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source: code/branches/pch/src/orxonox/objects/Scene.cc @ 3154

Last change on this file since 3154 was 3125, checked in by rgrieder, 15 years ago

Renamed stupid omni_cast to multi_cast. It still eats about anything ;)

  • Property svn:eol-style set to native
File size: 13.6 KB
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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 <OgreSceneManagerEnumerator.h>
34#include <OgreSceneNode.h>
35
36#include "BulletCollision/BroadphaseCollision/btAxisSweep3.h"
37#include "BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h"
38#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
39#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
40
41#include "core/CoreIncludes.h"
42#include "core/GameMode.h"
43#include "core/XMLPort.h"
44#include "tools/BulletConversions.h"
45#include "objects/worldentities/WorldEntity.h"
46
47namespace orxonox
48{
49    CreateFactory(Scene);
50
51    Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator)
52    {
53        RegisterObject(Scene);
54
55        this->setScene(this);
56        this->bShadows_ = true;
57
58        if (GameMode::showsGraphics())
59        {
60            if (Ogre::Root::getSingletonPtr())
61            {
62                this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC);
63                this->rootSceneNode_ = this->sceneManager_->getRootSceneNode();
64            }
65            else
66            {
67                this->sceneManager_ = 0;
68                this->rootSceneNode_ = 0;
69            }
70        }
71        else
72        {
73            // create a dummy SceneManager of our own since we don't have Ogre::Root.
74            this->sceneManager_ = new Ogre::DefaultSceneManager("");
75            this->rootSceneNode_ = this->sceneManager_->getRootSceneNode();
76        }
77
78        // No physics yet, XMLPort will do that.
79        const int defaultMaxWorldSize = 100000;
80        this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize;
81        this->positiveWorldRange_ = Vector3::UNIT_SCALE *  defaultMaxWorldSize;
82        this->gravity_ = Vector3::ZERO;
83        this->physicalWorld_   = 0;
84        this->solver_          = 0;
85        this->dispatcher_      = 0;
86        this->collisionConfig_ = 0;
87        this->broadphase_      = 0;
88
89        this->registerVariables();
90    }
91
92    Scene::~Scene()
93    {
94        if (this->isInitialized())
95        {
96            if (Ogre::Root::getSingletonPtr())
97            {
98                Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
99            }
100            else if (!GameMode::showsGraphics())
101            {
102                delete this->sceneManager_;
103            }
104
105            this->setPhysicalWorld(false);
106        }
107    }
108
109    void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode)
110    {
111        SUPER(Scene, XMLPort, xmlelement, mode);
112
113        XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode);
114        XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2, 0.2, 0.2, 1));
115        XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true);
116
117        XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode);
118        XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode);
119        XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode);
120        XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true);
121
122        XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false);
123    }
124
125    void Scene::registerVariables()
126    {
127        registerVariable(this->skybox_,             variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox));
128        registerVariable(this->ambientLight_,       variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight));
129        registerVariable(this->negativeWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange));
130        registerVariable(this->positiveWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange));
131        registerVariable(this->gravity_,            variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity));
132        registerVariable(this->bHasPhysics_,        variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics));
133        registerVariable(this->bShadows_,           variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows));
134    }
135
136    void Scene::setNegativeWorldRange(const Vector3& range)
137    {
138        if (range.length() < 10.0f)
139        {
140            CCOUT(2) << "Warning: Setting the negative world range to a very small value: "
141                     << multi_cast<std::string>(range) << std::endl;
142        }
143        if (this->hasPhysics())
144        {
145            CCOUT(2) << "Warning: Attempting to set the physical world range at run time. "
146                     << "This causes a complete physical reload which might take some time." << std::endl;
147            this->setPhysicalWorld(false);
148            this->negativeWorldRange_ = range;
149            this->setPhysicalWorld(true);
150        }
151        else
152            this->negativeWorldRange_ = range;
153    }
154
155    void Scene::setPositiveWorldRange(const Vector3& range)
156    {
157        if (range.length() < 10.0f)
158        {
159            CCOUT(2) << "Warning: Setting the positive world range to a very small value: "
160                     << multi_cast<std::string>(range) << std::endl;
161        }
162        if (this->hasPhysics())
163        {
164            CCOUT(2) << "Warning: Attempting to set the physical world range at run time. "
165                     << "This causes a complete physical reload which might take some time." << std::endl;
166            this->setPhysicalWorld(false);
167            this->positiveWorldRange_ = range;
168            this->setPhysicalWorld(true);
169        }
170        else
171            this->positiveWorldRange_ = range;
172    }
173
174    void Scene::setGravity(const Vector3& gravity)
175    {
176        this->gravity_ = gravity;
177        if (this->hasPhysics())
178            this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_));
179    }
180
181    void Scene::setPhysicalWorld(bool wantPhysics)
182    {
183        this->bHasPhysics_ = wantPhysics;
184        if (wantPhysics && !hasPhysics())
185        {
186            // Note: These are all little known default classes and values.
187            //       It would require further investigation to properly dertermine the right choices.
188            this->broadphase_      = new bt32BitAxisSweep3(
189                multi_cast<btVector3>(this->negativeWorldRange_), multi_cast<btVector3>(this->positiveWorldRange_));
190            this->collisionConfig_ = new btDefaultCollisionConfiguration();
191            this->dispatcher_      = new btCollisionDispatcher(this->collisionConfig_);
192            this->solver_          = new btSequentialImpulseConstraintSolver();
193
194            this->physicalWorld_   = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_);
195            this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_));
196
197            // also set the collision callback variable.
198            // Note: This is a global variable which we assign a static function.
199            // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances.
200            gContactAddedCallback = &Scene::collisionCallback;
201        }
202        else if (!wantPhysics && hasPhysics())
203        {
204            // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world.
205            for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin();
206                it != this->physicalObjects_.end(); ++it)
207            {
208                this->physicalWorld_->removeRigidBody((*it)->physicalBody_);
209                this->physicalObjectQueue_.insert(*it);
210            }
211            this->physicalObjects_.clear();
212
213            delete this->physicalWorld_;
214            delete this->solver_;
215            delete this->dispatcher_;
216            delete this->collisionConfig_;
217            delete this->broadphase_;
218            this->physicalWorld_   = 0;
219            this->solver_          = 0;
220            this->dispatcher_      = 0;
221            this->collisionConfig_ = 0;
222            this->broadphase_      = 0;
223        }
224    }
225
226    void Scene::tick(float dt)
227    {
228        if (!GameMode::showsGraphics())
229        {
230            // We need to update the scene nodes if we don't render
231            this->rootSceneNode_->_update(true, false);
232        }
233        if (this->hasPhysics())
234        {
235            // TODO: This here is bad practice! It will slow down the first tick() by ages.
236            //       Rather have an initialise() method as well, called by the Level after everything has been loaded.
237            if (this->physicalObjectQueue_.size() > 0)
238            {
239                // Add all scheduled WorldEntities
240                for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin();
241                    it != this->physicalObjectQueue_.end(); ++it)
242                {
243                    this->physicalWorld_->addRigidBody((*it)->physicalBody_);
244                    this->physicalObjects_.insert(*it);
245                }
246                this->physicalObjectQueue_.clear();
247            }
248
249            // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds.
250            //       Under that mark, the simulation will "loose time" and get unusable.
251            physicalWorld_->stepSimulation(dt, 60);
252        }
253    }
254
255    void Scene::setSkybox(const std::string& skybox)
256    {
257        if (GameMode::showsGraphics() && this->sceneManager_)
258            this->sceneManager_->setSkyBox(true, skybox);
259
260        this->skybox_ = skybox;
261    }
262
263    void Scene::setAmbientLight(const ColourValue& colour)
264    {
265        if (GameMode::showsGraphics() && this->sceneManager_)
266            this->sceneManager_->setAmbientLight(colour);
267
268        this->ambientLight_ = colour;
269    }
270
271    void Scene::setShadow(bool bShadow)
272    {
273        if (GameMode::showsGraphics() && this->sceneManager_)
274        {
275            if (bShadow)
276                this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
277            else
278                this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE);
279        }
280
281        this->bShadows_ = bShadow;
282    }
283
284    void Scene::addObject(BaseObject* object)
285    {
286        this->objects_.push_back(object);
287        object->setScene(this);
288    }
289
290    BaseObject* Scene::getObject(unsigned int index) const
291    {
292        unsigned int i = 0;
293        for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
294        {
295            if (i == index)
296                return (*it);
297            ++i;
298        }
299        return 0;
300    }
301
302    void Scene::addPhysicalObject(WorldEntity* object)
303    {
304        if (object)
305        {
306            std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object);
307            if (it != this->physicalObjects_.end())
308                return;
309
310            this->physicalObjectQueue_.insert(object);
311        }
312    }
313
314    void Scene::removePhysicalObject(WorldEntity* object)
315    {
316        // check queue first
317        std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object);
318        if (it != this->physicalObjectQueue_.end())
319        {
320            this->physicalObjectQueue_.erase(it);
321            return;
322        }
323
324        it = this->physicalObjects_.find(object);
325        if (it == this->physicalObjects_.end())
326            return;
327        this->physicalObjects_.erase(it);
328
329        if (this->hasPhysics())
330            this->physicalWorld_->removeRigidBody(object->physicalBody_);
331    }
332
333    /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0,
334                                             int index0, const btCollisionObject* colObj1, int partId1, int index1)
335    {
336        // get the WorldEntity pointers
337        WorldEntity* object0 = (WorldEntity*)colObj0->getUserPointer();
338        assert(dynamic_cast<WorldEntity*>(object0));
339        WorldEntity* object1 = (WorldEntity*)colObj1->getUserPointer();
340        assert(dynamic_cast<WorldEntity*>(object1));
341
342        // false means that bullet will assume we didn't modify the contact
343        bool modified = false;
344        if (object0->isCollisionCallbackActive())
345        {
346            modified |= object0->collidesAgainst(object1, cp);
347            if (object1->isCollisionCallbackActive())
348                modified |= object1->collidesAgainst(object0, cp);
349        }
350        else
351            modified |= object1->collidesAgainst(object0, cp);
352
353        return modified;
354    }
355}
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