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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24 | * Reto Grieder (physics) |
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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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33 | #include <OgreSceneManager.h> |
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34 | #include <OgreSceneManagerEnumerator.h> |
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35 | #include <OgreSceneNode.h> |
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36 | |
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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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41 | |
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42 | #include "core/CoreIncludes.h" |
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43 | #include "core/GameMode.h" |
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44 | #include "core/XMLPort.h" |
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45 | #include "tools/BulletConversions.h" |
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46 | #include "objects/worldentities/WorldEntity.h" |
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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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52 | Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) |
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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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57 | this->bShadows_ = true; |
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58 | |
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59 | if (GameMode::showsGraphics()) |
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60 | { |
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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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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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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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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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90 | if (GameMode::showsGraphics()) |
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91 | Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); |
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92 | else |
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93 | delete this->sceneManager_; |
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94 | |
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95 | this->setPhysicalWorld(false); |
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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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104 | XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2f, 0.2f, 0.2f, 1.0f)); |
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105 | XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); |
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106 | |
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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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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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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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124 | } |
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125 | |
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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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131 | << multi_cast<std::string>(range) << std::endl; |
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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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150 | << multi_cast<std::string>(range) << std::endl; |
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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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168 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); |
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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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179 | multi_cast<btVector3>(this->negativeWorldRange_), multi_cast<btVector3>(this->positiveWorldRange_)); |
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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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185 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); |
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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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218 | if (!GameMode::showsGraphics()) |
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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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245 | void Scene::setSkybox(const std::string& skybox) |
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246 | { |
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247 | if (GameMode::showsGraphics() && this->sceneManager_) |
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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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255 | if (GameMode::showsGraphics() && this->sceneManager_) |
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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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263 | if (GameMode::showsGraphics() && this->sceneManager_) |
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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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291 | |
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292 | void Scene::addPhysicalObject(WorldEntity* object) |
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293 | { |
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294 | if (object) |
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295 | { |
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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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301 | } |
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302 | } |
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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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345 | } |
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