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source: orxonox.OLD/trunk/src/world_entities/world_entity.cc @ 6416

Last change on this file since 6416 was 6341, checked in by bensch, 19 years ago

orxonox/trunk: merged the network branche back to the trunk, so we do not get away from each other to fast

File size: 10.3 KB
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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 "state.h"
30
31using namespace std;
32
33SHELL_COMMAND(model, WorldEntity, loadModel)
34    ->describe("sets the Model of the WorldEntity")
35    ->defaultValues(2, "models/ships/fighter.obj", 1.0);
36
37
38/**
39 *  Loads the WordEntity-specific Part of any derived Class
40 *
41 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
42 *              that can calls WorldEntities loadParams for itself.
43 */
44WorldEntity::WorldEntity(const TiXmlElement* root)
45  : Synchronizeable()
46{
47  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
48
49  this->obbTree = NULL;
50
51  if (root != NULL)
52    this->loadParams(root);
53
54  this->setVisibiliy(true);
55
56  this->objectListNumber = OM_INIT;
57  this->objectListIterator = NULL;
58
59  this->toList(OM_NULL);
60}
61
62/**
63 *  standard destructor
64*/
65WorldEntity::~WorldEntity ()
66{
67  // Delete the obbTree
68  if( this->obbTree != NULL)
69    delete this->obbTree;
70
71  // Delete the model (unregister it with the ResourceManager)
72  for (unsigned int i = 0; i < this->models.size(); i++)
73    this->setModel(NULL, i);
74
75  State::getObjectManager()->toList(this, OM_INIT);
76}
77
78/**
79 * loads the WorldEntity Specific Parameters.
80 * @param root: the XML-Element to load the Data From
81 */
82void WorldEntity::loadParams(const TiXmlElement* root)
83{
84  // Do the PNode loading stuff
85  static_cast<PNode*>(this)->loadParams(root);
86
87  LoadParam(root, "md2texture", this, WorldEntity, loadMD2Texture)
88      .describe("the fileName of the texture, that should be loaded onto this world-entity. (must be relative to the data-dir)")
89      .defaultValues(1, NULL);
90
91  // Model Loading
92  LoadParam(root, "model", this, WorldEntity, loadModel)
93      .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
94      .defaultValues(3, NULL, 1.0f, 0);
95}
96
97
98/**
99 * loads a Model onto a WorldEntity
100 * @param fileName the name of the model to load
101 * @param scaling the Scaling of the model
102 *
103 * @todo fix this, so it only has one loadModel-Function.
104*/
105void WorldEntity::loadModel(const char* fileName, float scaling, unsigned int modelNumber)
106{
107  if ( fileName != NULL && strcmp(fileName, "") )
108  {
109   // search for the special character # in the LoadParam
110    if (strchr(fileName, '#') != NULL)
111    {
112      PRINTF(4)("Found # in %s... searching for LOD's\n", fileName);
113      char* lodFile = new char[strlen(fileName)+1];
114      strcpy(lodFile, fileName);
115      char* depth = strchr(lodFile, '#');
116      for (unsigned int i = 0; i < 5; i++)
117      {
118        *depth = 48+(int)i;
119        printf("-------%s\n", lodFile);
120        if (ResourceManager::isInDataDir(lodFile))
121          this->loadModel(lodFile, scaling, i);
122      }
123      return;
124    }
125
126    if(strstr(fileName, ".obj"))
127    {
128      PRINTF(4)("fetching OBJ file: %s\n", fileName);
129      if (scaling == 1.0)
130        this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber);
131      else
132        this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling), modelNumber);
133
134      if( modelNumber == 0)
135        this->buildObbTree(4);
136    }
137    else if(strstr(fileName, ".md2"))
138    {
139      PRINTF(4)("fetching MD2 file: %s\n", fileName);
140      Model* m = new MD2Model(fileName, this->md2TextureFileName);
141        //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0);
142      this->setModel(m, 0);
143    }
144  }
145  else
146  {
147    this->setModel(NULL);
148  }
149}
150
151/**
152 * sets a specific Model for the Object.
153 * @param model The Model to set
154 * @param modelNumber the n'th model in the List to get.
155 */
156void WorldEntity::setModel(Model* model, unsigned int modelNumber)
157{
158  if (this->models.size() <= modelNumber)
159    this->models.resize(modelNumber+1, NULL);
160
161  if (this->models[modelNumber] != NULL)
162  {
163    Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(this->models[modelNumber]);
164//     if (resource != NULL)
165    ResourceManager::getInstance()->unload(resource, RP_LEVEL);
166  }
167  else
168    delete this->models[modelNumber];
169
170  this->models[modelNumber] = model;
171
172
173//   if (this->model != NULL)
174//     this->buildObbTree(4);
175}
176
177
178/**
179 * builds the obb-tree
180 * @param depth the depth to calculate
181 */
182bool WorldEntity::buildObbTree(unsigned int depth)
183{
184  if (this->obbTree)
185    delete this->obbTree;
186
187  if (this->models[0] != NULL)
188  {
189    PRINTF(4)("creating obb tree\n");
190
191
192    this->obbTree = new OBBTree(depth, (sVec3D*)this->models[0]->getVertexArray(), this->models[0]->getVertexCount());
193    return true;
194  }
195  else
196  {
197    PRINTF(2)("could not create obb-tree, because no model was loaded yet\n");
198    this->obbTree = NULL;
199    return false;
200  }
201}
202
203/**
204 * @brief moves this entity to the List OM_List
205 * @param list the list to set this Entity to.
206 *
207 * this is the same as a call to State::getObjectManager()->toList(entity , list);
208 * directly, but with an easier interface.
209 *
210 * @todo inline this (peut etre)
211 */
212void WorldEntity::toList(OM_LIST list)
213{
214  State::getObjectManager()->toList(this, list);
215}
216
217
218
219/**
220 * sets the character attributes of a worldentity
221 * @param character attributes
222 *
223 * these attributes don't have to be set, only use them, if you need them
224*/
225//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
226//{}
227
228
229/**
230 *  this function is called, when two entities collide
231 * @param entity: the world entity with whom it collides
232 *
233 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
234 */
235void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
236{
237  /**
238   * THIS IS A DEFAULT COLLISION-Effect.
239   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
240   * USE::
241   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
242   *
243   * You can always define a default Action.... don't be affraid just test it :)
244   */
245//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
246}
247
248
249/**
250 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
251 *
252 */
253void WorldEntity::postSpawn ()
254{
255}
256
257
258/**
259 *  this method is called by the world if the WorldEntity leaves valid gamespace
260 *
261 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
262 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
263 *
264 * NOT YET IMPLEMENTED
265 */
266void WorldEntity::leftWorld ()
267{
268}
269
270
271/**
272 *  this method is called every frame
273 * @param time: the time in seconds that has passed since the last tick
274 *
275 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
276*/
277void WorldEntity::tick(float time)
278{
279}
280
281
282/**
283 *  the entity is drawn onto the screen with this function
284 *
285 * This is a central function of an entity: call it to let the entity painted to the screen.
286 * Just override this function with whatever you want to be drawn.
287*/
288void WorldEntity::draw() const
289{
290    //PRINTF(0)("(%s::%s)\n", this->getClassName(), this->getName());
291  //  assert(!unlikely(this->models.empty()));
292  {
293    glMatrixMode(GL_MODELVIEW);
294    glPushMatrix();
295
296    /* translate */
297    glTranslatef (this->getAbsCoor ().x,
298                  this->getAbsCoor ().y,
299                  this->getAbsCoor ().z);
300    Vector tmpRot = this->getAbsDir().getSpacialAxis();
301    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
302
303
304    // This Draws the LOD's
305    float cameraDistance = (State::getCamera()->getAbsCoor() - this->getAbsCoor()).len();
306    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
307    {
308      this->models[2]->draw();
309    }
310    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
311    {
312      this->models[1]->draw();
313    }
314    else if (this->models.size() >= 1 && this->models[0] != NULL)
315    {
316      this->models[0]->draw();
317    }
318    glPopMatrix();
319  }
320}
321
322
323/**
324 * DEBUG-DRAW OF THE BV-Tree.
325 * @param depth What depth to draw
326 * @param drawMode the mode to draw this entity under
327 */
328void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const
329{
330  glMatrixMode(GL_MODELVIEW);
331  glPushMatrix();
332  /* translate */
333  glTranslatef (this->getAbsCoor ().x,
334                this->getAbsCoor ().y,
335                this->getAbsCoor ().z);
336  /* rotate */
337  Vector tmpRot = this->getAbsDir().getSpacialAxis();
338  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
339
340  if (this->obbTree)
341    this->obbTree->drawBV(depth, drawMode);
342  glPopMatrix();
343}
344
345/**
346 * Writes data from network containing information about the state
347 * @param data pointer to data
348 * @param length length of data
349 * @param sender hostID of sender
350 */
351int WorldEntity::writeState( const byte * data, int length, int sender )
352{
353  char* modelFileName;
354  SYNCHELP_READ_BEGIN();
355
356  SYNCHELP_READ_FKT( PNode::writeState );
357
358  SYNCHELP_READ_STRINGM( modelFileName );
359  SYNCHELP_READ_FLOAT( scaling );
360  //check if modelFileName is relative to datadir or absolute
361  if ( strstr(modelFileName, ResourceManager::getInstance()->getDataDir()) )
362  {
363    loadModel( modelFileName+strlen(ResourceManager::getInstance()->getDataDir()), scaling );
364  }
365  else
366  {
367    loadModel( modelFileName, scaling );
368  }
369  delete[] modelFileName;
370
371  return SYNCHELP_READ_N;
372}
373
374/**
375 * data copied in data will bee sent to another host
376 * @param data pointer to data
377 * @param maxLength max length of data
378 * @return the number of bytes writen
379 */
380int WorldEntity::readState( byte * data, int maxLength )
381{
382  SYNCHELP_WRITE_BEGIN();
383
384  SYNCHELP_WRITE_FKT( PNode::readState );
385
386  SYNCHELP_WRITE_STRING( getModel( 0 )->getName() );
387  SYNCHELP_WRITE_FLOAT( scaling );
388  return SYNCHELP_WRITE_N;
389}
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