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source: orxonox.OLD/trunk/src/world_entities/world_entity.cc @ 7167

Last change on this file since 7167 was 7125, checked in by bensch, 18 years ago

try fix

File size: 15.3 KB
RevLine 
[2036]1
2
[4570]3/*
[2036]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
[2190]15   co-programmer: Christian Meyer
[2036]16*/
[5300]17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
[2036]18
19#include "world_entity.h"
[5208]20#include "shell_command.h"
[5143]21
[5511]22#include "model.h"
[6222]23#include "md2Model.h"
[5143]24#include "resource_manager.h"
25#include "load_param.h"
[3803]26#include "vector.h"
[4682]27#include "obb_tree.h"
[3608]28
[6430]29#include "glgui_bar.h"
30
[6002]31#include "state.h"
[7014]32#include "camera.h"
[6002]33
[2036]34using namespace std;
35
[5208]36SHELL_COMMAND(model, WorldEntity, loadModel)
[6430]37->describe("sets the Model of the WorldEntity")
38->defaultValues(2, "models/ships/fighter.obj", 1.0);
[5208]39
[6424]40SHELL_COMMAND(debugEntity, WorldEntity, debugWE);
[5208]41
[2043]42/**
[4836]43 *  Loads the WordEntity-specific Part of any derived Class
[5498]44 *
45 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
46 *              that can calls WorldEntities loadParams for itself.
47 */
[6430]48WorldEntity::WorldEntity()
49    : Synchronizeable()
[2190]50{
[4320]51  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
[4597]52
[4682]53  this->obbTree = NULL;
[6700]54  this->healthWidget = NULL;
55  this->healthMax = 1.0f;
56  this->health = 1.0f;
[6695]57  this->scaling = 1.0f;
[4261]58
[6695]59  /* OSOLETE */
60  this->bVisible = true;
61  this->bCollide = true;
62
[6424]63  this->md2TextureFileName = NULL;
64
[6142]65  this->objectListNumber = OM_INIT;
66  this->objectListIterator = NULL;
67
68  this->toList(OM_NULL);
[2190]69}
[2043]70
71/**
[4836]72 *  standard destructor
[2043]73*/
[2190]74WorldEntity::~WorldEntity ()
[2036]75{
[7125]76  State::getObjectManager()->toList(this, OM_INIT);
77
78  // Delete the model (unregister it with the ResourceManager)
79  for (unsigned int i = 0; i < this->models.size(); i++)
80    this->setModel(NULL, i);
81
[5498]82  // Delete the obbTree
[5302]83  if( this->obbTree != NULL)
[4814]84    delete this->obbTree;
[5994]85
[6700]86  if (this->healthWidget != NULL)
87    delete this->healthWidget;
[6430]88
[3531]89}
90
[5498]91/**
92 * loads the WorldEntity Specific Parameters.
93 * @param root: the XML-Element to load the Data From
94 */
[4436]95void WorldEntity::loadParams(const TiXmlElement* root)
96{
[5498]97  // Do the PNode loading stuff
[6512]98  PNode::loadParams(root);
[5498]99
[6222]100  LoadParam(root, "md2texture", this, WorldEntity, loadMD2Texture)
[6430]101  .describe("the fileName of the texture, that should be loaded onto this world-entity. (must be relative to the data-dir)")
102  .defaultValues(1, NULL);
[6222]103
[4436]104  // Model Loading
[5671]105  LoadParam(root, "model", this, WorldEntity, loadModel)
[6430]106  .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
107  .defaultValues(3, NULL, 1.0f, 0);
108
[6700]109  LoadParam(root, "maxHealth", this, WorldEntity, setHealthMax)
110  .describe("The Maximum health that can be loaded onto this entity")
[6430]111  .defaultValues(1, 1.0f);
112
[6700]113  LoadParam(root, "health", this, WorldEntity, setHealth)
114  .describe("The Health the WorldEntity has at this moment")
[6430]115  .defaultValues(1, 1.0f);
[4436]116}
117
[6222]118
[3531]119/**
[4885]120 * loads a Model onto a WorldEntity
[4836]121 * @param fileName the name of the model to load
[5057]122 * @param scaling the Scaling of the model
[5498]123 *
124 * @todo fix this, so it only has one loadModel-Function.
[4261]125*/
[5995]126void WorldEntity::loadModel(const char* fileName, float scaling, unsigned int modelNumber)
[4261]127{
[6695]128  this->modelLODName = fileName;
[6424]129  this->scaling = scaling;
[6341]130  if ( fileName != NULL && strcmp(fileName, "") )
[6142]131  {
[6430]132    // search for the special character # in the LoadParam
[6005]133    if (strchr(fileName, '#') != NULL)
[6222]134    {
135      PRINTF(4)("Found # in %s... searching for LOD's\n", fileName);
136      char* lodFile = new char[strlen(fileName)+1];
137      strcpy(lodFile, fileName);
138      char* depth = strchr(lodFile, '#');
[6720]139      for (unsigned int i = 0; i < 3; i++)
[6005]140      {
[6222]141        *depth = 48+(int)i;
142        if (ResourceManager::isInDataDir(lodFile))
143          this->loadModel(lodFile, scaling, i);
[6005]144      }
[6222]145      return;
146    }
[6720]147    if (this->scaling <= 0.0)
[6424]148    {
[6720]149      this->scaling = 1.0;
[6424]150      PRINTF(1)("YOU GAVE ME A CRAPY SCALE resetting to 1\n");
151    }
[6222]152    if(strstr(fileName, ".obj"))
153    {
154      PRINTF(4)("fetching OBJ file: %s\n", fileName);
[6720]155      if (this->scaling == 1.0)
[6222]156        this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber);
157      else
[6720]158        this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, this->scaling), modelNumber);
[6222]159
160      if( modelNumber == 0)
161        this->buildObbTree(4);
162    }
163    else if(strstr(fileName, ".md2"))
164    {
165      PRINTF(4)("fetching MD2 file: %s\n", fileName);
[7055]166      Model* m = new MD2Model(fileName, this->md2TextureFileName, this->scaling);
[6430]167      //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0);
[6222]168      this->setModel(m, 0);
[7068]169
170      if( m != NULL)
171        this->buildObbTree(4);
[6222]172    }
[4732]173  }
174  else
[6341]175  {
[5995]176    this->setModel(NULL);
[6341]177  }
[4261]178}
179
[5061]180/**
[5994]181 * sets a specific Model for the Object.
182 * @param model The Model to set
183 * @param modelNumber the n'th model in the List to get.
184 */
185void WorldEntity::setModel(Model* model, unsigned int modelNumber)
186{
[5995]187  if (this->models.size() <= modelNumber)
188    this->models.resize(modelNumber+1, NULL);
189
190  if (this->models[modelNumber] != NULL)
[6004]191  {
[5995]192    Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(this->models[modelNumber]);
[7123]193    if (resource != NULL)
194      ResourceManager::getInstance()->unload(resource, RP_LEVEL);
195    else
196    {
197      PRINTF(4)("Forcing model deletion\n");
198      delete this->models[modelNumber];
199    }
[5994]200  }
[6222]201
[5995]202  this->models[modelNumber] = model;
[5994]203
[6222]204
[6430]205  //   if (this->model != NULL)
206  //     this->buildObbTree(4);
[5994]207}
208
209
210/**
[5061]211 * builds the obb-tree
212 * @param depth the depth to calculate
213 */
214bool WorldEntity::buildObbTree(unsigned int depth)
215{
[5428]216  if (this->obbTree)
217    delete this->obbTree;
218
[5995]219  if (this->models[0] != NULL)
[5428]220  {
221    PRINTF(4)("creating obb tree\n");
[5708]222
223
[5995]224    this->obbTree = new OBBTree(depth, (sVec3D*)this->models[0]->getVertexArray(), this->models[0]->getVertexCount());
[5428]225    return true;
226  }
227  else
228  {
229    PRINTF(2)("could not create obb-tree, because no model was loaded yet\n");
230    this->obbTree = NULL;
231    return false;
232  }
[5061]233}
[5057]234
[6142]235/**
236 * @brief moves this entity to the List OM_List
237 * @param list the list to set this Entity to.
238 *
239 * this is the same as a call to State::getObjectManager()->toList(entity , list);
240 * directly, but with an easier interface.
241 *
242 * @todo inline this (peut etre)
243 */
244void WorldEntity::toList(OM_LIST list)
245{
246  State::getObjectManager()->toList(this, list);
247}
[5061]248
[6142]249
250
[4261]251/**
[4885]252 * sets the character attributes of a worldentity
[4836]253 * @param character attributes
[4885]254 *
255 * these attributes don't have to be set, only use them, if you need them
[2043]256*/
[5498]257//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
258//{}
[2036]259
[3583]260
[2043]261/**
[5029]262 *  this function is called, when two entities collide
263 * @param entity: the world entity with whom it collides
264 *
265 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
266 */
267void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
268{
[5498]269  /**
270   * THIS IS A DEFAULT COLLISION-Effect.
271   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
272   * USE::
273   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
274   *
275   * You can always define a default Action.... don't be affraid just test it :)
276   */
[6430]277  //  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
[5029]278}
279
[2043]280
281/**
[5498]282 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
[4885]283 *
[5498]284 */
[3229]285void WorldEntity::postSpawn ()
[6430]286{}
[2043]287
[3583]288
[2043]289/**
[6959]290 *  this method is called by the world if the WorldEntity leaves the game
[5498]291 */
[6959]292void WorldEntity::leaveWorld ()
[6430]293{}
[2043]294
[3583]295
[2190]296/**
[7085]297 * resets the WorldEntity to its initial values. eg. used for multiplayer games: respawning
298 */
299void WorldEntity::reset()
300{}
301
302/**
[4836]303 *  this method is called every frame
304 * @param time: the time in seconds that has passed since the last tick
[4885]305 *
306 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
[2043]307*/
[4570]308void WorldEntity::tick(float time)
[6430]309{}
[3583]310
[5498]311
[3583]312/**
[4836]313 *  the entity is drawn onto the screen with this function
[4885]314 *
315 * This is a central function of an entity: call it to let the entity painted to the screen.
316 * Just override this function with whatever you want to be drawn.
[3365]317*/
[5500]318void WorldEntity::draw() const
[3803]319{
[6430]320  //PRINTF(0)("(%s::%s)\n", this->getClassName(), this->getName());
[6281]321  //  assert(!unlikely(this->models.empty()));
[6002]322  {
323    glMatrixMode(GL_MODELVIEW);
324    glPushMatrix();
[4570]325
[6002]326    /* translate */
327    glTranslatef (this->getAbsCoor ().x,
328                  this->getAbsCoor ().y,
329                  this->getAbsCoor ().z);
[6004]330    Vector tmpRot = this->getAbsDir().getSpacialAxis();
331    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[2043]332
[6004]333
334    // This Draws the LOD's
[7014]335    float cameraDistance = State::getCamera()->distance(this);
[6004]336    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
[6002]337    {
[6222]338      this->models[2]->draw();
[6004]339    }
340    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
[6002]341    {
342      this->models[1]->draw();
[6004]343    }
344    else if (this->models.size() >= 1 && this->models[0] != NULL)
[6002]345    {
346      this->models[0]->draw();
347    }
348    glPopMatrix();
349  }
[3803]350}
[3583]351
[6430]352/**
[6700]353 * @param health the Health to add.
354 * @returns the health left (this->healthMax - health+this->health)
[6430]355 */
[6700]356float WorldEntity::increaseHealth(float health)
[6430]357{
[6700]358  this->health += health;
359  if (this->health > this->healthMax)
[6430]360  {
[6700]361    float retHealth = this->healthMax - this->health;
362    this->health = this->healthMax;
363    this->updateHealthWidget();
364    return retHealth;
[6430]365  }
[6700]366  this->updateHealthWidget();
[6430]367  return 0.0;
368}
[6281]369
[5498]370/**
[6700]371 * @param health the Health to be removed
[6430]372 * @returns 0.0 or the rest, that was not substracted (bellow 0.0)
373 */
[6700]374float WorldEntity::decreaseHealth(float health)
[6430]375{
[6700]376  this->health -= health;
[6430]377
[6700]378  if (this->health < 0)
[6430]379  {
[6700]380    float retHealth = -this->health;
381    this->health = 0.0f;
382    this->updateHealthWidget();
383    return retHealth;
[6430]384  }
[6700]385  this->updateHealthWidget();
[6430]386  return 0.0;
387
388}
389
390/**
[6700]391 * @param maxHealth the maximal health that can be loaded onto the entity.
[6430]392 */
[6700]393void WorldEntity::setHealthMax(float healthMax)
[6430]394{
[6700]395  this->healthMax = healthMax;
396  if (this->health > this->healthMax)
[6430]397  {
[6700]398    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());
399    this->health = this->healthMax;
[6430]400  }
[6700]401  this->updateHealthWidget();
[6430]402}
403
[6431]404/**
[6700]405 * @brief creates the HealthWidget
[6431]406 *
[6700]407 * since not all entities need an HealthWidget, it is only created on request.
[6431]408 */
[6700]409void WorldEntity::createHealthWidget()
[6430]410{
[6700]411  if (this->healthWidget == NULL)
[6430]412  {
[6700]413    this->healthWidget = new GLGuiBar();
414    this->healthWidget->setSize2D(30,400);
415    this->healthWidget->setAbsCoor2D(10,100);
[6430]416
[6700]417    this->updateHealthWidget();
[6430]418  }
419  else
[6700]420    PRINTF(3)("Allready created the HealthWidget for %s::%s\n", this->getClassName(), this->getName());
[6430]421}
422
[6700]423void WorldEntity::increaseHealthMax(float increaseHealth)
[6440]424{
[6700]425  this->healthMax += increaseHealth;
426  this->updateHealthWidget();
[6440]427}
428
[6700]429
430GLGuiWidget* WorldEntity::getHealthWidget()
431{
432  this->createHealthWidget();
433  return this->healthWidget;
434}
435
[6431]436/**
[6700]437 * @param visibility shows or hides the health-bar
[6431]438 * (creates the widget if needed)
439 */
[6700]440void WorldEntity::setHealthWidgetVisibilit(bool visibility)
[6430]441{
442    if (visibility)
443    {
[6700]444      if (this->healthWidget != NULL)
445        this->healthWidget->show();
[6430]446      else
447      {
[6700]448        this->createHealthWidget();
449        this->updateHealthWidget();
450        this->healthWidget->show();
[6430]451      }
452    }
[6700]453    else if (this->healthWidget != NULL)
454      this->healthWidget->hide();
[6430]455}
456
[6431]457/**
[6700]458 * @brief updates the HealthWidget
[6431]459 */
[6700]460void WorldEntity::updateHealthWidget()
[6430]461{
[6700]462  if (this->healthWidget != NULL)
[6430]463  {
[6700]464    this->healthWidget->setMaximum(this->healthMax);
465    this->healthWidget->setValue(this->health);
[6430]466  }
467}
468
469
470/**
[5498]471 * DEBUG-DRAW OF THE BV-Tree.
472 * @param depth What depth to draw
473 * @param drawMode the mode to draw this entity under
474 */
[5501]475void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const
[4684]476{
477  glMatrixMode(GL_MODELVIEW);
478  glPushMatrix();
479  /* translate */
480  glTranslatef (this->getAbsCoor ().x,
481                this->getAbsCoor ().y,
482                this->getAbsCoor ().z);
483  /* rotate */
[4998]484  Vector tmpRot = this->getAbsDir().getSpacialAxis();
485  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[4684]486
487  if (this->obbTree)
488    this->obbTree->drawBV(depth, drawMode);
489  glPopMatrix();
490}
[6341]491
[6424]492
[6341]493/**
[6424]494 * Debug the WorldEntity
495 */
496void WorldEntity::debugEntity() const
497{
498  PRINT(0)("WorldEntity %s::%s  (DEBUG)\n", this->getClassName(), this->getName());
499  this->debugNode();
500  PRINT(0)("List: %s ; ModelCount %d - ", ObjectManager::OMListToString(this->objectListNumber) , this->models.size());
501  for (unsigned int i = 0; i < this->models.size(); i++)
502  {
503    if (models[i] != NULL)
504      PRINT(0)(" : %d:%s", i, this->models[i]->getName());
505  }
506  PRINT(0)("\n");
507
508}
509
510
[6498]511
512
513/********************************************************************************************
514 NETWORK STUFF
515 ********************************************************************************************/
516
517
[6424]518/**
[6341]519 * Writes data from network containing information about the state
520 * @param data pointer to data
521 * @param length length of data
522 * @param sender hostID of sender
523 */
524int WorldEntity::writeState( const byte * data, int length, int sender )
525{
526  char* modelFileName;
527  SYNCHELP_READ_BEGIN();
528
[6815]529  SYNCHELP_READ_FKT( PNode::writeState, NWT_WE_PN_WRITESTATE );
[6341]530
[6815]531  SYNCHELP_READ_STRINGM( modelFileName, NWT_WE_PN_MODELFILENAME );
532  SYNCHELP_READ_FLOAT( scaling, NWT_WE_PN_SCALING );
[6341]533  //check if modelFileName is relative to datadir or absolute
[6424]534
[6695]535
536  PRINTF(0)("================ LOADING MODEL %s, %f\n", modelFileName, scaling);
537
[6424]538  if ( strcmp(modelFileName, "") )
[6341]539  {
[6695]540    loadModel( modelFileName, scaling);
541    PRINTF(0)("modelfilename: %s\n", getModel( 0 )->getName());
[6341]542  }
543  delete[] modelFileName;
544
[6634]545  /*SYNCHELP_READ_STRINGM( modelFileName );
[6498]546
[6424]547  if ( strcmp(modelFileName, "") )
[6498]548    if ( strstr(modelFileName, ResourceManager::getInstance()->getDataDir()) )
549    {
550      this->md2TextureFileName = new char[strlen(modelFileName)-strlen(ResourceManager::getInstance()->getDataDir())+1];
551      strcpy((char*)this->md2TextureFileName, modelFileName+strlen(ResourceManager::getInstance()->getDataDir()));
552    }
553    else
554    {
555      this->md2TextureFileName = modelFileName;
556    }
[6634]557  */
[6424]558
[6341]559  return SYNCHELP_READ_N;
560}
561
[6498]562
[6341]563/**
564 * data copied in data will bee sent to another host
565 * @param data pointer to data
566 * @param maxLength max length of data
567 * @return the number of bytes writen
568 */
569int WorldEntity::readState( byte * data, int maxLength )
570{
571  SYNCHELP_WRITE_BEGIN();
572
[6815]573  SYNCHELP_WRITE_FKT( PNode::readState, NWT_WE_PN_WRITESTATE );
[6341]574
[6634]575  if ( getModel(0) && getModel(0)->getName() )
576  {
577    char* name = (char*)(getModel( 0 )->getName());
578
579    if ( strstr(name, ResourceManager::getInstance()->getDataDir()) )
580    {
581      name += strlen(ResourceManager::getInstance()->getDataDir());
582    }
583
[6815]584    SYNCHELP_WRITE_STRING( name, NWT_WE_PN_MODELFILENAME );
[6634]585  }
586  else
587  {
[6815]588    SYNCHELP_WRITE_STRING("", NWT_WE_PN_MODELFILENAME);
[6634]589  }
590
[6815]591  SYNCHELP_WRITE_FLOAT( scaling, NWT_WE_PN_SCALING );
[6634]592  /*if ( this->md2TextureFileName!=NULL && strcmp(this->md2TextureFileName, "") )
[6424]593  {
594    SYNCHELP_WRITE_STRING(this->md2TextureFileName);
595  }
596  else
597  {
598    SYNCHELP_WRITE_STRING("");
[6634]599}*/
[6424]600
[6341]601  return SYNCHELP_WRITE_N;
602}
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