1 | |
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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: Christian Meyer |
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16 | */ |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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18 | |
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19 | #include "world_entity.h" |
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20 | #include "shell_command.h" |
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21 | |
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22 | #include "model.h" |
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23 | #include "md2Model.h" |
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24 | #include "resource_manager.h" |
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25 | #include "load_param.h" |
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26 | #include "vector.h" |
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27 | #include "obb_tree.h" |
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28 | |
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29 | #include "state.h" |
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30 | |
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31 | using namespace std; |
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32 | |
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33 | SHELL_COMMAND(model, WorldEntity, loadModel) |
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34 | ->describe("sets the Model of the WorldEntity") |
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35 | ->defaultValues(2, "models/ships/fighter.obj", 1.0); |
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36 | |
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37 | |
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38 | /** |
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39 | * Loads the WordEntity-specific Part of any derived Class |
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40 | * |
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41 | * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves, |
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42 | * that can calls WorldEntities loadParams for itself. |
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43 | */ |
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44 | WorldEntity::WorldEntity(const TiXmlElement* root) |
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45 | : Synchronizeable() |
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46 | { |
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47 | this->setClassID(CL_WORLD_ENTITY, "WorldEntity"); |
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48 | |
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49 | this->obbTree = NULL; |
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50 | |
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51 | if (root != NULL) |
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52 | this->loadParams(root); |
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53 | |
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54 | this->setVisibiliy(true); |
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55 | |
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56 | this->objectListNumber = OM_INIT; |
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57 | this->objectListIterator = NULL; |
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58 | |
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59 | this->toList(OM_NULL); |
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60 | } |
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61 | |
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62 | /** |
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63 | * standard destructor |
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64 | */ |
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65 | WorldEntity::~WorldEntity () |
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66 | { |
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67 | // Delete the obbTree |
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68 | if( this->obbTree != NULL) |
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69 | delete this->obbTree; |
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70 | |
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71 | // Delete the model (unregister it with the ResourceManager) |
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72 | for (unsigned int i = 0; i < this->models.size(); i++) |
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73 | this->setModel(NULL, i); |
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74 | |
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75 | State::getObjectManager()->toList(this, OM_INIT); |
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76 | } |
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77 | |
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78 | /** |
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79 | * loads the WorldEntity Specific Parameters. |
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80 | * @param root: the XML-Element to load the Data From |
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81 | */ |
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82 | void WorldEntity::loadParams(const TiXmlElement* root) |
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83 | { |
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84 | // Do the PNode loading stuff |
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85 | static_cast<PNode*>(this)->loadParams(root); |
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86 | |
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87 | LoadParam(root, "md2texture", this, WorldEntity, loadMD2Texture) |
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88 | .describe("the fileName of the texture, that should be loaded onto this world-entity. (must be relative to the data-dir)") |
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89 | .defaultValues(1, NULL); |
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90 | |
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91 | // Model Loading |
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92 | LoadParam(root, "model", this, WorldEntity, loadModel) |
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93 | .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)") |
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94 | .defaultValues(3, NULL, 1.0f, 0); |
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95 | } |
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96 | |
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97 | |
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98 | /** |
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99 | * loads a Model onto a WorldEntity |
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100 | * @param fileName the name of the model to load |
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101 | * @param scaling the Scaling of the model |
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102 | * |
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103 | * @todo fix this, so it only has one loadModel-Function. |
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104 | */ |
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105 | void WorldEntity::loadModel(const char* fileName, float scaling, unsigned int modelNumber) |
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106 | { |
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107 | if (fileName != NULL) |
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108 | { |
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109 | // search for the special character # in the LoadParam |
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110 | if (strchr(fileName, '#') != NULL) |
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111 | { |
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112 | PRINTF(4)("Found # in %s... searching for LOD's\n", fileName); |
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113 | char* lodFile = new char[strlen(fileName)+1]; |
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114 | strcpy(lodFile, fileName); |
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115 | char* depth = strchr(lodFile, '#'); |
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116 | for (unsigned int i = 0; i < 5; i++) |
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117 | { |
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118 | *depth = 48+(int)i; |
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119 | printf("-------%s\n", lodFile); |
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120 | if (ResourceManager::isInDataDir(lodFile)) |
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121 | this->loadModel(lodFile, scaling, i); |
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122 | } |
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123 | return; |
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124 | } |
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125 | |
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126 | if(strstr(fileName, ".obj")) |
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127 | { |
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128 | PRINTF(4)("fetching OBJ file: %s\n", fileName); |
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129 | if (scaling == 1.0) |
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130 | this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber); |
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131 | else |
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132 | this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling), modelNumber); |
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133 | |
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134 | if( modelNumber == 0) |
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135 | this->buildObbTree(4); |
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136 | } |
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137 | else if(strstr(fileName, ".md2")) |
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138 | { |
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139 | PRINTF(4)("fetching MD2 file: %s\n", fileName); |
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140 | Model* m = new MD2Model(fileName, this->md2TextureFileName); |
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141 | //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0); |
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142 | this->setModel(m, 0); |
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143 | } |
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144 | } |
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145 | else |
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146 | this->setModel(NULL); |
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147 | } |
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148 | |
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149 | /** |
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150 | * sets a specific Model for the Object. |
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151 | * @param model The Model to set |
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152 | * @param modelNumber the n'th model in the List to get. |
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153 | */ |
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154 | void WorldEntity::setModel(Model* model, unsigned int modelNumber) |
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155 | { |
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156 | if (this->models.size() <= modelNumber) |
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157 | this->models.resize(modelNumber+1, NULL); |
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158 | |
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159 | if (this->models[modelNumber] != NULL) |
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160 | { |
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161 | Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(this->models[modelNumber]); |
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162 | // if (resource != NULL) |
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163 | ResourceManager::getInstance()->unload(resource, RP_LEVEL); |
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164 | } |
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165 | else |
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166 | delete this->models[modelNumber]; |
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167 | |
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168 | this->models[modelNumber] = model; |
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169 | |
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170 | |
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171 | // if (this->model != NULL) |
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172 | // this->buildObbTree(4); |
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173 | } |
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174 | |
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175 | |
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176 | /** |
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177 | * builds the obb-tree |
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178 | * @param depth the depth to calculate |
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179 | */ |
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180 | bool WorldEntity::buildObbTree(unsigned int depth) |
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181 | { |
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182 | if (this->obbTree) |
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183 | delete this->obbTree; |
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184 | |
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185 | if (this->models[0] != NULL) |
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186 | { |
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187 | PRINTF(4)("creating obb tree\n"); |
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188 | |
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189 | |
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190 | this->obbTree = new OBBTree(depth, (sVec3D*)this->models[0]->getVertexArray(), this->models[0]->getVertexCount()); |
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191 | return true; |
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192 | } |
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193 | else |
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194 | { |
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195 | PRINTF(2)("could not create obb-tree, because no model was loaded yet\n"); |
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196 | this->obbTree = NULL; |
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197 | return false; |
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198 | } |
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199 | } |
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200 | |
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201 | /** |
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202 | * @brief moves this entity to the List OM_List |
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203 | * @param list the list to set this Entity to. |
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204 | * |
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205 | * this is the same as a call to State::getObjectManager()->toList(entity , list); |
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206 | * directly, but with an easier interface. |
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207 | * |
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208 | * @todo inline this (peut etre) |
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209 | */ |
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210 | void WorldEntity::toList(OM_LIST list) |
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211 | { |
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212 | State::getObjectManager()->toList(this, list); |
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213 | } |
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214 | |
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215 | |
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216 | |
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217 | /** |
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218 | * sets the character attributes of a worldentity |
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219 | * @param character attributes |
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220 | * |
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221 | * these attributes don't have to be set, only use them, if you need them |
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222 | */ |
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223 | //void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr) |
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224 | //{} |
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225 | |
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226 | |
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227 | /** |
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228 | * this function is called, when two entities collide |
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229 | * @param entity: the world entity with whom it collides |
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230 | * |
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231 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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232 | */ |
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233 | void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location) |
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234 | { |
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235 | /** |
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236 | * THIS IS A DEFAULT COLLISION-Effect. |
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237 | * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT |
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238 | * USE:: |
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239 | * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; }; |
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240 | * |
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241 | * You can always define a default Action.... don't be affraid just test it :) |
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242 | */ |
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243 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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244 | } |
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245 | |
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246 | |
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247 | /** |
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248 | * this is called immediately after the Entity has been constructed, initialized and then Spawned into the World |
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249 | * |
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250 | */ |
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251 | void WorldEntity::postSpawn () |
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252 | { |
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253 | } |
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254 | |
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255 | |
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256 | /** |
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257 | * this method is called by the world if the WorldEntity leaves valid gamespace |
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258 | * |
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259 | * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a |
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260 | * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy). |
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261 | * |
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262 | * NOT YET IMPLEMENTED |
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263 | */ |
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264 | void WorldEntity::leftWorld () |
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265 | { |
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266 | } |
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267 | |
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268 | |
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269 | /** |
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270 | * this method is called every frame |
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271 | * @param time: the time in seconds that has passed since the last tick |
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272 | * |
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273 | * Handle all stuff that should update with time inside this method (movement, animation, etc.) |
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274 | */ |
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275 | void WorldEntity::tick(float time) |
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276 | { |
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277 | } |
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278 | |
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279 | |
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280 | /** |
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281 | * the entity is drawn onto the screen with this function |
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282 | * |
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283 | * This is a central function of an entity: call it to let the entity painted to the screen. |
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284 | * Just override this function with whatever you want to be drawn. |
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285 | */ |
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286 | void WorldEntity::draw() const |
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287 | { |
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288 | this->drawLODsafe(); |
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289 | } |
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290 | |
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291 | |
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292 | /** |
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293 | * this functions draws the model automaticaly in multiple LOD |
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294 | */ |
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295 | void WorldEntity::drawLODsafe() const |
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296 | { |
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297 | if (!unlikely(this->models.empty())) |
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298 | { |
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299 | glMatrixMode(GL_MODELVIEW); |
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300 | glPushMatrix(); |
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301 | |
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302 | /* translate */ |
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303 | glTranslatef (this->getAbsCoor ().x, |
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304 | this->getAbsCoor ().y, |
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305 | this->getAbsCoor ().z); |
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306 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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307 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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308 | |
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309 | |
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310 | // This Draws the LOD's |
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311 | float cameraDistance = (State::getCamera()->getAbsCoor() - this->getAbsCoor()).len(); |
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312 | if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL) |
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313 | { |
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314 | this->models[2]->draw(); |
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315 | } |
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316 | else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL) |
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317 | { |
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318 | this->models[1]->draw(); |
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319 | } |
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320 | else if (this->models.size() >= 1 && this->models[0] != NULL) |
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321 | { |
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322 | this->models[0]->draw(); |
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323 | } |
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324 | glPopMatrix(); |
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325 | } |
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326 | } |
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327 | |
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328 | /** |
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329 | * DEBUG-DRAW OF THE BV-Tree. |
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330 | * @param depth What depth to draw |
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331 | * @param drawMode the mode to draw this entity under |
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332 | */ |
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333 | void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const |
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334 | { |
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335 | glMatrixMode(GL_MODELVIEW); |
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336 | glPushMatrix(); |
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337 | /* translate */ |
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338 | glTranslatef (this->getAbsCoor ().x, |
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339 | this->getAbsCoor ().y, |
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340 | this->getAbsCoor ().z); |
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341 | /* rotate */ |
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342 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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343 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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344 | |
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345 | if (this->obbTree) |
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346 | this->obbTree->drawBV(depth, drawMode); |
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347 | glPopMatrix(); |
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348 | } |
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