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source: orxonox.OLD/branches/powerups/src/world_entities/world_entity.cc @ 6474

Last change on this file since 6474 was 6440, checked in by bensch, 19 years ago

orxonox/trunk: now the Widgets are only rendered within the HUD

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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 "resource_manager.h"
25#include "load_param.h"
26#include "vector.h"
27#include "obb_tree.h"
28
29#include "glgui_bar.h"
30
31#include "state.h"
32
33using namespace std;
34
35SHELL_COMMAND(model, WorldEntity, loadModel)
36->describe("sets the Model of the WorldEntity")
37->defaultValues(2, "models/ships/fighter.obj", 1.0);
38
39SHELL_COMMAND(debugEntity, WorldEntity, debugWE);
40
41/**
42 *  Loads the WordEntity-specific Part of any derived Class
43 *
44 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
45 *              that can calls WorldEntities loadParams for itself.
46 */
47WorldEntity::WorldEntity()
48    : Synchronizeable()
49{
50  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
51
52  this->obbTree = NULL;
53  this->energyWidget = NULL;
54  this->energyMax = 1.0f;
55  this->energy = 1.0f;
56
57  this->md2TextureFileName = NULL;
58
59
60  this->setVisibiliy(true);
61
62  this->objectListNumber = OM_INIT;
63  this->objectListIterator = NULL;
64
65  this->toList(OM_NULL);
66}
67
68/**
69 *  standard destructor
70*/
71WorldEntity::~WorldEntity ()
72{
73  // Delete the obbTree
74  if( this->obbTree != NULL)
75    delete this->obbTree;
76
77  if (this->energyWidget != NULL)
78    delete this->energyWidget;
79
80  // Delete the model (unregister it with the ResourceManager)
81  for (unsigned int i = 0; i < this->models.size(); i++)
82    this->setModel(NULL, i);
83
84  State::getObjectManager()->toList(this, OM_INIT);
85}
86
87/**
88 * loads the WorldEntity Specific Parameters.
89 * @param root: the XML-Element to load the Data From
90 */
91void WorldEntity::loadParams(const TiXmlElement* root)
92{
93  // Do the PNode loading stuff
94  static_cast<PNode*>(this)->loadParams(root);
95
96  LoadParam(root, "md2texture", this, WorldEntity, loadMD2Texture)
97  .describe("the fileName of the texture, that should be loaded onto this world-entity. (must be relative to the data-dir)")
98  .defaultValues(1, NULL);
99
100  // Model Loading
101  LoadParam(root, "model", this, WorldEntity, loadModel)
102  .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
103  .defaultValues(3, NULL, 1.0f, 0);
104
105  LoadParam(root, "maxEnergy", this, WorldEntity, setMaxEnergy)
106  .describe("The Maximum energy that can be loaded onto this entity")
107  .defaultValues(1, 1.0f);
108
109  LoadParam(root, "energy", this, WorldEntity, setEnergy)
110  .describe("The Energy the WorldEntity has at this moment")
111  .defaultValues(1, 1.0f);
112}
113
114
115/**
116 * loads a Model onto a WorldEntity
117 * @param fileName the name of the model to load
118 * @param scaling the Scaling of the model
119 *
120 * @todo fix this, so it only has one loadModel-Function.
121*/
122void WorldEntity::loadModel(const char* fileName, float scaling, unsigned int modelNumber)
123{
124  this->scaling = scaling;
125  if ( fileName != NULL && strcmp(fileName, "") )
126  {
127    // search for the special character # in the LoadParam
128    if (strchr(fileName, '#') != NULL)
129    {
130      PRINTF(4)("Found # in %s... searching for LOD's\n", fileName);
131      char* lodFile = new char[strlen(fileName)+1];
132      strcpy(lodFile, fileName);
133      char* depth = strchr(lodFile, '#');
134      for (unsigned int i = 0; i < 5; i++)
135      {
136        *depth = 48+(int)i;
137        printf("-------%s\n", lodFile);
138        if (ResourceManager::isInDataDir(lodFile))
139          this->loadModel(lodFile, scaling, i);
140      }
141      return;
142    }
143    if (scaling == 0.0)
144    {
145      scaling = 1.0;
146      PRINTF(1)("YOU GAVE ME A CRAPY SCALE resetting to 1\n");
147    }
148    if(strstr(fileName, ".obj"))
149    {
150      PRINTF(4)("fetching OBJ file: %s\n", fileName);
151      if (scaling == 1.0)
152        this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber);
153      else
154        this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling), modelNumber);
155
156      if( modelNumber == 0)
157        this->buildObbTree(4);
158    }
159    else if(strstr(fileName, ".md2"))
160    {
161      PRINTF(4)("fetching MD2 file: %s\n", fileName);
162      Model* m = new MD2Model(fileName, this->md2TextureFileName);
163      //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0);
164      this->setModel(m, 0);
165    }
166  }
167  else
168  {
169    this->setModel(NULL);
170  }
171}
172
173/**
174 * sets a specific Model for the Object.
175 * @param model The Model to set
176 * @param modelNumber the n'th model in the List to get.
177 */
178void WorldEntity::setModel(Model* model, unsigned int modelNumber)
179{
180  if (this->models.size() <= modelNumber)
181    this->models.resize(modelNumber+1, NULL);
182
183  if (this->models[modelNumber] != NULL)
184  {
185    Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(this->models[modelNumber]);
186    //     if (resource != NULL)
187    ResourceManager::getInstance()->unload(resource, RP_LEVEL);
188  }
189  else
190    delete this->models[modelNumber];
191
192  this->models[modelNumber] = model;
193
194
195  //   if (this->model != NULL)
196  //     this->buildObbTree(4);
197}
198
199
200/**
201 * builds the obb-tree
202 * @param depth the depth to calculate
203 */
204bool WorldEntity::buildObbTree(unsigned int depth)
205{
206  if (this->obbTree)
207    delete this->obbTree;
208
209  if (this->models[0] != NULL)
210  {
211    PRINTF(4)("creating obb tree\n");
212
213
214    this->obbTree = new OBBTree(depth, (sVec3D*)this->models[0]->getVertexArray(), this->models[0]->getVertexCount());
215    return true;
216  }
217  else
218  {
219    PRINTF(2)("could not create obb-tree, because no model was loaded yet\n");
220    this->obbTree = NULL;
221    return false;
222  }
223}
224
225/**
226 * @brief moves this entity to the List OM_List
227 * @param list the list to set this Entity to.
228 *
229 * this is the same as a call to State::getObjectManager()->toList(entity , list);
230 * directly, but with an easier interface.
231 *
232 * @todo inline this (peut etre)
233 */
234void WorldEntity::toList(OM_LIST list)
235{
236  State::getObjectManager()->toList(this, list);
237}
238
239
240
241/**
242 * sets the character attributes of a worldentity
243 * @param character attributes
244 *
245 * these attributes don't have to be set, only use them, if you need them
246*/
247//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
248//{}
249
250
251/**
252 *  this function is called, when two entities collide
253 * @param entity: the world entity with whom it collides
254 *
255 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
256 */
257void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
258{
259  /**
260   * THIS IS A DEFAULT COLLISION-Effect.
261   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
262   * USE::
263   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
264   *
265   * You can always define a default Action.... don't be affraid just test it :)
266   */
267  //  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
268}
269
270
271/**
272 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
273 *
274 */
275void WorldEntity::postSpawn ()
276{}
277
278
279/**
280 *  this method is called by the world if the WorldEntity leaves valid gamespace
281 *
282 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
283 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
284 *
285 * NOT YET IMPLEMENTED
286 */
287void WorldEntity::leftWorld ()
288{}
289
290
291/**
292 *  this method is called every frame
293 * @param time: the time in seconds that has passed since the last tick
294 *
295 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
296*/
297void WorldEntity::tick(float time)
298{}
299
300
301/**
302 *  the entity is drawn onto the screen with this function
303 *
304 * This is a central function of an entity: call it to let the entity painted to the screen.
305 * Just override this function with whatever you want to be drawn.
306*/
307void WorldEntity::draw() const
308{
309  //PRINTF(0)("(%s::%s)\n", this->getClassName(), this->getName());
310  //  assert(!unlikely(this->models.empty()));
311  {
312    glMatrixMode(GL_MODELVIEW);
313    glPushMatrix();
314
315    /* translate */
316    glTranslatef (this->getAbsCoor ().x,
317                  this->getAbsCoor ().y,
318                  this->getAbsCoor ().z);
319    Vector tmpRot = this->getAbsDir().getSpacialAxis();
320    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
321
322
323    // This Draws the LOD's
324    float cameraDistance = (State::getCamera()->getAbsCoor() - this->getAbsCoor()).len();
325    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
326    {
327      this->models[2]->draw();
328    }
329    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
330    {
331      this->models[1]->draw();
332    }
333    else if (this->models.size() >= 1 && this->models[0] != NULL)
334    {
335      this->models[0]->draw();
336    }
337    glPopMatrix();
338  }
339}
340
341/**
342 * @param energy the Energy to add.
343 * @returns the energy left (this->energyMax - energy+this->energy)
344 */
345float WorldEntity::addEnergy(float energy)
346{
347  this->energy += energy;
348  if (this->energy > this->energyMax)
349  {
350    float retEnergy = this->energyMax - this->energy;
351    this->energy = this->energyMax;
352    this->updateEnergyWidget();
353    return retEnergy;
354  }
355  this->updateEnergyWidget();
356  return 0.0;
357}
358
359/**
360 * @param energy the Energy to be removed
361 * @returns 0.0 or the rest, that was not substracted (bellow 0.0)
362 */
363float WorldEntity::removeEnergy(float energy)
364{
365  this->energy -= energy;
366
367  if (this->energy < 0)
368  {
369    float retEnergy = -this->energy;
370    this->energy = 0.0f;
371    this->updateEnergyWidget();
372    return retEnergy;
373  }
374  this->updateEnergyWidget();
375  return 0.0;
376
377}
378
379/**
380 * @param maxEnergy the maximal energy that can be loaded onto the entity.
381 */
382void WorldEntity::setMaxEnergy(float maxEnergy)
383{
384  this->energyMax = maxEnergy;
385  if (this->energy > this->energyMax)
386  {
387    PRINTF(3)("new maxEnergy is bigger as the old energy. Did you really intend to do this for (%s::%s)\n", this->getClassName(), this->getName());
388    this->energy = this->energyMax;
389  }
390  this->updateEnergyWidget();
391}
392
393/**
394 * @brief creates the EnergyWidget
395 *
396 * since not all entities need an EnergyWidget, it is only created on request.
397 */
398void WorldEntity::createEnergyWidget()
399{
400  if (this->energyWidget == NULL)
401  {
402    this->energyWidget = new GLGuiBar();
403    this->energyWidget->setSize2D(30,400);
404    this->energyWidget->setAbsCoor2D(10,100);
405
406    this->updateEnergyWidget();
407  }
408  else
409    PRINTF(3)("Allready created the EnergyWidget for %s::%s\n", this->getClassName(), this->getName());
410}
411
412GLGuiWidget* WorldEntity::getEnergyWidget()
413{
414  this->createEnergyWidget();
415  return this->energyWidget;
416}
417
418/**
419 * @param visibility shows or hides the energy-bar
420 * (creates the widget if needed)
421 */
422void WorldEntity::setEnergyWidgetVisibilit(bool visibility)
423{
424    if (visibility)
425    {
426      if (this->energyWidget != NULL)
427        this->energyWidget->show();
428      else
429      {
430        this->createEnergyWidget();
431        this->updateEnergyWidget();
432        this->energyWidget->show();
433      }
434    }
435    else if (this->energyWidget != NULL)
436      this->energyWidget->hide();
437}
438
439/**
440 * @brief updates the EnergyWidget
441 */
442void WorldEntity::updateEnergyWidget()
443{
444  if (this->energyWidget != NULL)
445  {
446    this->energyWidget->setMaximum(this->energyMax);
447    this->energyWidget->setValue(this->energy);
448  }
449}
450
451
452/**
453 * DEBUG-DRAW OF THE BV-Tree.
454 * @param depth What depth to draw
455 * @param drawMode the mode to draw this entity under
456 */
457void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const
458{
459  glMatrixMode(GL_MODELVIEW);
460  glPushMatrix();
461  /* translate */
462  glTranslatef (this->getAbsCoor ().x,
463                this->getAbsCoor ().y,
464                this->getAbsCoor ().z);
465  /* rotate */
466  Vector tmpRot = this->getAbsDir().getSpacialAxis();
467  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
468
469  if (this->obbTree)
470    this->obbTree->drawBV(depth, drawMode);
471  glPopMatrix();
472}
473
474
475/**
476 * Debug the WorldEntity
477 */
478void WorldEntity::debugEntity() const
479{
480  PRINT(0)("WorldEntity %s::%s  (DEBUG)\n", this->getClassName(), this->getName());
481  this->debugNode();
482  PRINT(0)("List: %s ; ModelCount %d - ", ObjectManager::OMListToString(this->objectListNumber) , this->models.size());
483  for (unsigned int i = 0; i < this->models.size(); i++)
484  {
485    if (models[i] != NULL)
486      PRINT(0)(" : %d:%s", i, this->models[i]->getName());
487  }
488  PRINT(0)("\n");
489
490}
491
492
493/**
494 * Writes data from network containing information about the state
495 * @param data pointer to data
496 * @param length length of data
497 * @param sender hostID of sender
498 */
499int WorldEntity::writeState( const byte * data, int length, int sender )
500{
501  char* modelFileName;
502  SYNCHELP_READ_BEGIN();
503
504  SYNCHELP_READ_FKT( PNode::writeState );
505
506  SYNCHELP_READ_STRINGM( modelFileName );
507  SYNCHELP_READ_FLOAT( scaling );
508  //check if modelFileName is relative to datadir or absolute
509
510  if ( strcmp(modelFileName, "") )
511  {
512
513    if ( strstr(modelFileName, ResourceManager::getInstance()->getDataDir()) )
514    {
515      loadModel( modelFileName+strlen(ResourceManager::getInstance()->getDataDir()), scaling );
516    }
517    else
518    {
519      loadModel( modelFileName, scaling );
520    }
521  }
522  delete[] modelFileName;
523
524  SYNCHELP_READ_STRINGM( modelFileName );
525  if ( strcmp(modelFileName, "") )
526    this->md2TextureFileName = modelFileName;
527
528  return SYNCHELP_READ_N;
529}
530
531/**
532 * data copied in data will bee sent to another host
533 * @param data pointer to data
534 * @param maxLength max length of data
535 * @return the number of bytes writen
536 */
537int WorldEntity::readState( byte * data, int maxLength )
538{
539  SYNCHELP_WRITE_BEGIN();
540
541  SYNCHELP_WRITE_FKT( PNode::readState );
542
543  SYNCHELP_WRITE_STRING( getModel( 0 )->getName() );
544  SYNCHELP_WRITE_FLOAT( scaling );
545  if ( this->md2TextureFileName!=NULL && strcmp(this->md2TextureFileName, "") )
546  {
547    SYNCHELP_WRITE_STRING(this->md2TextureFileName);
548  }
549  else
550  {
551    SYNCHELP_WRITE_STRING("");
552  }
553
554  return SYNCHELP_WRITE_N;
555}
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