| [2072] | 1 | /* | 
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 | 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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 | 3 |  *                    > www.orxonox.net < | 
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 | 4 |  * | 
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 | 5 |  * | 
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 | 6 |  *   License notice: | 
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 | 7 |  * | 
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 | 8 |  *   This program is free software; you can redistribute it and/or | 
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 | 9 |  *   modify it under the terms of the GNU General Public License | 
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 | 10 |  *   as published by the Free Software Foundation; either version 2 | 
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 | 11 |  *   of the License, or (at your option) any later version. | 
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 | 12 |  * | 
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 | 13 |  *   This program is distributed in the hope that it will be useful, | 
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 | 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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 | 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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 | 16 |  *   GNU General Public License for more details. | 
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 | 17 |  * | 
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 | 18 |  *   You should have received a copy of the GNU General Public License | 
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 | 19 |  *   along with this program; if not, write to the Free Software | 
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 | 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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 | 21 |  * | 
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 | 22 |  *   Author: | 
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 | 23 |  *      Fabian 'x3n' Landau | 
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| [2662] | 24 |  *      Reto Grieder (physics) | 
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| [2072] | 25 |  *   Co-authors: | 
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 | 26 |  *      ... | 
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 | 27 |  * | 
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 | 28 |  */ | 
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 | 29 |  | 
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 | 30 | #include "Scene.h" | 
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 | 31 |  | 
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 | 32 | #include <OgreRoot.h> | 
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| [3196] | 33 | #include <OgreSceneManager.h> | 
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| [2072] | 34 | #include <OgreSceneManagerEnumerator.h> | 
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 | 35 | #include <OgreSceneNode.h> | 
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 | 36 |  | 
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| [3196] | 37 | #include <BulletCollision/BroadphaseCollision/btAxisSweep3.h> | 
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 | 38 | #include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h> | 
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 | 39 | #include <BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h> | 
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 | 40 | #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h> | 
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| [2662] | 41 |  | 
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| [2072] | 42 | #include "core/CoreIncludes.h" | 
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| [2896] | 43 | #include "core/GameMode.h" | 
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| [5935] | 44 | #include "core/GUIManager.h" | 
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| [2072] | 45 | #include "core/XMLPort.h" | 
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| [2662] | 46 | #include "tools/BulletConversions.h" | 
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| [5935] | 47 | #include "Radar.h" | 
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| [5735] | 48 | #include "worldentities/WorldEntity.h" | 
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| [2072] | 49 |  | 
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 | 50 | namespace orxonox | 
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 | 51 | { | 
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 | 52 |     CreateFactory(Scene); | 
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 | 53 |  | 
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| [2171] | 54 |     Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) | 
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| [2072] | 55 |     { | 
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 | 56 |         RegisterObject(Scene); | 
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 | 57 |  | 
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| [5935] | 58 |         this->setScene(SmartPtr<Scene>(this, false), OBJECTID_UNKNOWN); | 
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| [2662] | 59 |         this->bShadows_ = true; | 
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| [2072] | 60 |  | 
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| [2896] | 61 |         if (GameMode::showsGraphics()) | 
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| [2072] | 62 |         { | 
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| [3196] | 63 |             assert(Ogre::Root::getSingletonPtr()); | 
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 | 64 |             this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); | 
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 | 65 |             this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
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| [5935] | 66 |  | 
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 | 67 |             this->radar_ = new Radar(); | 
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| [2072] | 68 |         } | 
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 | 69 |         else | 
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 | 70 |         { | 
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 | 71 |             // create a dummy SceneManager of our own since we don't have Ogre::Root. | 
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 | 72 |             this->sceneManager_ = new Ogre::DefaultSceneManager(""); | 
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 | 73 |             this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
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| [5935] | 74 |  | 
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 | 75 |             this->radar_ = 0; | 
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| [2072] | 76 |         } | 
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 | 77 |  | 
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| [2662] | 78 |         // No physics yet, XMLPort will do that. | 
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 | 79 |         const int defaultMaxWorldSize = 100000; | 
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 | 80 |         this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize; | 
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 | 81 |         this->positiveWorldRange_ = Vector3::UNIT_SCALE *  defaultMaxWorldSize; | 
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 | 82 |         this->gravity_ = Vector3::ZERO; | 
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 | 83 |         this->physicalWorld_   = 0; | 
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 | 84 |         this->solver_          = 0; | 
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 | 85 |         this->dispatcher_      = 0; | 
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 | 86 |         this->collisionConfig_ = 0; | 
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 | 87 |         this->broadphase_      = 0; | 
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| [2072] | 88 |  | 
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 | 89 |         this->registerVariables(); | 
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 | 90 |     } | 
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 | 91 |  | 
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 | 92 |     Scene::~Scene() | 
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 | 93 |     { | 
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 | 94 |         if (this->isInitialized()) | 
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 | 95 |         { | 
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| [3196] | 96 |             if (GameMode::showsGraphics()) | 
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| [2072] | 97 |                 Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); | 
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| [3196] | 98 |             else | 
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| [2072] | 99 |                 delete this->sceneManager_; | 
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| [2662] | 100 |  | 
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| [5935] | 101 |             if (this->radar_) | 
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 | 102 |                 this->radar_->destroy(); | 
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 | 103 |  | 
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| [2662] | 104 |             this->setPhysicalWorld(false); | 
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| [2072] | 105 |         } | 
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 | 106 |     } | 
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 | 107 |  | 
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 | 108 |     void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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 | 109 |     { | 
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 | 110 |         SUPER(Scene, XMLPort, xmlelement, mode); | 
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 | 111 |  | 
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 | 112 |         XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); | 
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| [3196] | 113 |         XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2f, 0.2f, 0.2f, 1.0f)); | 
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| [2072] | 114 |         XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); | 
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 | 115 |  | 
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| [2662] | 116 |         XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode); | 
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 | 117 |         XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode); | 
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 | 118 |         XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode); | 
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 | 119 |         XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true); | 
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 | 120 |  | 
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| [2072] | 121 |         XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); | 
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 | 122 |     } | 
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 | 123 |  | 
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 | 124 |     void Scene::registerVariables() | 
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 | 125 |     { | 
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| [3280] | 126 |         registerVariable(this->skybox_,             VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); | 
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 | 127 |         registerVariable(this->ambientLight_,       VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); | 
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 | 128 |         registerVariable(this->negativeWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange)); | 
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 | 129 |         registerVariable(this->positiveWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange)); | 
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 | 130 |         registerVariable(this->gravity_,            VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity)); | 
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 | 131 |         registerVariable(this->bHasPhysics_,        VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); | 
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 | 132 |         registerVariable(this->bShadows_,           VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows)); | 
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| [2072] | 133 |     } | 
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 | 134 |  | 
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| [2662] | 135 |     void Scene::setNegativeWorldRange(const Vector3& range) | 
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 | 136 |     { | 
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 | 137 |         if (range.length() < 10.0f) | 
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 | 138 |         { | 
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 | 139 |             CCOUT(2) << "Warning: Setting the negative world range to a very small value: " | 
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| [3196] | 140 |                      << multi_cast<std::string>(range) << std::endl; | 
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| [2662] | 141 |         } | 
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 | 142 |         if (this->hasPhysics()) | 
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 | 143 |         { | 
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 | 144 |             CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " | 
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 | 145 |                      << "This causes a complete physical reload which might take some time." << std::endl; | 
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 | 146 |             this->setPhysicalWorld(false); | 
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 | 147 |             this->negativeWorldRange_ = range; | 
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 | 148 |             this->setPhysicalWorld(true); | 
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 | 149 |         } | 
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 | 150 |         else | 
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 | 151 |             this->negativeWorldRange_ = range; | 
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 | 152 |     } | 
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 | 153 |  | 
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 | 154 |     void Scene::setPositiveWorldRange(const Vector3& range) | 
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 | 155 |     { | 
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 | 156 |         if (range.length() < 10.0f) | 
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 | 157 |         { | 
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 | 158 |             CCOUT(2) << "Warning: Setting the positive world range to a very small value: " | 
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| [3196] | 159 |                      << multi_cast<std::string>(range) << std::endl; | 
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| [2662] | 160 |         } | 
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 | 161 |         if (this->hasPhysics()) | 
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 | 162 |         { | 
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 | 163 |             CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " | 
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 | 164 |                      << "This causes a complete physical reload which might take some time." << std::endl; | 
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 | 165 |             this->setPhysicalWorld(false); | 
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 | 166 |             this->positiveWorldRange_ = range; | 
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 | 167 |             this->setPhysicalWorld(true); | 
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 | 168 |         } | 
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 | 169 |         else | 
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 | 170 |             this->positiveWorldRange_ = range; | 
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 | 171 |     } | 
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 | 172 |  | 
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 | 173 |     void Scene::setGravity(const Vector3& gravity) | 
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 | 174 |     { | 
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 | 175 |         this->gravity_ = gravity; | 
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 | 176 |         if (this->hasPhysics()) | 
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| [3196] | 177 |             this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); | 
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| [2662] | 178 |     } | 
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 | 179 |  | 
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 | 180 |     void Scene::setPhysicalWorld(bool wantPhysics) | 
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 | 181 |     { | 
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 | 182 |         this->bHasPhysics_ = wantPhysics; | 
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 | 183 |         if (wantPhysics && !hasPhysics()) | 
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 | 184 |         { | 
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 | 185 |             // Note: These are all little known default classes and values. | 
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 | 186 |             //       It would require further investigation to properly dertermine the right choices. | 
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 | 187 |             this->broadphase_      = new bt32BitAxisSweep3( | 
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| [3196] | 188 |                 multi_cast<btVector3>(this->negativeWorldRange_), multi_cast<btVector3>(this->positiveWorldRange_)); | 
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| [2662] | 189 |             this->collisionConfig_ = new btDefaultCollisionConfiguration(); | 
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 | 190 |             this->dispatcher_      = new btCollisionDispatcher(this->collisionConfig_); | 
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 | 191 |             this->solver_          = new btSequentialImpulseConstraintSolver(); | 
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 | 192 |  | 
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 | 193 |             this->physicalWorld_   = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_); | 
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| [3196] | 194 |             this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); | 
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| [2662] | 195 |  | 
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 | 196 |             // also set the collision callback variable. | 
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 | 197 |             // Note: This is a global variable which we assign a static function. | 
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 | 198 |             // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances. | 
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 | 199 |             gContactAddedCallback = &Scene::collisionCallback; | 
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 | 200 |         } | 
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 | 201 |         else if (!wantPhysics && hasPhysics()) | 
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 | 202 |         { | 
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 | 203 |             // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world. | 
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 | 204 |             for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin(); | 
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 | 205 |                 it != this->physicalObjects_.end(); ++it) | 
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 | 206 |             { | 
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 | 207 |                 this->physicalWorld_->removeRigidBody((*it)->physicalBody_); | 
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 | 208 |                 this->physicalObjectQueue_.insert(*it); | 
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 | 209 |             } | 
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 | 210 |             this->physicalObjects_.clear(); | 
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 | 211 |  | 
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 | 212 |             delete this->physicalWorld_; | 
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 | 213 |             delete this->solver_; | 
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 | 214 |             delete this->dispatcher_; | 
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 | 215 |             delete this->collisionConfig_; | 
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 | 216 |             delete this->broadphase_; | 
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 | 217 |             this->physicalWorld_   = 0; | 
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 | 218 |             this->solver_          = 0; | 
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 | 219 |             this->dispatcher_      = 0; | 
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 | 220 |             this->collisionConfig_ = 0; | 
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 | 221 |             this->broadphase_      = 0; | 
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 | 222 |         } | 
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 | 223 |     } | 
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 | 224 |  | 
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 | 225 |     void Scene::tick(float dt) | 
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 | 226 |     { | 
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| [2896] | 227 |         if (!GameMode::showsGraphics()) | 
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| [2662] | 228 |         { | 
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 | 229 |             // We need to update the scene nodes if we don't render | 
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 | 230 |             this->rootSceneNode_->_update(true, false); | 
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 | 231 |         } | 
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 | 232 |         if (this->hasPhysics()) | 
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 | 233 |         { | 
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 | 234 |             // TODO: This here is bad practice! It will slow down the first tick() by ages. | 
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 | 235 |             //       Rather have an initialise() method as well, called by the Level after everything has been loaded. | 
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 | 236 |             if (this->physicalObjectQueue_.size() > 0) | 
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 | 237 |             { | 
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 | 238 |                 // Add all scheduled WorldEntities | 
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 | 239 |                 for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin(); | 
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 | 240 |                     it != this->physicalObjectQueue_.end(); ++it) | 
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 | 241 |                 { | 
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 | 242 |                     this->physicalWorld_->addRigidBody((*it)->physicalBody_); | 
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 | 243 |                     this->physicalObjects_.insert(*it); | 
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 | 244 |                 } | 
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 | 245 |                 this->physicalObjectQueue_.clear(); | 
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 | 246 |             } | 
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 | 247 |  | 
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 | 248 |             // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds. | 
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 | 249 |             //       Under that mark, the simulation will "loose time" and get unusable. | 
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 | 250 |             physicalWorld_->stepSimulation(dt, 60); | 
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 | 251 |         } | 
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 | 252 |     } | 
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 | 253 |  | 
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| [2072] | 254 |     void Scene::setSkybox(const std::string& skybox) | 
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 | 255 |     { | 
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| [2896] | 256 |         if (GameMode::showsGraphics() && this->sceneManager_) | 
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| [2072] | 257 |             this->sceneManager_->setSkyBox(true, skybox); | 
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 | 258 |  | 
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 | 259 |         this->skybox_ = skybox; | 
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 | 260 |     } | 
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 | 261 |  | 
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 | 262 |     void Scene::setAmbientLight(const ColourValue& colour) | 
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 | 263 |     { | 
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| [2896] | 264 |         if (GameMode::showsGraphics() && this->sceneManager_) | 
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| [2072] | 265 |             this->sceneManager_->setAmbientLight(colour); | 
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 | 266 |  | 
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 | 267 |         this->ambientLight_ = colour; | 
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 | 268 |     } | 
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 | 269 |  | 
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 | 270 |     void Scene::setShadow(bool bShadow) | 
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 | 271 |     { | 
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| [2896] | 272 |         if (GameMode::showsGraphics() && this->sceneManager_) | 
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| [2072] | 273 |         { | 
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 | 274 |             if (bShadow) | 
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 | 275 |                 this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); | 
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 | 276 |             else | 
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 | 277 |                 this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); | 
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 | 278 |         } | 
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 | 279 |  | 
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 | 280 |         this->bShadows_ = bShadow; | 
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 | 281 |     } | 
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 | 282 |  | 
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 | 283 |     void Scene::addObject(BaseObject* object) | 
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 | 284 |     { | 
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 | 285 |         this->objects_.push_back(object); | 
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| [5935] | 286 |         object->setScene(this, this->getObjectID()); | 
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| [2072] | 287 |     } | 
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 | 288 |  | 
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 | 289 |     BaseObject* Scene::getObject(unsigned int index) const | 
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 | 290 |     { | 
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 | 291 |         unsigned int i = 0; | 
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 | 292 |         for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) | 
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 | 293 |         { | 
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 | 294 |             if (i == index) | 
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 | 295 |                 return (*it); | 
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 | 296 |             ++i; | 
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 | 297 |         } | 
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 | 298 |         return 0; | 
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 | 299 |     } | 
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| [2171] | 300 |  | 
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| [2662] | 301 |     void Scene::addPhysicalObject(WorldEntity* object) | 
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| [2171] | 302 |     { | 
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| [2662] | 303 |         if (object) | 
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| [2171] | 304 |         { | 
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| [2662] | 305 |             std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object); | 
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 | 306 |             if (it != this->physicalObjects_.end()) | 
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 | 307 |                 return; | 
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 | 308 |  | 
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 | 309 |             this->physicalObjectQueue_.insert(object); | 
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| [2171] | 310 |         } | 
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 | 311 |     } | 
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| [2662] | 312 |  | 
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 | 313 |     void Scene::removePhysicalObject(WorldEntity* object) | 
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 | 314 |     { | 
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 | 315 |         // check queue first | 
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 | 316 |         std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object); | 
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 | 317 |         if (it != this->physicalObjectQueue_.end()) | 
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 | 318 |         { | 
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 | 319 |             this->physicalObjectQueue_.erase(it); | 
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 | 320 |             return; | 
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 | 321 |         } | 
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 | 322 |  | 
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 | 323 |         it = this->physicalObjects_.find(object); | 
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 | 324 |         if (it == this->physicalObjects_.end()) | 
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 | 325 |             return; | 
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 | 326 |         this->physicalObjects_.erase(it); | 
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 | 327 |  | 
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 | 328 |         if (this->hasPhysics()) | 
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 | 329 |             this->physicalWorld_->removeRigidBody(object->physicalBody_); | 
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 | 330 |     } | 
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 | 331 |  | 
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 | 332 |     /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, | 
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 | 333 |                                              int index0, const btCollisionObject* colObj1, int partId1, int index1) | 
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 | 334 |     { | 
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 | 335 |         // get the WorldEntity pointers | 
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| [3301] | 336 |         WorldEntity* object0 = static_cast<WorldEntity*>(colObj0->getUserPointer()); | 
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| [3325] | 337 |         assert(orxonox_cast<WorldEntity*>(object0)); | 
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| [3301] | 338 |         WorldEntity* object1 = static_cast<WorldEntity*>(colObj1->getUserPointer()); | 
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| [3325] | 339 |         assert(orxonox_cast<WorldEntity*>(object1)); | 
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| [2662] | 340 |  | 
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 | 341 |         // false means that bullet will assume we didn't modify the contact | 
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 | 342 |         bool modified = false; | 
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 | 343 |         if (object0->isCollisionCallbackActive()) | 
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 | 344 |         { | 
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 | 345 |             modified |= object0->collidesAgainst(object1, cp); | 
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 | 346 |             if (object1->isCollisionCallbackActive()) | 
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 | 347 |                 modified |= object1->collidesAgainst(object0, cp); | 
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 | 348 |         } | 
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 | 349 |         else | 
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 | 350 |             modified |= object1->collidesAgainst(object0, cp); | 
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 | 351 |  | 
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 | 352 |         return modified; | 
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 | 353 |     } | 
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| [2072] | 354 | } | 
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