Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/cd/src/world_entities/world_entity.cc @ 7600

Last change on this file since 7600 was 7537, checked in by patrick, 19 years ago

collision: setup test topology

File size: 15.3 KB
Line 
1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: Christian Meyer
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "world_entity.h"
20#include "shell_command.h"
21
22#include "model.h"
23#include "md2Model.h"
24#include "util/loading/resource_manager.h"
25#include "util/loading/load_param.h"
26#include "vector.h"
27#include "obb_tree.h"
28
29#include "glgui_bar.h"
30
31#include "state.h"
32#include "camera.h"
33
34using namespace std;
35
36SHELL_COMMAND(model, WorldEntity, loadModel)
37->describe("sets the Model of the WorldEntity")
38->defaultValues("models/ships/fighter.obj", 1.0f);
39
40SHELL_COMMAND(debugEntity, WorldEntity, debugWE);
41
42/**
43 *  Loads the WordEntity-specific Part of any derived Class
44 *
45 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
46 *              that can calls WorldEntities loadParams for itself.
47 */
48WorldEntity::WorldEntity()
49    : Synchronizeable()
50{
51  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
52
53  this->obbTree = NULL;
54  this->healthWidget = NULL;
55  this->healthMax = 1.0f;
56  this->health = 1.0f;
57  this->scaling = 1.0f;
58
59  /* OSOLETE */
60  this->bVisible = true;
61  this->bCollide = true;
62
63  this->objectListNumber = OM_INIT;
64  this->objectListIterator = NULL;
65
66  this->toList(OM_NULL);
67}
68
69/**
70 *  standard destructor
71*/
72WorldEntity::~WorldEntity ()
73{
74  State::getObjectManager()->toList(this, OM_INIT);
75
76  // Delete the model (unregister it with the ResourceManager)
77  for (unsigned int i = 0; i < this->models.size(); i++)
78    this->setModel(NULL, i);
79
80  // Delete the obbTree
81  if( this->obbTree != NULL)
82    delete this->obbTree;
83
84  if (this->healthWidget != NULL)
85    delete this->healthWidget;
86}
87
88/**
89 * loads the WorldEntity Specific Parameters.
90 * @param root: the XML-Element to load the Data From
91 */
92void WorldEntity::loadParams(const TiXmlElement* root)
93{
94  // Do the PNode loading stuff
95  PNode::loadParams(root);
96
97  LoadParam(root, "md2texture", this, WorldEntity, loadMD2Texture)
98  .describe("the fileName of the texture, that should be loaded onto this world-entity. (must be relative to the data-dir)")
99  .defaultValues("");
100
101  // Model Loading
102  LoadParam(root, "model", this, WorldEntity, loadModel)
103  .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
104  .defaultValues("", 1.0f, 0);
105
106  LoadParam(root, "maxHealth", this, WorldEntity, setHealthMax)
107  .describe("The Maximum health that can be loaded onto this entity")
108  .defaultValues(1.0f);
109
110  LoadParam(root, "health", this, WorldEntity, setHealth)
111  .describe("The Health the WorldEntity has at this moment")
112  .defaultValues(1.0f);
113}
114
115
116/**
117 * loads a Model onto a WorldEntity
118 * @param fileName the name of the model to load
119 * @param scaling the Scaling of the model
120 *
121 * FIXME
122 * @todo: separate the obb tree generation from the model
123 */
124void WorldEntity::loadModel(const std::string& fileName, float scaling, unsigned int modelNumber, unsigned int obbTreeDepth)
125{
126  this->modelLODName = fileName;
127  this->scaling = scaling;
128  if (!fileName.empty())
129  {
130    // search for the special character # in the LoadParam
131    if (fileName.find('#') != std::string::npos)
132    {
133      PRINTF(4)("Found # in %s... searching for LOD's\n", fileName.c_str());
134      std::string lodFile = fileName;
135      unsigned int offset = lodFile.find('#');
136      for (unsigned int i = 0; i < 3; i++)
137      {
138        lodFile[offset] = 48+(int)i;
139        if (ResourceManager::isInDataDir(lodFile))
140          this->loadModel(lodFile, scaling, i);
141      }
142      return;
143    }
144    if (this->scaling <= 0.0)
145    {
146      PRINTF(1)("YOU GAVE ME A CRAPY SCALE resetting to 1.0\n");
147      this->scaling = 1.0;
148    }
149    if(fileName.find(".obj") != std::string::npos)
150    {
151      PRINTF(4)("fetching OBJ file: %s\n", fileName.c_str());
152      BaseObject* loadedModel = ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, this->scaling);
153      if (loadedModel != NULL)
154        this->setModel(dynamic_cast<Model*>(loadedModel), modelNumber);
155      else
156        PRINTF(1)("OBJ-File %s not found.\n", fileName.c_str());
157
158      if( modelNumber == 0)
159        this->buildObbTree(obbTreeDepth);
160    }
161    else if(fileName.find(".md2") != std::string::npos)
162    {
163      PRINTF(4)("fetching MD2 file: %s\n", fileName.c_str());
164      Model* m = new MD2Model(fileName, this->md2TextureFileName, this->scaling);
165      //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0);
166      this->setModel(m, 0);
167
168      if( m != NULL)
169        this->buildObbTree(obbTreeDepth);
170    }
171  }
172  else
173  {
174    this->setModel(NULL);
175  }
176}
177
178/**
179 * sets a specific Model for the Object.
180 * @param model The Model to set
181 * @param modelNumber the n'th model in the List to get.
182 */
183void WorldEntity::setModel(Model* model, unsigned int modelNumber)
184{
185  if (this->models.size() <= modelNumber)
186    this->models.resize(modelNumber+1, NULL);
187
188  if (this->models[modelNumber] != NULL)
189  {
190    Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(dynamic_cast<BaseObject*>(this->models[modelNumber]));
191    if (resource != NULL)
192      ResourceManager::getInstance()->unload(resource, RP_LEVEL);
193    else
194    {
195      PRINTF(4)("Forcing model deletion\n");
196      delete this->models[modelNumber];
197    }
198  }
199
200  this->models[modelNumber] = model;
201
202
203  //   if (this->model != NULL)
204  //     this->buildObbTree(4);
205}
206
207
208/**
209 * builds the obb-tree
210 * @param depth the depth to calculate
211 */
212bool WorldEntity::buildObbTree(int depth)
213{
214  if (this->obbTree)
215    delete this->obbTree;
216
217  if (this->models[0] != NULL)
218  {
219    this->obbTree = new OBBTree(depth, models[0]->getModelInfo(), this);
220    return true;
221  }
222  else
223  {
224    PRINTF(1)("could not create obb-tree, because no model was loaded yet\n");
225    this->obbTree = NULL;
226    return false;
227  }
228}
229
230/**
231 * @brief moves this entity to the List OM_List
232 * @param list the list to set this Entity to.
233 *
234 * this is the same as a call to State::getObjectManager()->toList(entity , list);
235 * directly, but with an easier interface.
236 *
237 * @todo inline this (peut etre)
238 */
239void WorldEntity::toList(OM_LIST list)
240{
241  State::getObjectManager()->toList(this, list);
242}
243
244
245
246/**
247 * sets the character attributes of a worldentity
248 * @param character attributes
249 *
250 * these attributes don't have to be set, only use them, if you need them
251*/
252//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
253//{}
254
255
256/**
257 *  this function is called, when two entities collide
258 * @param entity: the world entity with whom it collides
259 *
260 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
261 */
262void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
263{
264  /**
265   * THIS IS A DEFAULT COLLISION-Effect.
266   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
267   * USE::
268   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
269   *
270   * You can always define a default Action.... don't be affraid just test it :)
271   */
272  //  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
273}
274
275
276/**
277 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
278 *
279 */
280void WorldEntity::postSpawn ()
281{}
282
283
284/**
285 *  this method is called by the world if the WorldEntity leaves the game
286 */
287void WorldEntity::leaveWorld ()
288{}
289
290
291/**
292 * resets the WorldEntity to its initial values. eg. used for multiplayer games: respawning
293 */
294void WorldEntity::reset()
295{}
296
297/**
298 *  this method is called every frame
299 * @param time: the time in seconds that has passed since the last tick
300 *
301 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
302*/
303void WorldEntity::tick(float time)
304{}
305
306
307/**
308 *  the entity is drawn onto the screen with this function
309 *
310 * This is a central function of an entity: call it to let the entity painted to the screen.
311 * Just override this function with whatever you want to be drawn.
312*/
313void WorldEntity::draw() const
314{
315  //PRINTF(0)("(%s::%s)\n", this->getClassName(), this->getName());
316  //  assert(!unlikely(this->models.empty()));
317  {
318    glMatrixMode(GL_MODELVIEW);
319    glPushMatrix();
320
321    /* translate */
322    glTranslatef (this->getAbsCoor ().x,
323                  this->getAbsCoor ().y,
324                  this->getAbsCoor ().z);
325    Vector tmpRot = this->getAbsDir().getSpacialAxis();
326    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
327
328
329    // This Draws the LOD's
330    float cameraDistance = State::getCamera()->distance(this);
331    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
332    {
333      this->models[2]->draw();
334    }
335    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
336    {
337      this->models[1]->draw();
338    }
339    else if (this->models.size() >= 1 && this->models[0] != NULL)
340    {
341      this->models[0]->draw();
342    }
343    glPopMatrix();
344  }
345}
346
347/**
348 * @param health the Health to add.
349 * @returns the health left (this->healthMax - health+this->health)
350 */
351float WorldEntity::increaseHealth(float health)
352{
353  this->health += health;
354  if (this->health > this->healthMax)
355  {
356    float retHealth = this->healthMax - this->health;
357    this->health = this->healthMax;
358    this->updateHealthWidget();
359    return retHealth;
360  }
361  this->updateHealthWidget();
362  return 0.0;
363}
364
365/**
366 * @param health the Health to be removed
367 * @returns 0.0 or the rest, that was not substracted (bellow 0.0)
368 */
369float WorldEntity::decreaseHealth(float health)
370{
371  this->health -= health;
372
373  if (this->health < 0)
374  {
375    float retHealth = -this->health;
376    this->health = 0.0f;
377    this->updateHealthWidget();
378    return retHealth;
379  }
380  this->updateHealthWidget();
381  return 0.0;
382
383}
384
385/**
386 * @param maxHealth the maximal health that can be loaded onto the entity.
387 */
388void WorldEntity::setHealthMax(float healthMax)
389{
390  this->healthMax = healthMax;
391  if (this->health > this->healthMax)
392  {
393    PRINTF(3)("new maxHealth is bigger as the old health. Did you really intend to do this for (%s::%s)\n", this->getClassName(), this->getName());
394    this->health = this->healthMax;
395  }
396  this->updateHealthWidget();
397}
398
399/**
400 * @brief creates the HealthWidget
401 *
402 * since not all entities need an HealthWidget, it is only created on request.
403 */
404void WorldEntity::createHealthWidget()
405{
406  if (this->healthWidget == NULL)
407  {
408    this->healthWidget = new GLGuiBar();
409    this->healthWidget->setSize2D(30,400);
410    this->healthWidget->setAbsCoor2D(10,100);
411
412    this->updateHealthWidget();
413  }
414  else
415    PRINTF(3)("Allready created the HealthWidget for %s::%s\n", this->getClassName(), this->getName());
416}
417
418void WorldEntity::increaseHealthMax(float increaseHealth)
419{
420  this->healthMax += increaseHealth;
421  this->updateHealthWidget();
422}
423
424
425GLGuiWidget* WorldEntity::getHealthWidget()
426{
427  this->createHealthWidget();
428  return this->healthWidget;
429}
430
431/**
432 * @param visibility shows or hides the health-bar
433 * (creates the widget if needed)
434 */
435void WorldEntity::setHealthWidgetVisibilit(bool visibility)
436{
437  if (visibility)
438  {
439    if (this->healthWidget != NULL)
440      this->healthWidget->show();
441    else
442    {
443      this->createHealthWidget();
444      this->updateHealthWidget();
445      this->healthWidget->show();
446    }
447  }
448  else if (this->healthWidget != NULL)
449    this->healthWidget->hide();
450}
451
452/**
453 * @brief updates the HealthWidget
454 */
455void WorldEntity::updateHealthWidget()
456{
457  if (this->healthWidget != NULL)
458  {
459    this->healthWidget->setMaximum(this->healthMax);
460    this->healthWidget->setValue(this->health);
461  }
462}
463
464
465/**
466 * DEBUG-DRAW OF THE BV-Tree.
467 * @param depth What depth to draw
468 * @param drawMode the mode to draw this entity under
469 */
470void WorldEntity::drawBVTree(int depth, int drawMode) const
471{
472  glMatrixMode(GL_MODELVIEW);
473  glPushMatrix();
474  /* translate */
475  glTranslatef (this->getAbsCoor ().x,
476                this->getAbsCoor ().y,
477                this->getAbsCoor ().z);
478  /* rotate */
479  Vector tmpRot = this->getAbsDir().getSpacialAxis();
480  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
481
482
483  if (this->obbTree)
484    this->obbTree->drawBV(depth, drawMode);
485
486
487  glPopMatrix();
488}
489
490
491/**
492 * Debug the WorldEntity
493 */
494void WorldEntity::debugEntity() const
495{
496  PRINT(0)("WorldEntity %s::%s  (DEBUG)\n", this->getClassName(), this->getName());
497  this->debugNode();
498  PRINT(0)("List: %s ; ModelCount %d - ", ObjectManager::OMListToString(this->objectListNumber) , this->models.size());
499  for (unsigned int i = 0; i < this->models.size(); i++)
500  {
501    if (models[i] != NULL)
502      PRINT(0)(" : %d:%s", i, this->models[i]->getName());
503  }
504  PRINT(0)("\n");
505
506}
507
508
509
510
511/********************************************************************************************
512 NETWORK STUFF
513 ********************************************************************************************/
514
515
516/**
517 * Writes data from network containing information about the state
518 * @param data pointer to data
519 * @param length length of data
520 * @param sender hostID of sender
521 */
522int WorldEntity::writeState( const byte * data, int length, int sender )
523{
524  std::string modelFileName;
525  SYNCHELP_READ_BEGIN();
526
527  SYNCHELP_READ_FKT( PNode::writeState, NWT_WE_PN_WRITESTATE );
528
529  SYNCHELP_READ_STRING( modelFileName, NWT_WE_PN_MODELFILENAME );
530  SYNCHELP_READ_FLOAT( scaling, NWT_WE_PN_SCALING );
531  //check if modelFileName is relative to datadir or absolute
532
533
534  PRINTF(0)("================ LOADING MODEL %s, %f\n", modelFileName.c_str(), scaling);
535
536  if ( modelFileName != "" )
537  {
538    loadModel( modelFileName, scaling);
539    PRINTF(0)("modelfilename: %s\n", getModel( 0 )->getName());
540  }
541
542  /*SYNCHELP_READ_STRINGM( modelFileName );
543
544  if ( strcmp(modelFileName, "") )
545    if ( strstr(modelFileName, ResourceManager::getInstance()->getDataDir()) )
546    {
547      this->md2TextureFileName = new char[strlen(modelFileName)-strlen(ResourceManager::getInstance()->getDataDir())+1];
548      strcpy((char*)this->md2TextureFileName, modelFileName+strlen(ResourceManager::getInstance()->getDataDir()));
549    }
550    else
551    {
552      this->md2TextureFileName = modelFileName;
553    }
554  */
555
556  return SYNCHELP_READ_N;
557}
558
559
560/**
561 * data copied in data will bee sent to another host
562 * @param data pointer to data
563 * @param maxLength max length of data
564 * @return the number of bytes writen
565 */
566int WorldEntity::readState( byte * data, int maxLength )
567{
568  SYNCHELP_WRITE_BEGIN();
569
570  SYNCHELP_WRITE_FKT( PNode::readState, NWT_WE_PN_WRITESTATE );
571
572  if ( getModel(0) && getModel(0)->getName() != "" )
573  {
574    std::string name = getModel( 0 )->getName();
575
576    if (  name.find( ResourceManager::getInstance()->getDataDir() ) == 0 )
577    {
578      name.erase(ResourceManager::getInstance()->getDataDir().size());
579    }
580
581    SYNCHELP_WRITE_STRING( name, NWT_WE_PN_MODELFILENAME );
582  }
583  else
584  {
585    SYNCHELP_WRITE_STRING("", NWT_WE_PN_MODELFILENAME);
586  }
587
588  SYNCHELP_WRITE_FLOAT( scaling, NWT_WE_PN_SCALING );
589  /*if ( this->md2TextureFileName!=NULL && strcmp(this->md2TextureFileName, "") )
590  {
591    SYNCHELP_WRITE_STRING(this->md2TextureFileName);
592  }
593  else
594  {
595    SYNCHELP_WRITE_STRING("");
596  }*/
597
598  return SYNCHELP_WRITE_N;
599}
Note: See TracBrowser for help on using the repository browser.