/* * 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 * Reto Grieder (physics) * Co-authors: * ... * */ #include "Scene.h" #include #include #include #include #include #include #include #include #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/XMLPort.h" #include "tools/BulletConversions.h" #include "objects/worldentities/WorldEntity.h" namespace orxonox { CreateFactory(Scene); Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) { RegisterObject(Scene); this->setScene(this); this->bShadows_ = true; if (GameMode::showsGraphics()) { assert(Ogre::Root::getSingletonPtr()); this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); } else { // create a dummy SceneManager of our own since we don't have Ogre::Root. this->sceneManager_ = new Ogre::DefaultSceneManager(""); this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); } // No physics yet, XMLPort will do that. const int defaultMaxWorldSize = 100000; this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize; this->positiveWorldRange_ = Vector3::UNIT_SCALE * defaultMaxWorldSize; this->gravity_ = Vector3::ZERO; this->physicalWorld_ = 0; this->solver_ = 0; this->dispatcher_ = 0; this->collisionConfig_ = 0; this->broadphase_ = 0; this->registerVariables(); } Scene::~Scene() { if (this->isInitialized()) { if (GameMode::showsGraphics()) Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); else delete this->sceneManager_; this->setPhysicalWorld(false); } } void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Scene, XMLPort, xmlelement, mode); XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2f, 0.2f, 0.2f, 1.0f)); XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode); XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode); XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode); XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true); XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); } void Scene::registerVariables() { registerVariable(this->skybox_, VariableDirection::ToClient, new NetworkCallback(this, &Scene::networkcallback_applySkybox)); registerVariable(this->ambientLight_, VariableDirection::ToClient, new NetworkCallback(this, &Scene::networkcallback_applyAmbientLight)); registerVariable(this->negativeWorldRange_, VariableDirection::ToClient, new NetworkCallback(this, &Scene::networkcallback_negativeWorldRange)); registerVariable(this->positiveWorldRange_, VariableDirection::ToClient, new NetworkCallback(this, &Scene::networkcallback_positiveWorldRange)); registerVariable(this->gravity_, VariableDirection::ToClient, new NetworkCallback(this, &Scene::networkcallback_gravity)); registerVariable(this->bHasPhysics_, VariableDirection::ToClient, new NetworkCallback(this, &Scene::networkcallback_hasPhysics)); registerVariable(this->bShadows_, VariableDirection::ToClient, new NetworkCallback(this, &Scene::networkcallback_applyShadows)); } void Scene::setNegativeWorldRange(const Vector3& range) { if (range.length() < 10.0f) { CCOUT(2) << "Warning: Setting the negative world range to a very small value: " << multi_cast(range) << std::endl; } if (this->hasPhysics()) { CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " << "This causes a complete physical reload which might take some time." << std::endl; this->setPhysicalWorld(false); this->negativeWorldRange_ = range; this->setPhysicalWorld(true); } else this->negativeWorldRange_ = range; } void Scene::setPositiveWorldRange(const Vector3& range) { if (range.length() < 10.0f) { CCOUT(2) << "Warning: Setting the positive world range to a very small value: " << multi_cast(range) << std::endl; } if (this->hasPhysics()) { CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " << "This causes a complete physical reload which might take some time." << std::endl; this->setPhysicalWorld(false); this->positiveWorldRange_ = range; this->setPhysicalWorld(true); } else this->positiveWorldRange_ = range; } void Scene::setGravity(const Vector3& gravity) { this->gravity_ = gravity; if (this->hasPhysics()) this->physicalWorld_->setGravity(multi_cast(this->gravity_)); } void Scene::setPhysicalWorld(bool wantPhysics) { this->bHasPhysics_ = wantPhysics; if (wantPhysics && !hasPhysics()) { // Note: These are all little known default classes and values. // It would require further investigation to properly dertermine the right choices. this->broadphase_ = new bt32BitAxisSweep3( multi_cast(this->negativeWorldRange_), multi_cast(this->positiveWorldRange_)); this->collisionConfig_ = new btDefaultCollisionConfiguration(); this->dispatcher_ = new btCollisionDispatcher(this->collisionConfig_); this->solver_ = new btSequentialImpulseConstraintSolver(); this->physicalWorld_ = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_); this->physicalWorld_->setGravity(multi_cast(this->gravity_)); // also set the collision callback variable. // Note: This is a global variable which we assign a static function. // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances. gContactAddedCallback = &Scene::collisionCallback; } else if (!wantPhysics && hasPhysics()) { // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world. for (std::set::const_iterator it = this->physicalObjects_.begin(); it != this->physicalObjects_.end(); ++it) { this->physicalWorld_->removeRigidBody((*it)->physicalBody_); this->physicalObjectQueue_.insert(*it); } this->physicalObjects_.clear(); delete this->physicalWorld_; delete this->solver_; delete this->dispatcher_; delete this->collisionConfig_; delete this->broadphase_; this->physicalWorld_ = 0; this->solver_ = 0; this->dispatcher_ = 0; this->collisionConfig_ = 0; this->broadphase_ = 0; } } void Scene::tick(float dt) { if (!GameMode::showsGraphics()) { // We need to update the scene nodes if we don't render this->rootSceneNode_->_update(true, false); } if (this->hasPhysics()) { // TODO: This here is bad practice! It will slow down the first tick() by ages. // Rather have an initialise() method as well, called by the Level after everything has been loaded. if (this->physicalObjectQueue_.size() > 0) { // Add all scheduled WorldEntities for (std::set::const_iterator it = this->physicalObjectQueue_.begin(); it != this->physicalObjectQueue_.end(); ++it) { this->physicalWorld_->addRigidBody((*it)->physicalBody_); this->physicalObjects_.insert(*it); } this->physicalObjectQueue_.clear(); } // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds. // Under that mark, the simulation will "loose time" and get unusable. physicalWorld_->stepSimulation(dt, 60); } } void Scene::setSkybox(const std::string& skybox) { if (GameMode::showsGraphics() && this->sceneManager_) this->sceneManager_->setSkyBox(true, skybox); this->skybox_ = skybox; } void Scene::setAmbientLight(const ColourValue& colour) { if (GameMode::showsGraphics() && this->sceneManager_) this->sceneManager_->setAmbientLight(colour); this->ambientLight_ = colour; } void Scene::setShadow(bool bShadow) { if (GameMode::showsGraphics() && this->sceneManager_) { if (bShadow) this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); else this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); } this->bShadows_ = bShadow; } void Scene::addObject(BaseObject* object) { this->objects_.push_back(object); object->setScene(this); } BaseObject* Scene::getObject(unsigned int index) const { unsigned int i = 0; for (std::list::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) { if (i == index) return (*it); ++i; } return 0; } void Scene::addPhysicalObject(WorldEntity* object) { if (object) { std::set::iterator it = this->physicalObjects_.find(object); if (it != this->physicalObjects_.end()) return; this->physicalObjectQueue_.insert(object); } } void Scene::removePhysicalObject(WorldEntity* object) { // check queue first std::set::iterator it = this->physicalObjectQueue_.find(object); if (it != this->physicalObjectQueue_.end()) { this->physicalObjectQueue_.erase(it); return; } it = this->physicalObjects_.find(object); if (it == this->physicalObjects_.end()) return; this->physicalObjects_.erase(it); if (this->hasPhysics()) this->physicalWorld_->removeRigidBody(object->physicalBody_); } /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, int index0, const btCollisionObject* colObj1, int partId1, int index1) { // get the WorldEntity pointers WorldEntity* object0 = (WorldEntity*)colObj0->getUserPointer(); assert(dynamic_cast(object0)); WorldEntity* object1 = (WorldEntity*)colObj1->getUserPointer(); assert(dynamic_cast(object1)); // false means that bullet will assume we didn't modify the contact bool modified = false; if (object0->isCollisionCallbackActive()) { modified |= object0->collidesAgainst(object1, cp); if (object1->isCollisionCallbackActive()) modified |= object1->collidesAgainst(object0, cp); } else modified |= object1->collidesAgainst(object0, cp); return modified; } }