 | modified |= object1->collidesAgainst(object0, cp); |
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| 339 | } |
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| 340 | else |
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| 341 | modified |= object1->collidesAgainst(object0, cp); |
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| 342 | |
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| 343 | return modified; |
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| 344 | } |
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[2072] | 345 | } |
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