| 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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| 24 | *      Reto Grieder (physics) | 
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| 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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| 33 | #include <OgreSceneManager.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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| 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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| 42 | #include "core/CoreIncludes.h" | 
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| 43 | #include "core/GameMode.h" | 
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| 44 | #include "core/GUIManager.h" | 
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| 45 | #include "core/XMLPort.h" | 
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| 46 | #include "tools/BulletConversions.h" | 
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| 47 | #include "Radar.h" | 
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| 48 | #include "worldentities/WorldEntity.h" | 
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| 49 | #include "Level.h" | 
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| 50 |  | 
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| 51 | namespace orxonox | 
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| 52 | { | 
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| 53 | CreateFactory(Scene); | 
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| 54 |  | 
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| 55 | Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) | 
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| 56 | { | 
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| 57 | RegisterObject(Scene); | 
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| 58 |  | 
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| 59 | this->setScene(SmartPtr<Scene>(this, false), OBJECTID_UNKNOWN); | 
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| 60 | this->bShadows_ = true; | 
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| 61 | this->soundReferenceDistance_ = 20.0; | 
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| 62 |  | 
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| 63 | if (GameMode::showsGraphics()) | 
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| 64 | { | 
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| 65 | assert(Ogre::Root::getSingletonPtr()); | 
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| 66 | this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); | 
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| 67 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
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| 68 |  | 
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| 69 | this->radar_ = new Radar(); | 
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| 70 | } | 
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| 71 | else | 
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| 72 | { | 
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| 73 | // create a dummy SceneManager of our own since we don't have Ogre::Root. | 
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| 74 | this->sceneManager_ = new Ogre::DefaultSceneManager(""); | 
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| 75 | this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
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| 76 |  | 
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| 77 | this->radar_ = 0; | 
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| 78 | } | 
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| 79 |  | 
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| 80 | // No physics yet, XMLPort will do that. | 
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| 81 | const int defaultMaxWorldSize = 100000; | 
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| 82 | this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize; | 
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| 83 | this->positiveWorldRange_ = Vector3::UNIT_SCALE *  defaultMaxWorldSize; | 
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| 84 | this->gravity_ = Vector3::ZERO; | 
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| 85 | this->physicalWorld_   = 0; | 
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| 86 | this->solver_          = 0; | 
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| 87 | this->dispatcher_      = 0; | 
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| 88 | this->collisionConfig_ = 0; | 
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| 89 | this->broadphase_      = 0; | 
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| 90 |  | 
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| 91 | this->registerVariables(); | 
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| 92 | } | 
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| 93 |  | 
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| 94 | Scene::~Scene() | 
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| 95 | { | 
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| 96 | if (this->isInitialized()) | 
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| 97 | { | 
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| 98 | if (GameMode::showsGraphics()) | 
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| 99 | Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); | 
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| 100 | else | 
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| 101 | delete this->sceneManager_; | 
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| 102 |  | 
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| 103 | if (this->radar_) | 
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| 104 | this->radar_->destroy(); | 
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| 105 |  | 
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| 106 | this->setPhysicalWorld(false); | 
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| 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(0.2f, 0.2f, 0.2f, 1.0f)); | 
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| 116 | XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); | 
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| 117 | XMLPortParam(Scene, "soundReferenceDistance", setSoundReferenceDistance, getSoundReferenceDistance, xmlelement, mode); | 
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| 118 |  | 
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| 119 | XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode); | 
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| 120 | XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode); | 
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| 121 | XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode); | 
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| 122 | XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true); | 
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| 123 |  | 
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| 124 | XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); | 
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| 125 | } | 
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| 126 |  | 
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| 127 | void Scene::registerVariables() | 
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| 128 | { | 
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| 129 | registerVariable(this->skybox_,             VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); | 
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| 130 | registerVariable(this->ambientLight_,       VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); | 
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| 131 | registerVariable(this->negativeWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange)); | 
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| 132 | registerVariable(this->positiveWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange)); | 
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| 133 | registerVariable(this->gravity_,            VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity)); | 
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| 134 | registerVariable(this->bHasPhysics_,        VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); | 
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| 135 | registerVariable(this->bShadows_,           VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows)); | 
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| 136 | registerVariable(this->getLevel(),          VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::changedLevel)); | 
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| 137 | } | 
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| 138 |  | 
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| 139 | void Scene::setNegativeWorldRange(const Vector3& range) | 
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| 140 | { | 
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| 141 | if (range.length() < 10.0f) | 
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| 142 | { | 
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| 143 | CCOUT(2) << "Warning: Setting the negative world range to a very small value: " | 
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| 144 | << multi_cast<std::string>(range) << std::endl; | 
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| 145 | } | 
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| 146 | if (this->hasPhysics()) | 
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| 147 | { | 
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| 148 | CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " | 
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| 149 | << "This causes a complete physical reload which might take some time." << std::endl; | 
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| 150 | this->setPhysicalWorld(false); | 
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| 151 | this->negativeWorldRange_ = range; | 
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| 152 | this->setPhysicalWorld(true); | 
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| 153 | } | 
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| 154 | else | 
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| 155 | this->negativeWorldRange_ = range; | 
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| 156 | } | 
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| 157 |  | 
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| 158 | void Scene::setPositiveWorldRange(const Vector3& range) | 
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| 159 | { | 
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| 160 | if (range.length() < 10.0f) | 
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| 161 | { | 
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| 162 | CCOUT(2) << "Warning: Setting the positive world range to a very small value: " | 
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| 163 | << multi_cast<std::string>(range) << std::endl; | 
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| 164 | } | 
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| 165 | if (this->hasPhysics()) | 
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| 166 | { | 
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| 167 | CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " | 
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| 168 | << "This causes a complete physical reload which might take some time." << std::endl; | 
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| 169 | this->setPhysicalWorld(false); | 
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| 170 | this->positiveWorldRange_ = range; | 
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| 171 | this->setPhysicalWorld(true); | 
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| 172 | } | 
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| 173 | else | 
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| 174 | this->positiveWorldRange_ = range; | 
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| 175 | } | 
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| 176 |  | 
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| 177 | void Scene::setGravity(const Vector3& gravity) | 
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| 178 | { | 
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| 179 | this->gravity_ = gravity; | 
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| 180 | if (this->hasPhysics()) | 
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| 181 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); | 
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| 182 | } | 
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| 183 |  | 
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| 184 | void Scene::setPhysicalWorld(bool wantPhysics) | 
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| 185 | { | 
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| 186 | this->bHasPhysics_ = wantPhysics; | 
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| 187 | if (wantPhysics && !hasPhysics()) | 
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| 188 | { | 
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| 189 | // Note: These are all little known default classes and values. | 
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| 190 | //       It would require further investigation to properly dertermine the right choices. | 
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| 191 | this->broadphase_      = new bt32BitAxisSweep3( | 
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| 192 | multi_cast<btVector3>(this->negativeWorldRange_), multi_cast<btVector3>(this->positiveWorldRange_)); | 
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| 193 | this->collisionConfig_ = new btDefaultCollisionConfiguration(); | 
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| 194 | this->dispatcher_      = new btCollisionDispatcher(this->collisionConfig_); | 
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| 195 | this->solver_          = new btSequentialImpulseConstraintSolver(); | 
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| 196 |  | 
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| 197 | this->physicalWorld_   = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_); | 
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| 198 | this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); | 
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| 199 |  | 
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| 200 | // also set the collision callback variable. | 
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| 201 | // Note: This is a global variable which we assign a static function. | 
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| 202 | // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances. | 
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| 203 | gContactAddedCallback = &Scene::collisionCallback; | 
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| 204 | } | 
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| 205 | else if (!wantPhysics && hasPhysics()) | 
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| 206 | { | 
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| 207 | // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world. | 
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| 208 | for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin(); | 
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| 209 | it != this->physicalObjects_.end(); ++it) | 
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| 210 | { | 
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| 211 | this->physicalWorld_->removeRigidBody((*it)->physicalBody_); | 
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| 212 | this->physicalObjectQueue_.insert(*it); | 
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| 213 | } | 
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| 214 | this->physicalObjects_.clear(); | 
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| 215 |  | 
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| 216 | delete this->physicalWorld_; | 
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| 217 | delete this->solver_; | 
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| 218 | delete this->dispatcher_; | 
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| 219 | delete this->collisionConfig_; | 
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| 220 | delete this->broadphase_; | 
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| 221 | this->physicalWorld_   = 0; | 
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| 222 | this->solver_          = 0; | 
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| 223 | this->dispatcher_      = 0; | 
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| 224 | this->collisionConfig_ = 0; | 
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| 225 | this->broadphase_      = 0; | 
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| 226 | } | 
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| 227 | } | 
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| 228 |  | 
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| 229 | void Scene::tick(float dt) | 
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| 230 | { | 
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| 231 | if (!GameMode::showsGraphics()) | 
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| 232 | { | 
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| 233 | // We need to update the scene nodes if we don't render | 
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| 234 | this->rootSceneNode_->_update(true, false); | 
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| 235 | } | 
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| 236 | if (this->hasPhysics()) | 
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| 237 | { | 
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| 238 | // TODO: This here is bad practice! It will slow down the first tick() by ages. | 
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| 239 | //       Rather have an initialise() method as well, called by the Level after everything has been loaded. | 
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| 240 | if (this->physicalObjectQueue_.size() > 0) | 
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| 241 | { | 
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| 242 | // Add all scheduled WorldEntities | 
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| 243 | for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin(); | 
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| 244 | it != this->physicalObjectQueue_.end(); ++it) | 
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| 245 | { | 
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| 246 | this->physicalWorld_->addRigidBody((*it)->physicalBody_); | 
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| 247 | this->physicalObjects_.insert(*it); | 
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| 248 | } | 
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| 249 | this->physicalObjectQueue_.clear(); | 
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| 250 | } | 
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| 251 |  | 
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| 252 | // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds. | 
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| 253 | //       Under that mark, the simulation will "loose time" and get unusable. | 
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| 254 | physicalWorld_->stepSimulation(dt, 60); | 
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| 255 | } | 
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| 256 | } | 
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| 257 |  | 
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| 258 | void Scene::setSkybox(const std::string& skybox) | 
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| 259 | { | 
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| 260 | if (GameMode::showsGraphics() && this->sceneManager_) | 
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| 261 | this->sceneManager_->setSkyBox(true, skybox); | 
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| 262 |  | 
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| 263 | this->skybox_ = skybox; | 
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| 264 | } | 
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| 265 |  | 
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| 266 | void Scene::setAmbientLight(const ColourValue& colour) | 
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| 267 | { | 
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| 268 | if (GameMode::showsGraphics() && this->sceneManager_) | 
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| 269 | this->sceneManager_->setAmbientLight(colour); | 
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| 270 |  | 
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| 271 | this->ambientLight_ = colour; | 
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| 272 | } | 
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| 273 |  | 
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| 274 | void Scene::setShadow(bool bShadow) | 
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| 275 | { | 
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| 276 | if (GameMode::showsGraphics() && this->sceneManager_) | 
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| 277 | { | 
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| 278 | if (bShadow) | 
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| 279 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); | 
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| 280 | else | 
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| 281 | this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); | 
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| 282 | } | 
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| 283 |  | 
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| 284 | this->bShadows_ = bShadow; | 
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| 285 | } | 
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| 286 |  | 
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| 287 | void Scene::addObject(BaseObject* object) | 
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| 288 | { | 
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| 289 | this->objects_.push_back(object); | 
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| 290 | object->setScene(this, this->getObjectID()); | 
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| 291 | } | 
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| 292 |  | 
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| 293 | BaseObject* Scene::getObject(unsigned int index) const | 
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| 294 | { | 
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| 295 | unsigned int i = 0; | 
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| 296 | for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) | 
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| 297 | { | 
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| 298 | if (i == index) | 
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| 299 | return (*it); | 
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| 300 | ++i; | 
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| 301 | } | 
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| 302 | return 0; | 
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| 303 | } | 
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| 304 |  | 
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| 305 | void Scene::addPhysicalObject(WorldEntity* object) | 
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| 306 | { | 
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| 307 | if (object) | 
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| 308 | { | 
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| 309 | std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object); | 
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| 310 | if (it != this->physicalObjects_.end()) | 
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| 311 | return; | 
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| 312 |  | 
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| 313 | this->physicalObjectQueue_.insert(object); | 
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| 314 | } | 
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| 315 | } | 
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| 316 |  | 
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| 317 | void Scene::removePhysicalObject(WorldEntity* object) | 
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| 318 | { | 
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| 319 | // check queue first | 
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| 320 | std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object); | 
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| 321 | if (it != this->physicalObjectQueue_.end()) | 
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| 322 | { | 
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| 323 | this->physicalObjectQueue_.erase(it); | 
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| 324 | return; | 
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| 325 | } | 
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| 326 |  | 
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| 327 | it = this->physicalObjects_.find(object); | 
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| 328 | if (it == this->physicalObjects_.end()) | 
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| 329 | return; | 
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| 330 | this->physicalObjects_.erase(it); | 
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| 331 |  | 
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| 332 | if (this->hasPhysics()) | 
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| 333 | this->physicalWorld_->removeRigidBody(object->physicalBody_); | 
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| 334 | } | 
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| 335 |  | 
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| 336 | /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, | 
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| 337 | int index0, const btCollisionObject* colObj1, int partId1, int index1) | 
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| 338 | { | 
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| 339 | // get the WorldEntity pointers | 
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| 340 | SmartPtr<WorldEntity> object0 = static_cast<WorldEntity*>(colObj0->getUserPointer()); | 
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| 341 | SmartPtr<WorldEntity> object1 = static_cast<WorldEntity*>(colObj1->getUserPointer()); | 
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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 | modified |= object0->collidesAgainst(object1, cp); | 
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| 347 | if (object1->isCollisionCallbackActive()) | 
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| 348 | modified |= object1->collidesAgainst(object0, cp); | 
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| 349 |  | 
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| 350 | return modified; | 
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| 351 | } | 
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| 352 | } | 
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