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source: code/branches/Masterserver_FS18/src/orxonox/graphics/Model.cc @ 11930

Last change on this file since 11930 was 11930, checked in by mdedial, 6 years ago

Fix a bug that was trying to load mesh files with empty filenames.

  • Property svn:eol-style set to native
File size: 9.8 KB
Line 
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 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "Model.h"
30
31#include <OgreEntity.h>
32#include <OgreProgressiveMesh.h>
33
34#include "core/CoreIncludes.h"
35#include "core/config/ConfigValueIncludes.h"
36#include "core/GameMode.h"
37#include "core/XMLPort.h"
38#include "Scene.h"
39#include "RenderQueueListener.h"
40#include "graphics/MeshLodInformation.h"
41#include "Level.h"
42
43namespace orxonox
44{
45    RegisterClass(Model);
46
47    Model::Model(Context* context) :
48        StaticEntity(context), bCastShadows_(true), renderQueueGroup_(RENDER_QUEUE_MAIN), lodLevel_(5), bLodEnabled_(true), numLodLevels_(10), lodReductionRate_(.15f)
49    {
50        RegisterObject(Model);
51
52        this->setConfigValues();
53        this->registerVariables();
54    }
55
56    Model::~Model()
57    {
58        if (this->isInitialized() && this->mesh_.getEntity())
59            this->detachOgreObject(this->mesh_.getEntity());
60    }
61
62    void Model::setConfigValues()
63    {
64        SetConfigValueExternal(bGlobalEnableLod_, "GraphicsSettings", "enableMeshLoD", true)
65            .description("Enable level of detail for models");
66    }
67
68    void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode)
69    {
70        SUPER(Model, XMLPort, xmlelement, mode);
71
72        XMLPortParam(Model, "lodLevel", setLodLevel, getLodLevel, xmlelement, mode);
73
74        XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode);
75        XMLPortParam(Model, "renderQueueGroup", setRenderQueueGroup, getRenderQueueGroup, xmlelement, mode);
76        XMLPortParam(Model, "material", setMaterial, getMaterial, xmlelement, mode);
77        XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true);
78    }
79   
80    /**
81    @brief
82        This function turns a string from XML Port into a usable ID for the rendering system
83        It defaults to the main queue if the group isn't recognized.
84       
85    @param renderQueueGroup
86        This is a string representing the render queue group. Accepted values:
87        'main', 'stencil glow', 'stencil object'
88    */
89    const unsigned int Model::getRenderQueueGroupID(const std::string& renderQueueGroup) const
90    {
91        if(renderQueueGroup.compare("stencil glow")==0)
92        {
93            return RENDER_QUEUE_STENCIL_GLOW;
94        }
95        if(renderQueueGroup.compare("stencil object")==0)
96        {
97            return RENDER_QUEUE_STENCIL_OBJECTS;
98        }
99        return RENDER_QUEUE_MAIN;
100    }
101
102    void Model::registerVariables()
103    {
104        registerVariable(this->meshSrc_,    VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedMesh));
105        registerVariable(this->renderQueueGroup_,    VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedRenderQueueGroup));
106        //Commented out, since this causes texture load failures on client side
107        //registerVariable(this->materialName_,    VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedMaterial));
108        registerVariable(this->bCastShadows_, VariableDirection::ToClient, new NetworkCallback<Model>(this, &Model::changedShadows));
109    }
110
111    float Model::getBiggestScale(Vector3 scale3d)
112    {
113        float scaleFactor = scale3d.x;
114        if(scale3d.y>scaleFactor)
115            scaleFactor = scale3d.y;
116        if(scale3d.z>scaleFactor)
117            scaleFactor = scale3d.z;
118        return scaleFactor;
119    }
120
121    void Model::changedMesh()
122    {
123        if (GameMode::showsGraphics())
124        {
125            if (this->mesh_.getEntity())
126                this->detachOgreObject(this->mesh_.getEntity());
127
128                // Refuse to set empty mesh sources
129                if (this->meshSrc_ != "")
130                    this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_);
131
132            if (this->mesh_.getEntity())
133            {
134                this->attachOgreObject(this->mesh_.getEntity());
135                this->mesh_.getEntity()->setCastShadows(this->bCastShadows_);
136                this->mesh_.getEntity()->setRenderQueueGroup(this->renderQueueGroup_);
137                this->mesh_.setVisible(this->isVisible());
138
139                if (this->bGlobalEnableLod_)
140                    this->enableLod();
141            }
142        }
143    }
144
145    void Model::changedRenderQueueGroup()
146    {
147        if (GameMode::showsGraphics())
148        {
149            if (this->mesh_.getEntity())
150            {
151                this->mesh_.getEntity()->setRenderQueueGroup(this->renderQueueGroup_);
152            }
153        }
154    }
155
156    void Model::changedMaterial()
157    {
158        this->mesh_.setMaterial(this->materialName_);
159    }
160
161    // PRE: a valid  Ogre::Entity* entity with a valid subentity at index
162    // POST: changed material of subentity at index to name
163    void Model::setSubMaterial(const std::string& name, const int index){
164        this->mesh_.setSubMaterial(name, index);
165    }
166
167
168    void Model::changedShadows()
169    {
170        this->mesh_.setCastShadows(this->bCastShadows_);
171    }
172
173    void Model::changedVisibility()
174    {
175        SUPER(Model, changedVisibility);
176
177        this->mesh_.setVisible(this->isVisible());
178    }
179
180    void Model::enableLod()
181    {
182#if defined(ORXONOX_COMPILER_MSVC) && OGRE_VERSION >= 0x010800 && OGRE_VERSION < 0x010900
183        // disable LOD for MSVC and ogre version 1.8 because it leads to crashes
184#else
185        //LOD
186        if( this->mesh_.getEntity()->getMesh()->getNumLodLevels()==1 )
187        {
188            Level* level = this->getLevel();
189
190            assert( level != nullptr );
191
192            MeshLodInformation* lodInfo = level->getLodInfo(this->meshSrc_);
193            if( lodInfo )
194            {
195                setLodLevel(lodInfo->getLodLevel());
196                this->bLodEnabled_ = lodInfo->getEnabled();
197                this->numLodLevels_ = lodInfo->getNumLevels();
198                this->lodReductionRate_ = lodInfo->getReductionRate();
199            }
200            if( this->numLodLevels_>10 )
201            {
202                orxout(internal_warning, context::lod) << "More than 10 LoD levels requested. Creating only 10." << endl;
203                this->numLodLevels_ = 10;
204            }
205            if( this->bLodEnabled_ )
206            {
207                float volume = this->mesh_.getEntity()->getBoundingBox().volume();
208/*
209                float scaleFactor = 1;
210
211                BaseObject* creatorPtr = this;
212
213                while(creatorPtr!=nullptr&&orxonox_cast<WorldEntity*>(creatorPtr))
214                {
215                    scaleFactor *= getBiggestScale(((WorldEntity*) creatorPtr)->getScale3D());
216                    creatorPtr = creatorPtr->getCreator();
217                }
218                orxout() << "name: " << this->meshSrc_ << "scaleFactor: " << scaleFactor << ", volume: " << volume << endl;
219*/
220                orxout(verbose, context::lod) << "Setting lodLevel for " << this->meshSrc_<< " with lodLevel_: " << this->lodLevel_ <<" and volume: "<< volume << ":" << endl;
221
222#if OGRE_VERSION >= 0x010800
223                Ogre::ProgressiveMesh::LodValueList distList;
224#elif OGRE_VERSION >= 0x010700
225                Ogre::Mesh::LodValueList distList;
226#else
227                Ogre::Mesh::LodDistanceList distList;
228#endif
229
230                if( lodLevel_>0 )
231                {
232//                    float factor = scaleFactor*5/lodLevel_;
233                    float factor = pow(volume, 2.0f / 3.0f) * 15.0f / lodLevel_;
234
235                    orxout(verbose, context::lod) << "LodLevel set with factor: " << factor << endl;
236
237                    distList.push_back(70.0f*factor);
238                    distList.push_back(140.0f*factor);
239                    distList.push_back(170.0f*factor);
240                    distList.push_back(200.0f*factor);
241                    distList.push_back(230.0f*factor);
242                    distList.push_back(250.0f*factor);
243                    distList.push_back(270.0f*factor);
244                    distList.push_back(290.0f*factor);
245                    distList.push_back(310.0f*factor);
246                    distList.push_back(330.0f*factor);
247                    while(distList.size()>this->numLodLevels_)
248                        distList.pop_back();
249
250
251                    //Generiert LOD-Levels
252#if OGRE_VERSION >= 0x010800
253                    Ogre::ProgressiveMesh::generateLodLevels(this->mesh_.getEntity()->getMesh().get(), distList, Ogre::ProgressiveMesh::VRQ_PROPORTIONAL,
254                        this->lodReductionRate_);
255#else
256                    this->mesh_.getEntity()->getMesh()->generateLodLevels(distList, Ogre::ProgressiveMesh::VRQ_PROPORTIONAL, this->lodReductionRate_);
257#endif
258                }
259                else
260                {
261                    std::string what;
262                    if(lodLevel_>5)
263                        what = ">5";
264                    else
265                        what = "<0";
266
267                    orxout(verbose, context::lod) << "LodLevel not set because lodLevel(" << lodLevel_ << ") was " << what << "." << endl;
268                }
269            }
270            else
271                orxout(verbose, context::lod) << "LodLevel for " << this->meshSrc_ << " not set because is disabled." << endl;
272        }
273#endif
274    }
275}
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