| [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 "OrxonoxStableHeaders.h" | 
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 | 31 | #include "Scene.h" | 
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 | 32 |  | 
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 | 33 | #include <OgreRoot.h> | 
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 | 34 | #include <OgreSceneManagerEnumerator.h> | 
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 | 35 | #include <OgreSceneNode.h> | 
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 | 36 |  | 
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| [2662] | 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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 | 41 |  | 
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| [2072] | 42 | #include "core/CoreIncludes.h" | 
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| [2908] | 43 | #include "core/Core.h" | 
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| [2072] | 44 | #include "core/XMLPort.h" | 
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| [2662] | 45 | #include "tools/BulletConversions.h" | 
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 | 46 | #include "objects/worldentities/WorldEntity.h" | 
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| [2072] | 47 |  | 
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 | 48 | namespace orxonox | 
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 | 49 | { | 
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 | 50 |     CreateFactory(Scene); | 
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 | 51 |  | 
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| [2171] | 52 |     Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) | 
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| [2072] | 53 |     { | 
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 | 54 |         RegisterObject(Scene); | 
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 | 55 |  | 
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 | 56 |         this->setScene(this); | 
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| [2662] | 57 |         this->bShadows_ = true; | 
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| [2072] | 58 |  | 
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| [2908] | 59 |         if (Core::showsGraphics()) | 
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| [2072] | 60 |         { | 
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 | 61 |             if (Ogre::Root::getSingletonPtr()) | 
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 | 62 |             { | 
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 | 63 |                 this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); | 
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 | 64 |                 this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
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 | 65 |             } | 
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 | 66 |             else | 
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 | 67 |             { | 
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 | 68 |                 this->sceneManager_ = 0; | 
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 | 69 |                 this->rootSceneNode_ = 0; | 
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 | 70 |             } | 
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 | 71 |         } | 
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 | 72 |         else | 
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 | 73 |         { | 
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 | 74 |             // create a dummy SceneManager of our own since we don't have Ogre::Root. | 
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 | 75 |             this->sceneManager_ = new Ogre::DefaultSceneManager(""); | 
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 | 76 |             this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
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 | 77 |         } | 
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 | 78 |  | 
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| [2662] | 79 |         // No physics yet, XMLPort will do that. | 
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 | 80 |         const int defaultMaxWorldSize = 100000; | 
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 | 81 |         this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize; | 
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 | 82 |         this->positiveWorldRange_ = Vector3::UNIT_SCALE *  defaultMaxWorldSize; | 
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 | 83 |         this->gravity_ = Vector3::ZERO; | 
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 | 84 |         this->physicalWorld_   = 0; | 
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 | 85 |         this->solver_          = 0; | 
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 | 86 |         this->dispatcher_      = 0; | 
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 | 87 |         this->collisionConfig_ = 0; | 
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 | 88 |         this->broadphase_      = 0; | 
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| [2072] | 89 |  | 
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 | 90 |         this->registerVariables(); | 
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 | 91 |     } | 
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 | 92 |  | 
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 | 93 |     Scene::~Scene() | 
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 | 94 |     { | 
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 | 95 |         if (this->isInitialized()) | 
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 | 96 |         { | 
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 | 97 |             if (Ogre::Root::getSingletonPtr()) | 
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 | 98 |             { | 
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 | 99 |                 Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); | 
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 | 100 |             } | 
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| [2908] | 101 |             else if (!Core::showsGraphics()) | 
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| [2072] | 102 |             { | 
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 | 103 |                 delete this->sceneManager_; | 
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 | 104 |             } | 
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| [2662] | 105 |  | 
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 | 106 |             this->setPhysicalWorld(false); | 
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| [2072] | 107 |         } | 
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 | 108 |     } | 
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 | 109 |  | 
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 | 110 |     void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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 | 111 |     { | 
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 | 112 |         SUPER(Scene, XMLPort, xmlelement, mode); | 
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 | 113 |  | 
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 | 114 |         XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); | 
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 | 115 |         XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2, 0.2, 0.2, 1)); | 
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 | 116 |         XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); | 
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 | 117 |  | 
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| [2662] | 118 |         XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode); | 
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 | 119 |         XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode); | 
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 | 120 |         XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode); | 
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 | 121 |         XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true); | 
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 | 122 |  | 
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| [2072] | 123 |         XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); | 
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 | 124 |     } | 
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 | 125 |  | 
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 | 126 |     void Scene::registerVariables() | 
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 | 127 |     { | 
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| [2662] | 128 |         registerVariable(this->skybox_,             variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); | 
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 | 129 |         registerVariable(this->ambientLight_,       variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); | 
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 | 130 |         registerVariable(this->negativeWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange)); | 
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 | 131 |         registerVariable(this->positiveWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange)); | 
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 | 132 |         registerVariable(this->gravity_,            variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity)); | 
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 | 133 |         registerVariable(this->bHasPhysics_,        variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); | 
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 | 134 |         registerVariable(this->bShadows_,           variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows)); | 
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| [2072] | 135 |     } | 
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 | 136 |  | 
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| [2662] | 137 |     void Scene::setNegativeWorldRange(const Vector3& range) | 
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 | 138 |     { | 
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 | 139 |         if (range.length() < 10.0f) | 
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 | 140 |         { | 
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 | 141 |             CCOUT(2) << "Warning: Setting the negative world range to a very small value: " | 
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 | 142 |                      << omni_cast<std::string>(range) << std::endl; | 
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 | 143 |         } | 
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 | 144 |         if (this->hasPhysics()) | 
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 | 145 |         { | 
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 | 146 |             CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " | 
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 | 147 |                      << "This causes a complete physical reload which might take some time." << std::endl; | 
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 | 148 |             this->setPhysicalWorld(false); | 
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 | 149 |             this->negativeWorldRange_ = range; | 
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 | 150 |             this->setPhysicalWorld(true); | 
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 | 151 |         } | 
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 | 152 |         else | 
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 | 153 |             this->negativeWorldRange_ = range; | 
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 | 154 |     } | 
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 | 155 |  | 
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 | 156 |     void Scene::setPositiveWorldRange(const Vector3& range) | 
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 | 157 |     { | 
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 | 158 |         if (range.length() < 10.0f) | 
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 | 159 |         { | 
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 | 160 |             CCOUT(2) << "Warning: Setting the positive world range to a very small value: " | 
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 | 161 |                      << omni_cast<std::string>(range) << std::endl; | 
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 | 162 |         } | 
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 | 163 |         if (this->hasPhysics()) | 
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 | 164 |         { | 
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 | 165 |             CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " | 
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 | 166 |                      << "This causes a complete physical reload which might take some time." << std::endl; | 
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 | 167 |             this->setPhysicalWorld(false); | 
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 | 168 |             this->positiveWorldRange_ = range; | 
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 | 169 |             this->setPhysicalWorld(true); | 
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 | 170 |         } | 
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 | 171 |         else | 
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 | 172 |             this->positiveWorldRange_ = range; | 
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 | 173 |     } | 
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 | 174 |  | 
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 | 175 |     void Scene::setGravity(const Vector3& gravity) | 
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 | 176 |     { | 
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 | 177 |         this->gravity_ = gravity; | 
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 | 178 |         if (this->hasPhysics()) | 
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 | 179 |             this->physicalWorld_->setGravity(omni_cast<btVector3>(this->gravity_)); | 
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 | 180 |     } | 
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 | 181 |  | 
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 | 182 |     void Scene::setPhysicalWorld(bool wantPhysics) | 
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 | 183 |     { | 
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 | 184 |         this->bHasPhysics_ = wantPhysics; | 
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 | 185 |         if (wantPhysics && !hasPhysics()) | 
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 | 186 |         { | 
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 | 187 |             // Note: These are all little known default classes and values. | 
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 | 188 |             //       It would require further investigation to properly dertermine the right choices. | 
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 | 189 |             this->broadphase_      = new bt32BitAxisSweep3( | 
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 | 190 |                 omni_cast<btVector3>(this->negativeWorldRange_), omni_cast<btVector3>(this->positiveWorldRange_)); | 
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 | 191 |             this->collisionConfig_ = new btDefaultCollisionConfiguration(); | 
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 | 192 |             this->dispatcher_      = new btCollisionDispatcher(this->collisionConfig_); | 
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 | 193 |             this->solver_          = new btSequentialImpulseConstraintSolver(); | 
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 | 194 |  | 
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 | 195 |             this->physicalWorld_   = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_); | 
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 | 196 |             this->physicalWorld_->setGravity(omni_cast<btVector3>(this->gravity_)); | 
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 | 197 |  | 
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 | 198 |             // also set the collision callback variable. | 
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 | 199 |             // Note: This is a global variable which we assign a static function. | 
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 | 200 |             // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances. | 
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 | 201 |             gContactAddedCallback = &Scene::collisionCallback; | 
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 | 202 |         } | 
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 | 203 |         else if (!wantPhysics && hasPhysics()) | 
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 | 204 |         { | 
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 | 205 |             // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world. | 
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 | 206 |             for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin(); | 
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 | 207 |                 it != this->physicalObjects_.end(); ++it) | 
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 | 208 |             { | 
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 | 209 |                 this->physicalWorld_->removeRigidBody((*it)->physicalBody_); | 
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 | 210 |                 this->physicalObjectQueue_.insert(*it); | 
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 | 211 |             } | 
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 | 212 |             this->physicalObjects_.clear(); | 
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 | 213 |  | 
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 | 214 |             delete this->physicalWorld_; | 
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 | 215 |             delete this->solver_; | 
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 | 216 |             delete this->dispatcher_; | 
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 | 217 |             delete this->collisionConfig_; | 
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 | 218 |             delete this->broadphase_; | 
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 | 219 |             this->physicalWorld_   = 0; | 
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 | 220 |             this->solver_          = 0; | 
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 | 221 |             this->dispatcher_      = 0; | 
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 | 222 |             this->collisionConfig_ = 0; | 
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 | 223 |             this->broadphase_      = 0; | 
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 | 224 |         } | 
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 | 225 |     } | 
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 | 226 |  | 
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 | 227 |     void Scene::tick(float dt) | 
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 | 228 |     { | 
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| [2908] | 229 |         if (!Core::showsGraphics()) | 
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| [2662] | 230 |         { | 
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 | 231 |             // We need to update the scene nodes if we don't render | 
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 | 232 |             this->rootSceneNode_->_update(true, false); | 
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 | 233 |         } | 
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 | 234 |         if (this->hasPhysics()) | 
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 | 235 |         { | 
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 | 236 |             // TODO: This here is bad practice! It will slow down the first tick() by ages. | 
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 | 237 |             //       Rather have an initialise() method as well, called by the Level after everything has been loaded. | 
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 | 238 |             if (this->physicalObjectQueue_.size() > 0) | 
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 | 239 |             { | 
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 | 240 |                 // Add all scheduled WorldEntities | 
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 | 241 |                 for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin(); | 
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 | 242 |                     it != this->physicalObjectQueue_.end(); ++it) | 
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 | 243 |                 { | 
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 | 244 |                     this->physicalWorld_->addRigidBody((*it)->physicalBody_); | 
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 | 245 |                     this->physicalObjects_.insert(*it); | 
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 | 246 |                 } | 
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 | 247 |                 this->physicalObjectQueue_.clear(); | 
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 | 248 |             } | 
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 | 249 |  | 
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 | 250 |             // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds. | 
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 | 251 |             //       Under that mark, the simulation will "loose time" and get unusable. | 
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 | 252 |             physicalWorld_->stepSimulation(dt, 60); | 
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 | 253 |         } | 
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 | 254 |     } | 
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 | 255 |  | 
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| [2072] | 256 |     void Scene::setSkybox(const std::string& skybox) | 
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 | 257 |     { | 
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| [2908] | 258 |         if (Core::showsGraphics() && this->sceneManager_) | 
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| [2072] | 259 |             this->sceneManager_->setSkyBox(true, skybox); | 
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 | 260 |  | 
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 | 261 |         this->skybox_ = skybox; | 
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 | 262 |     } | 
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 | 263 |  | 
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 | 264 |     void Scene::setAmbientLight(const ColourValue& colour) | 
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 | 265 |     { | 
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| [2908] | 266 |         if (Core::showsGraphics() && this->sceneManager_) | 
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| [2072] | 267 |             this->sceneManager_->setAmbientLight(colour); | 
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 | 268 |  | 
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 | 269 |         this->ambientLight_ = colour; | 
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 | 270 |     } | 
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 | 271 |  | 
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 | 272 |     void Scene::setShadow(bool bShadow) | 
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 | 273 |     { | 
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| [2908] | 274 |         if (Core::showsGraphics() && this->sceneManager_) | 
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| [2072] | 275 |         { | 
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 | 276 |             if (bShadow) | 
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 | 277 |                 this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); | 
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 | 278 |             else | 
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 | 279 |                 this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); | 
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 | 280 |         } | 
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 | 281 |  | 
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 | 282 |         this->bShadows_ = bShadow; | 
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 | 283 |     } | 
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 | 284 |  | 
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 | 285 |     void Scene::addObject(BaseObject* object) | 
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 | 286 |     { | 
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 | 287 |         this->objects_.push_back(object); | 
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 | 288 |         object->setScene(this); | 
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 | 289 |     } | 
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 | 290 |  | 
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 | 291 |     BaseObject* Scene::getObject(unsigned int index) const | 
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 | 292 |     { | 
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 | 293 |         unsigned int i = 0; | 
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 | 294 |         for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) | 
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 | 295 |         { | 
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 | 296 |             if (i == index) | 
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 | 297 |                 return (*it); | 
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 | 298 |             ++i; | 
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 | 299 |         } | 
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 | 300 |         return 0; | 
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 | 301 |     } | 
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| [2171] | 302 |  | 
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| [2662] | 303 |     void Scene::addPhysicalObject(WorldEntity* object) | 
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| [2171] | 304 |     { | 
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| [2662] | 305 |         if (object) | 
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| [2171] | 306 |         { | 
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| [2662] | 307 |             std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object); | 
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 | 308 |             if (it != this->physicalObjects_.end()) | 
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 | 309 |                 return; | 
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 | 310 |  | 
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 | 311 |             this->physicalObjectQueue_.insert(object); | 
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| [2171] | 312 |         } | 
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 | 313 |     } | 
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| [2662] | 314 |  | 
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 | 315 |     void Scene::removePhysicalObject(WorldEntity* object) | 
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 | 316 |     { | 
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 | 317 |         // check queue first | 
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 | 318 |         std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object); | 
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 | 319 |         if (it != this->physicalObjectQueue_.end()) | 
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 | 320 |         { | 
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 | 321 |             this->physicalObjectQueue_.erase(it); | 
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 | 322 |             return; | 
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 | 323 |         } | 
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 | 324 |  | 
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 | 325 |         it = this->physicalObjects_.find(object); | 
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 | 326 |         if (it == this->physicalObjects_.end()) | 
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 | 327 |             return; | 
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 | 328 |         this->physicalObjects_.erase(it); | 
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 | 329 |  | 
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 | 330 |         if (this->hasPhysics()) | 
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 | 331 |             this->physicalWorld_->removeRigidBody(object->physicalBody_); | 
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 | 332 |     } | 
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 | 333 |  | 
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 | 334 |     /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, | 
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 | 335 |                                              int index0, const btCollisionObject* colObj1, int partId1, int index1) | 
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 | 336 |     { | 
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 | 337 |         // get the WorldEntity pointers | 
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 | 338 |         WorldEntity* object0 = (WorldEntity*)colObj0->getUserPointer(); | 
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 | 339 |         assert(dynamic_cast<WorldEntity*>(object0)); | 
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 | 340 |         WorldEntity* object1 = (WorldEntity*)colObj1->getUserPointer(); | 
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 | 341 |         assert(dynamic_cast<WorldEntity*>(object1)); | 
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 | 342 |  | 
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 | 343 |         // false means that bullet will assume we didn't modify the contact | 
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 | 344 |         bool modified = false; | 
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 | 345 |         if (object0->isCollisionCallbackActive()) | 
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 | 346 |         { | 
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 | 347 |             modified |= object0->collidesAgainst(object1, cp); | 
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 | 348 |             if (object1->isCollisionCallbackActive()) | 
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 | 349 |                 modified |= object1->collidesAgainst(object0, cp); | 
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 | 350 |         } | 
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 | 351 |         else | 
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 | 352 |             modified |= object1->collidesAgainst(object0, cp); | 
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 | 353 |  | 
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 | 354 |         return modified; | 
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 | 355 |     } | 
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| [2072] | 356 | } | 
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