| 1 | /* | 
|---|
| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
|---|
| 3 | *                    > www.orxonox.net < | 
|---|
| 4 | * | 
|---|
| 5 | * | 
|---|
| 6 | *   License notice: | 
|---|
| 7 | * | 
|---|
| 8 | *   This program is free software; you can redistribute it and/or | 
|---|
| 9 | *   modify it under the terms of the GNU General Public License | 
|---|
| 10 | *   as published by the Free Software Foundation; either version 2 | 
|---|
| 11 | *   of the License, or (at your option) any later version. | 
|---|
| 12 | * | 
|---|
| 13 | *   This program is distributed in the hope that it will be useful, | 
|---|
| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
|---|
| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
|---|
| 16 | *   GNU General Public License for more details. | 
|---|
| 17 | * | 
|---|
| 18 | *   You should have received a copy of the GNU General Public License | 
|---|
| 19 | *   along with this program; if not, write to the Free Software | 
|---|
| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
|---|
| 21 | * | 
|---|
| 22 | *   Author: | 
|---|
| 23 | *      Fabian 'x3n' Landau | 
|---|
| 24 | *      Reto Grieder (physics) | 
|---|
| 25 | *   Co-authors: | 
|---|
| 26 | *      ... | 
|---|
| 27 | * | 
|---|
| 28 | */ | 
|---|
| 29 |  | 
|---|
| 30 | #include "Scene.h" | 
|---|
| 31 |  | 
|---|
| 32 | #include <OgreRoot.h> | 
|---|
| 33 | #include <OgreSceneManager.h> | 
|---|
| 34 | #include <OgreSceneManagerEnumerator.h> | 
|---|
| 35 | #include <OgreSceneNode.h> | 
|---|
| 36 |  | 
|---|
| 37 | #include <BulletCollision/BroadphaseCollision/btAxisSweep3.h> | 
|---|
| 38 | #include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h> | 
|---|
| 39 | #include <BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h> | 
|---|
| 40 | #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h> | 
|---|
| 41 |  | 
|---|
| 42 | #include "core/CoreIncludes.h" | 
|---|
| 43 | #include "core/GameMode.h" | 
|---|
| 44 | #include "core/XMLPort.h" | 
|---|
| 45 | #include "tools/BulletConversions.h" | 
|---|
| 46 | #include "worldentities/WorldEntity.h" | 
|---|
| 47 |  | 
|---|
| 48 | namespace orxonox | 
|---|
| 49 | { | 
|---|
| 50 | CreateFactory(Scene); | 
|---|
| 51 |  | 
|---|
| 52 | Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) | 
|---|
| 53 | { | 
|---|
| 54 | RegisterObject(Scene); | 
|---|
| 55 |  | 
|---|
| 56 | this->setScene(this); | 
|---|
| 57 | this->bShadows_ = true; | 
|---|
| 58 |  | 
|---|
| 59 | if (GameMode::showsGraphics()) | 
|---|
| 60 | { | 
|---|
| 61 | assert(Ogre::Root::getSingletonPtr()); | 
|---|
| 62 | this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); | 
|---|
| 63 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
|---|
| 64 | } | 
|---|
| 65 | else | 
|---|
| 66 | { | 
|---|
| 67 | // create a dummy SceneManager of our own since we don't have Ogre::Root. | 
|---|
| 68 | this->sceneManager_ = new Ogre::DefaultSceneManager(""); | 
|---|
| 69 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
|---|
| 70 | } | 
|---|
| 71 |  | 
|---|
| 72 | // No physics yet, XMLPort will do that. | 
|---|
| 73 | const int defaultMaxWorldSize = 100000; | 
|---|
| 74 | this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize; | 
|---|
| 75 | this->positiveWorldRange_ = Vector3::UNIT_SCALE *  defaultMaxWorldSize; | 
|---|
| 76 | this->gravity_ = Vector3::ZERO; | 
|---|
| 77 | this->physicalWorld_   = 0; | 
|---|
| 78 | this->solver_          = 0; | 
|---|
| 79 | this->dispatcher_      = 0; | 
|---|
| 80 | this->collisionConfig_ = 0; | 
|---|
| 81 | this->broadphase_      = 0; | 
|---|
| 82 |  | 
|---|
| 83 | this->registerVariables(); | 
|---|
| 84 | } | 
|---|
| 85 |  | 
|---|
| 86 | Scene::~Scene() | 
|---|
| 87 | { | 
|---|
| 88 | if (this->isInitialized()) | 
|---|
| 89 | { | 
|---|
| 90 | if (GameMode::showsGraphics()) | 
|---|
| 91 | Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); | 
|---|
| 92 | else | 
|---|
| 93 | delete this->sceneManager_; | 
|---|
| 94 |  | 
|---|
| 95 | this->setPhysicalWorld(false); | 
|---|
| 96 | } | 
|---|
| 97 | } | 
|---|
| 98 |  | 
|---|
| 99 | void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
|---|
| 100 | { | 
|---|
| 101 | SUPER(Scene, XMLPort, xmlelement, mode); | 
|---|
| 102 |  | 
|---|
| 103 | XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); | 
|---|
| 104 | XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2f, 0.2f, 0.2f, 1.0f)); | 
|---|
| 105 | XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); | 
|---|
| 106 |  | 
|---|
| 107 | XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode); | 
|---|
| 108 | XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode); | 
|---|
| 109 | XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode); | 
|---|
| 110 | XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true); | 
|---|
| 111 |  | 
|---|
| 112 | XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); | 
|---|
| 113 | } | 
|---|
| 114 |  | 
|---|
| 115 | void Scene::registerVariables() | 
|---|
| 116 | { | 
|---|
| 117 | registerVariable(this->skybox_,             VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); | 
|---|
| 118 | registerVariable(this->ambientLight_,       VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); | 
|---|
| 119 | registerVariable(this->negativeWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange)); | 
|---|
| 120 | registerVariable(this->positiveWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange)); | 
|---|
| 121 | registerVariable(this->gravity_,            VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity)); | 
|---|
| 122 | registerVariable(this->bHasPhysics_,        VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); | 
|---|
| 123 | registerVariable(this->bShadows_,           VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows)); | 
|---|
| 124 | } | 
|---|
| 125 |  | 
|---|
| 126 | void Scene::setNegativeWorldRange(const Vector3& range) | 
|---|
| 127 | { | 
|---|
| 128 | if (range.length() < 10.0f) | 
|---|
| 129 | { | 
|---|
| 130 | CCOUT(2) << "Warning: Setting the negative world range to a very small value: " | 
|---|
| 131 | << multi_cast<std::string>(range) << std::endl; | 
|---|
| 132 | } | 
|---|
| 133 | if (this->hasPhysics()) | 
|---|
| 134 | { | 
|---|
| 135 | CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " | 
|---|
| 136 | << "This causes a complete physical reload which might take some time." << std::endl; | 
|---|
| 137 | this->setPhysicalWorld(false); | 
|---|
| 138 | this->negativeWorldRange_ = range; | 
|---|
| 139 | this->setPhysicalWorld(true); | 
|---|
| 140 | } | 
|---|
| 141 | else | 
|---|
| 142 | this->negativeWorldRange_ = range; | 
|---|
| 143 | } | 
|---|
| 144 |  | 
|---|
| 145 | void Scene::setPositiveWorldRange(const Vector3& range) | 
|---|
| 146 | { | 
|---|
| 147 | if (range.length() < 10.0f) | 
|---|
| 148 | { | 
|---|
| 149 | CCOUT(2) << "Warning: Setting the positive world range to a very small value: " | 
|---|
| 150 | << multi_cast<std::string>(range) << std::endl; | 
|---|
| 151 | } | 
|---|
| 152 | if (this->hasPhysics()) | 
|---|
| 153 | { | 
|---|
| 154 | CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " | 
|---|
| 155 | << "This causes a complete physical reload which might take some time." << std::endl; | 
|---|
| 156 | this->setPhysicalWorld(false); | 
|---|
| 157 | this->positiveWorldRange_ = range; | 
|---|
| 158 | this->setPhysicalWorld(true); | 
|---|
| 159 | } | 
|---|
| 160 | else | 
|---|
| 161 | this->positiveWorldRange_ = range; | 
|---|
| 162 | } | 
|---|
| 163 |  | 
|---|
| 164 | void Scene::setGravity(const Vector3& gravity) | 
|---|
| 165 | { | 
|---|
| 166 | this->gravity_ = gravity; | 
|---|
| 167 | if (this->hasPhysics()) | 
|---|
| 168 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); | 
|---|
| 169 | } | 
|---|
| 170 |  | 
|---|
| 171 | void Scene::setPhysicalWorld(bool wantPhysics) | 
|---|
| 172 | { | 
|---|
| 173 | this->bHasPhysics_ = wantPhysics; | 
|---|
| 174 | if (wantPhysics && !hasPhysics()) | 
|---|
| 175 | { | 
|---|
| 176 | // Note: These are all little known default classes and values. | 
|---|
| 177 | //       It would require further investigation to properly dertermine the right choices. | 
|---|
| 178 | this->broadphase_      = new bt32BitAxisSweep3( | 
|---|
| 179 | multi_cast<btVector3>(this->negativeWorldRange_), multi_cast<btVector3>(this->positiveWorldRange_)); | 
|---|
| 180 | this->collisionConfig_ = new btDefaultCollisionConfiguration(); | 
|---|
| 181 | this->dispatcher_      = new btCollisionDispatcher(this->collisionConfig_); | 
|---|
| 182 | this->solver_          = new btSequentialImpulseConstraintSolver(); | 
|---|
| 183 |  | 
|---|
| 184 | this->physicalWorld_   = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_); | 
|---|
| 185 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); | 
|---|
| 186 |  | 
|---|
| 187 | // also set the collision callback variable. | 
|---|
| 188 | // Note: This is a global variable which we assign a static function. | 
|---|
| 189 | // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances. | 
|---|
| 190 | gContactAddedCallback = &Scene::collisionCallback; | 
|---|
| 191 | } | 
|---|
| 192 | else if (!wantPhysics && hasPhysics()) | 
|---|
| 193 | { | 
|---|
| 194 | // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world. | 
|---|
| 195 | for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin(); | 
|---|
| 196 | it != this->physicalObjects_.end(); ++it) | 
|---|
| 197 | { | 
|---|
| 198 | this->physicalWorld_->removeRigidBody((*it)->physicalBody_); | 
|---|
| 199 | this->physicalObjectQueue_.insert(*it); | 
|---|
| 200 | } | 
|---|
| 201 | this->physicalObjects_.clear(); | 
|---|
| 202 |  | 
|---|
| 203 | delete this->physicalWorld_; | 
|---|
| 204 | delete this->solver_; | 
|---|
| 205 | delete this->dispatcher_; | 
|---|
| 206 | delete this->collisionConfig_; | 
|---|
| 207 | delete this->broadphase_; | 
|---|
| 208 | this->physicalWorld_   = 0; | 
|---|
| 209 | this->solver_          = 0; | 
|---|
| 210 | this->dispatcher_      = 0; | 
|---|
| 211 | this->collisionConfig_ = 0; | 
|---|
| 212 | this->broadphase_      = 0; | 
|---|
| 213 | } | 
|---|
| 214 | } | 
|---|
| 215 |  | 
|---|
| 216 | void Scene::tick(float dt) | 
|---|
| 217 | { | 
|---|
| 218 | if (!GameMode::showsGraphics()) | 
|---|
| 219 | { | 
|---|
| 220 | // We need to update the scene nodes if we don't render | 
|---|
| 221 | this->rootSceneNode_->_update(true, false); | 
|---|
| 222 | } | 
|---|
| 223 | if (this->hasPhysics()) | 
|---|
| 224 | { | 
|---|
| 225 | // TODO: This here is bad practice! It will slow down the first tick() by ages. | 
|---|
| 226 | //       Rather have an initialise() method as well, called by the Level after everything has been loaded. | 
|---|
| 227 | if (this->physicalObjectQueue_.size() > 0) | 
|---|
| 228 | { | 
|---|
| 229 | // Add all scheduled WorldEntities | 
|---|
| 230 | for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin(); | 
|---|
| 231 | it != this->physicalObjectQueue_.end(); ++it) | 
|---|
| 232 | { | 
|---|
| 233 | this->physicalWorld_->addRigidBody((*it)->physicalBody_); | 
|---|
| 234 | this->physicalObjects_.insert(*it); | 
|---|
| 235 | } | 
|---|
| 236 | this->physicalObjectQueue_.clear(); | 
|---|
| 237 | } | 
|---|
| 238 |  | 
|---|
| 239 | // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds. | 
|---|
| 240 | //       Under that mark, the simulation will "loose time" and get unusable. | 
|---|
| 241 | physicalWorld_->stepSimulation(dt, 60); | 
|---|
| 242 | } | 
|---|
| 243 | } | 
|---|
| 244 |  | 
|---|
| 245 | void Scene::setSkybox(const std::string& skybox) | 
|---|
| 246 | { | 
|---|
| 247 | if (GameMode::showsGraphics() && this->sceneManager_) | 
|---|
| 248 | this->sceneManager_->setSkyBox(true, skybox); | 
|---|
| 249 |  | 
|---|
| 250 | this->skybox_ = skybox; | 
|---|
| 251 | } | 
|---|
| 252 |  | 
|---|
| 253 | void Scene::setAmbientLight(const ColourValue& colour) | 
|---|
| 254 | { | 
|---|
| 255 | if (GameMode::showsGraphics() && this->sceneManager_) | 
|---|
| 256 | this->sceneManager_->setAmbientLight(colour); | 
|---|
| 257 |  | 
|---|
| 258 | this->ambientLight_ = colour; | 
|---|
| 259 | } | 
|---|
| 260 |  | 
|---|
| 261 | void Scene::setShadow(bool bShadow) | 
|---|
| 262 | { | 
|---|
| 263 | if (GameMode::showsGraphics() && this->sceneManager_) | 
|---|
| 264 | { | 
|---|
| 265 | if (bShadow) | 
|---|
| 266 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); | 
|---|
| 267 | else | 
|---|
| 268 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); | 
|---|
| 269 | } | 
|---|
| 270 |  | 
|---|
| 271 | this->bShadows_ = bShadow; | 
|---|
| 272 | } | 
|---|
| 273 |  | 
|---|
| 274 | void Scene::addObject(BaseObject* object) | 
|---|
| 275 | { | 
|---|
| 276 | this->objects_.push_back(object); | 
|---|
| 277 | object->setScene(this); | 
|---|
| 278 | } | 
|---|
| 279 |  | 
|---|
| 280 | BaseObject* Scene::getObject(unsigned int index) const | 
|---|
| 281 | { | 
|---|
| 282 | unsigned int i = 0; | 
|---|
| 283 | for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) | 
|---|
| 284 | { | 
|---|
| 285 | if (i == index) | 
|---|
| 286 | return (*it); | 
|---|
| 287 | ++i; | 
|---|
| 288 | } | 
|---|
| 289 | return 0; | 
|---|
| 290 | } | 
|---|
| 291 |  | 
|---|
| 292 | void Scene::addPhysicalObject(WorldEntity* object) | 
|---|
| 293 | { | 
|---|
| 294 | if (object) | 
|---|
| 295 | { | 
|---|
| 296 | std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object); | 
|---|
| 297 | if (it != this->physicalObjects_.end()) | 
|---|
| 298 | return; | 
|---|
| 299 |  | 
|---|
| 300 | this->physicalObjectQueue_.insert(object); | 
|---|
| 301 | } | 
|---|
| 302 | } | 
|---|
| 303 |  | 
|---|
| 304 | void Scene::removePhysicalObject(WorldEntity* object) | 
|---|
| 305 | { | 
|---|
| 306 | // check queue first | 
|---|
| 307 | std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object); | 
|---|
| 308 | if (it != this->physicalObjectQueue_.end()) | 
|---|
| 309 | { | 
|---|
| 310 | this->physicalObjectQueue_.erase(it); | 
|---|
| 311 | return; | 
|---|
| 312 | } | 
|---|
| 313 |  | 
|---|
| 314 | it = this->physicalObjects_.find(object); | 
|---|
| 315 | if (it == this->physicalObjects_.end()) | 
|---|
| 316 | return; | 
|---|
| 317 | this->physicalObjects_.erase(it); | 
|---|
| 318 |  | 
|---|
| 319 | if (this->hasPhysics()) | 
|---|
| 320 | this->physicalWorld_->removeRigidBody(object->physicalBody_); | 
|---|
| 321 | } | 
|---|
| 322 |  | 
|---|
| 323 | /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, | 
|---|
| 324 | int index0, const btCollisionObject* colObj1, int partId1, int index1) | 
|---|
| 325 | { | 
|---|
| 326 | // get the WorldEntity pointers | 
|---|
| 327 | WorldEntity* object0 = static_cast<WorldEntity*>(colObj0->getUserPointer()); | 
|---|
| 328 | assert(orxonox_cast<WorldEntity*>(object0)); | 
|---|
| 329 | WorldEntity* object1 = static_cast<WorldEntity*>(colObj1->getUserPointer()); | 
|---|
| 330 | assert(orxonox_cast<WorldEntity*>(object1)); | 
|---|
| 331 |  | 
|---|
| 332 | // false means that bullet will assume we didn't modify the contact | 
|---|
| 333 | bool modified = false; | 
|---|
| 334 | if (object0->isCollisionCallbackActive()) | 
|---|
| 335 | { | 
|---|
| 336 | modified |= object0->collidesAgainst(object1, cp); | 
|---|
| 337 | if (object1->isCollisionCallbackActive()) | 
|---|
| 338 | modified |= object1->collidesAgainst(object0, cp); | 
|---|
| 339 | } | 
|---|
| 340 | else | 
|---|
| 341 | modified |= object1->collidesAgainst(object0, cp); | 
|---|
| 342 |  | 
|---|
| 343 | return modified; | 
|---|
| 344 | } | 
|---|
| 345 | } | 
|---|