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source: code/branches/physics/src/orxonox/objects/Scene.cc @ 2178

Last change on this file since 2178 was 2178, checked in by rgrieder, 15 years ago
  • Added first basic construct of object hierarchy with physics.
  • Added a few bullet classes to OrxonoxPrereqs.h
  • Added bullet header files to the msvc projects.

No Implementation at all yet, but the game still compiles and runs. Please update the media repository.

  • Property svn:eol-style set to native
File size: 5.9 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 "OrxonoxStableHeaders.h"
30#include "Scene.h"
31
32#include <OgreRoot.h>
33#include <OgreSceneManagerEnumerator.h>
34#include <OgreSceneNode.h>
35#include <OgreLight.h>
36
37#include "core/CoreIncludes.h"
38#include "core/Core.h"
39#include "core/XMLPort.h"
40
41namespace orxonox
42{
43    CreateFactory(Scene);
44
45    Scene::Scene(BaseObject* creator) : BaseObject(creator), network::Synchronisable(creator)
46    {
47        RegisterObject(Scene);
48
49        this->setScene(this);
50        this->bShadows_ = false;
51
52        if (Core::showsGraphics())
53        {
54            if (Ogre::Root::getSingletonPtr())
55            {
56                this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC);
57                this->rootSceneNode_ = this->sceneManager_->getRootSceneNode();
58            }
59            else
60            {
61                this->sceneManager_ = 0;
62                this->rootSceneNode_ = 0;
63            }
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        /////////////
73        // Physics //
74        /////////////
75
76        // create bullet world; bullet solver etc.
77
78        // int maxProxies = 1024;
79
80        btVector3 worldAabbMin(-10000,-10000,-10000);
81        btVector3 worldAabbMax(10000,10000,10000);
82        bt32BitAxisSweep3* broadphase = new bt32BitAxisSweep3(worldAabbMin,worldAabbMax);
83
84        this -> collisionConfiguration_ = new btDefaultCollisionConfiguration();
85        this -> dispatcher_ = new btCollisionDispatcher(collisionConfiguration_);
86
87        this -> solver_ = new btSequentialImpulseConstraintSolver;
88
89        this -> dynamicsWorld_ =  new btDiscreteDynamicsWorld(dispatcher_,broadphase,solver_,collisionConfiguration_);
90
91        dynamicsWorld_->setGravity(btVector3(0,-10,0));
92
93
94        // test test test
95        if (Core::showsGraphics() && this->sceneManager_)
96        {
97            Ogre::Light* light;
98            light = this->sceneManager_->createLight("Light-1");
99            light->setType(Ogre::Light::LT_DIRECTIONAL);
100            light->setDiffuseColour(ColourValue(1.0, 0.9, 0.6, 1.0));
101            light->setSpecularColour(ColourValue(1.0, 0.9, 0.6, 1.0));
102            light->setDirection(1, -0.3, 0.3);
103        }
104        // test test test
105
106        this->registerVariables();
107    }
108
109    Scene::~Scene()
110    {
111        if (this->isInitialized())
112        {
113            if (Ogre::Root::getSingletonPtr())
114            {
115                Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
116            }
117            else if (!Core::showsGraphics())
118            {
119                delete this->sceneManager_;
120            }
121        }
122    }
123
124    void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode)
125    {
126        SUPER(Scene, XMLPort, xmlelement, mode);
127
128        XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode);
129        XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2, 0.2, 0.2, 1));
130        XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true);
131
132        XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false);
133    }
134
135    void Scene::registerVariables()
136    {
137        REGISTERSTRING(this->skybox_,     network::direction::toclient, new network::NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox));
138        REGISTERDATA(this->ambientLight_, network::direction::toclient, new network::NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight));
139    }
140
141    void Scene::setSkybox(const std::string& skybox)
142    {
143        if (Core::showsGraphics() && this->sceneManager_)
144            this->sceneManager_->setSkyBox(true, skybox);
145
146        this->skybox_ = skybox;
147    }
148
149    void Scene::setAmbientLight(const ColourValue& colour)
150    {
151        if (Core::showsGraphics() && this->sceneManager_)
152            this->sceneManager_->setAmbientLight(colour);
153
154        this->ambientLight_ = colour;
155    }
156
157    void Scene::setShadow(bool bShadow)
158    {
159        if (Core::showsGraphics() && this->sceneManager_)
160        {
161            if (bShadow)
162                this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
163            else
164                this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE);
165        }
166
167        this->bShadows_ = bShadow;
168    }
169
170    void Scene::addObject(BaseObject* object)
171    {
172        this->objects_.push_back(object);
173        object->setScene(this);
174    }
175
176    BaseObject* Scene::getObject(unsigned int index) const
177    {
178        unsigned int i = 0;
179        for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
180        {
181            if (i == index)
182                return (*it);
183            ++i;
184        }
185        return 0;
186    }
187}
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