| [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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| [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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| [2896] | 59 |         if (GameMode::showsGraphics()) | 
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| [2072] | 60 |         { | 
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| [3196] | 61 |             assert(Ogre::Root::getSingletonPtr()); | 
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 | 62 |             this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); | 
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 | 63 |             this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
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| [2072] | 64 |         } | 
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 | 65 |         else | 
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 | 66 |         { | 
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 | 67 |             // create a dummy SceneManager of our own since we don't have Ogre::Root. | 
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 | 68 |             this->sceneManager_ = new Ogre::DefaultSceneManager(""); | 
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 | 69 |             this->rootSceneNode_ = this->sceneManager_->getRootSceneNode(); | 
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 | 70 |         } | 
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 | 71 |  | 
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| [2662] | 72 |         // No physics yet, XMLPort will do that. | 
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 | 73 |         const int defaultMaxWorldSize = 100000; | 
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 | 74 |         this->negativeWorldRange_ = Vector3::UNIT_SCALE * -defaultMaxWorldSize; | 
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 | 75 |         this->positiveWorldRange_ = Vector3::UNIT_SCALE *  defaultMaxWorldSize; | 
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 | 76 |         this->gravity_ = Vector3::ZERO; | 
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 | 77 |         this->physicalWorld_   = 0; | 
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 | 78 |         this->solver_          = 0; | 
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 | 79 |         this->dispatcher_      = 0; | 
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 | 80 |         this->collisionConfig_ = 0; | 
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 | 81 |         this->broadphase_      = 0; | 
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| [2072] | 82 |  | 
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 | 83 |         this->registerVariables(); | 
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 | 84 |     } | 
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 | 85 |  | 
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 | 86 |     Scene::~Scene() | 
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 | 87 |     { | 
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 | 88 |         if (this->isInitialized()) | 
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 | 89 |         { | 
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| [3196] | 90 |             if (GameMode::showsGraphics()) | 
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| [2072] | 91 |                 Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); | 
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| [3196] | 92 |             else | 
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| [2072] | 93 |                 delete this->sceneManager_; | 
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| [2662] | 94 |  | 
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 | 95 |             this->setPhysicalWorld(false); | 
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| [2072] | 96 |         } | 
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 | 97 |     } | 
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 | 98 |  | 
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 | 99 |     void Scene::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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 | 100 |     { | 
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 | 101 |         SUPER(Scene, XMLPort, xmlelement, mode); | 
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 | 102 |  | 
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 | 103 |         XMLPortParam(Scene, "skybox", setSkybox, getSkybox, xmlelement, mode); | 
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| [3196] | 104 |         XMLPortParam(Scene, "ambientlight", setAmbientLight, getAmbientLight, xmlelement, mode).defaultValues(ColourValue(0.2f, 0.2f, 0.2f, 1.0f)); | 
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| [2072] | 105 |         XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); | 
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 | 106 |  | 
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| [2662] | 107 |         XMLPortParam(Scene, "gravity", setGravity, getGravity, xmlelement, mode); | 
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 | 108 |         XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode); | 
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 | 109 |         XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode); | 
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 | 110 |         XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true); | 
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 | 111 |  | 
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| [2072] | 112 |         XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); | 
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 | 113 |     } | 
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 | 114 |  | 
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 | 115 |     void Scene::registerVariables() | 
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 | 116 |     { | 
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| [3280] | 117 |         registerVariable(this->skybox_,             VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); | 
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 | 118 |         registerVariable(this->ambientLight_,       VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); | 
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 | 119 |         registerVariable(this->negativeWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange)); | 
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 | 120 |         registerVariable(this->positiveWorldRange_, VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange)); | 
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 | 121 |         registerVariable(this->gravity_,            VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity)); | 
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 | 122 |         registerVariable(this->bHasPhysics_,        VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); | 
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 | 123 |         registerVariable(this->bShadows_,           VariableDirection::ToClient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyShadows)); | 
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| [2072] | 124 |     } | 
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 | 125 |  | 
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| [2662] | 126 |     void Scene::setNegativeWorldRange(const Vector3& range) | 
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 | 127 |     { | 
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 | 128 |         if (range.length() < 10.0f) | 
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 | 129 |         { | 
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 | 130 |             CCOUT(2) << "Warning: Setting the negative world range to a very small value: " | 
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| [3196] | 131 |                      << multi_cast<std::string>(range) << std::endl; | 
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| [2662] | 132 |         } | 
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 | 133 |         if (this->hasPhysics()) | 
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 | 134 |         { | 
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 | 135 |             CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " | 
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 | 136 |                      << "This causes a complete physical reload which might take some time." << std::endl; | 
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 | 137 |             this->setPhysicalWorld(false); | 
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 | 138 |             this->negativeWorldRange_ = range; | 
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 | 139 |             this->setPhysicalWorld(true); | 
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 | 140 |         } | 
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 | 141 |         else | 
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 | 142 |             this->negativeWorldRange_ = range; | 
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 | 143 |     } | 
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 | 144 |  | 
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 | 145 |     void Scene::setPositiveWorldRange(const Vector3& range) | 
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 | 146 |     { | 
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 | 147 |         if (range.length() < 10.0f) | 
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 | 148 |         { | 
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 | 149 |             CCOUT(2) << "Warning: Setting the positive world range to a very small value: " | 
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| [3196] | 150 |                      << multi_cast<std::string>(range) << std::endl; | 
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| [2662] | 151 |         } | 
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 | 152 |         if (this->hasPhysics()) | 
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 | 153 |         { | 
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 | 154 |             CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " | 
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 | 155 |                      << "This causes a complete physical reload which might take some time." << std::endl; | 
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 | 156 |             this->setPhysicalWorld(false); | 
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 | 157 |             this->positiveWorldRange_ = range; | 
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 | 158 |             this->setPhysicalWorld(true); | 
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 | 159 |         } | 
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 | 160 |         else | 
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 | 161 |             this->positiveWorldRange_ = range; | 
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 | 162 |     } | 
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 | 163 |  | 
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 | 164 |     void Scene::setGravity(const Vector3& gravity) | 
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 | 165 |     { | 
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 | 166 |         this->gravity_ = gravity; | 
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 | 167 |         if (this->hasPhysics()) | 
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| [3196] | 168 |             this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); | 
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| [2662] | 169 |     } | 
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 | 170 |  | 
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 | 171 |     void Scene::setPhysicalWorld(bool wantPhysics) | 
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 | 172 |     { | 
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 | 173 |         this->bHasPhysics_ = wantPhysics; | 
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 | 174 |         if (wantPhysics && !hasPhysics()) | 
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 | 175 |         { | 
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 | 176 |             // Note: These are all little known default classes and values. | 
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 | 177 |             //       It would require further investigation to properly dertermine the right choices. | 
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 | 178 |             this->broadphase_      = new bt32BitAxisSweep3( | 
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| [3196] | 179 |                 multi_cast<btVector3>(this->negativeWorldRange_), multi_cast<btVector3>(this->positiveWorldRange_)); | 
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| [2662] | 180 |             this->collisionConfig_ = new btDefaultCollisionConfiguration(); | 
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 | 181 |             this->dispatcher_      = new btCollisionDispatcher(this->collisionConfig_); | 
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 | 182 |             this->solver_          = new btSequentialImpulseConstraintSolver(); | 
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 | 183 |  | 
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 | 184 |             this->physicalWorld_   = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_); | 
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| [3196] | 185 |             this->physicalWorld_->setGravity(multi_cast<btVector3>(this->gravity_)); | 
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| [2662] | 186 |  | 
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 | 187 |             // also set the collision callback variable. | 
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 | 188 |             // Note: This is a global variable which we assign a static function. | 
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 | 189 |             // TODO: Check whether this (or anything about Bullet) works with multiple physics engine instances. | 
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 | 190 |             gContactAddedCallback = &Scene::collisionCallback; | 
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 | 191 |         } | 
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 | 192 |         else if (!wantPhysics && hasPhysics()) | 
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 | 193 |         { | 
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 | 194 |             // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world. | 
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 | 195 |             for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin(); | 
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 | 196 |                 it != this->physicalObjects_.end(); ++it) | 
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 | 197 |             { | 
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 | 198 |                 this->physicalWorld_->removeRigidBody((*it)->physicalBody_); | 
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 | 199 |                 this->physicalObjectQueue_.insert(*it); | 
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 | 200 |             } | 
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 | 201 |             this->physicalObjects_.clear(); | 
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 | 202 |  | 
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 | 203 |             delete this->physicalWorld_; | 
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 | 204 |             delete this->solver_; | 
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 | 205 |             delete this->dispatcher_; | 
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 | 206 |             delete this->collisionConfig_; | 
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 | 207 |             delete this->broadphase_; | 
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 | 208 |             this->physicalWorld_   = 0; | 
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 | 209 |             this->solver_          = 0; | 
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 | 210 |             this->dispatcher_      = 0; | 
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 | 211 |             this->collisionConfig_ = 0; | 
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 | 212 |             this->broadphase_      = 0; | 
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 | 213 |         } | 
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 | 214 |     } | 
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 | 215 |  | 
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 | 216 |     void Scene::tick(float dt) | 
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 | 217 |     { | 
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| [2896] | 218 |         if (!GameMode::showsGraphics()) | 
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| [2662] | 219 |         { | 
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 | 220 |             // We need to update the scene nodes if we don't render | 
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 | 221 |             this->rootSceneNode_->_update(true, false); | 
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 | 222 |         } | 
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 | 223 |         if (this->hasPhysics()) | 
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 | 224 |         { | 
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 | 225 |             // TODO: This here is bad practice! It will slow down the first tick() by ages. | 
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 | 226 |             //       Rather have an initialise() method as well, called by the Level after everything has been loaded. | 
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 | 227 |             if (this->physicalObjectQueue_.size() > 0) | 
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 | 228 |             { | 
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 | 229 |                 // Add all scheduled WorldEntities | 
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 | 230 |                 for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin(); | 
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 | 231 |                     it != this->physicalObjectQueue_.end(); ++it) | 
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 | 232 |                 { | 
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 | 233 |                     this->physicalWorld_->addRigidBody((*it)->physicalBody_); | 
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 | 234 |                     this->physicalObjects_.insert(*it); | 
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 | 235 |                 } | 
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 | 236 |                 this->physicalObjectQueue_.clear(); | 
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 | 237 |             } | 
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 | 238 |  | 
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 | 239 |             // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds. | 
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 | 240 |             //       Under that mark, the simulation will "loose time" and get unusable. | 
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 | 241 |             physicalWorld_->stepSimulation(dt, 60); | 
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 | 242 |         } | 
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 | 243 |     } | 
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 | 244 |  | 
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| [2072] | 245 |     void Scene::setSkybox(const std::string& skybox) | 
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 | 246 |     { | 
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| [2896] | 247 |         if (GameMode::showsGraphics() && this->sceneManager_) | 
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| [2072] | 248 |             this->sceneManager_->setSkyBox(true, skybox); | 
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 | 249 |  | 
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 | 250 |         this->skybox_ = skybox; | 
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 | 251 |     } | 
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 | 252 |  | 
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 | 253 |     void Scene::setAmbientLight(const ColourValue& colour) | 
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 | 254 |     { | 
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| [2896] | 255 |         if (GameMode::showsGraphics() && this->sceneManager_) | 
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| [2072] | 256 |             this->sceneManager_->setAmbientLight(colour); | 
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 | 257 |  | 
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 | 258 |         this->ambientLight_ = colour; | 
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 | 259 |     } | 
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 | 260 |  | 
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 | 261 |     void Scene::setShadow(bool bShadow) | 
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 | 262 |     { | 
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| [2896] | 263 |         if (GameMode::showsGraphics() && this->sceneManager_) | 
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| [2072] | 264 |         { | 
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 | 265 |             if (bShadow) | 
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 | 266 |                 this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); | 
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 | 267 |             else | 
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 | 268 |                 this->sceneManager_->setShadowTechnique(Ogre::SHADOWTYPE_NONE); | 
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 | 269 |         } | 
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 | 270 |  | 
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 | 271 |         this->bShadows_ = bShadow; | 
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 | 272 |     } | 
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 | 273 |  | 
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 | 274 |     void Scene::addObject(BaseObject* object) | 
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 | 275 |     { | 
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 | 276 |         this->objects_.push_back(object); | 
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 | 277 |         object->setScene(this); | 
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 | 278 |     } | 
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 | 279 |  | 
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 | 280 |     BaseObject* Scene::getObject(unsigned int index) const | 
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 | 281 |     { | 
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 | 282 |         unsigned int i = 0; | 
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 | 283 |         for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it) | 
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 | 284 |         { | 
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 | 285 |             if (i == index) | 
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 | 286 |                 return (*it); | 
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 | 287 |             ++i; | 
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 | 288 |         } | 
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 | 289 |         return 0; | 
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 | 290 |     } | 
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| [2171] | 291 |  | 
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| [2662] | 292 |     void Scene::addPhysicalObject(WorldEntity* object) | 
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| [2171] | 293 |     { | 
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| [2662] | 294 |         if (object) | 
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| [2171] | 295 |         { | 
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| [2662] | 296 |             std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object); | 
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 | 297 |             if (it != this->physicalObjects_.end()) | 
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 | 298 |                 return; | 
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 | 299 |  | 
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 | 300 |             this->physicalObjectQueue_.insert(object); | 
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| [2171] | 301 |         } | 
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 | 302 |     } | 
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| [2662] | 303 |  | 
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 | 304 |     void Scene::removePhysicalObject(WorldEntity* object) | 
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 | 305 |     { | 
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 | 306 |         // check queue first | 
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 | 307 |         std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object); | 
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 | 308 |         if (it != this->physicalObjectQueue_.end()) | 
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 | 309 |         { | 
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 | 310 |             this->physicalObjectQueue_.erase(it); | 
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 | 311 |             return; | 
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 | 312 |         } | 
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 | 313 |  | 
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 | 314 |         it = this->physicalObjects_.find(object); | 
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 | 315 |         if (it == this->physicalObjects_.end()) | 
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 | 316 |             return; | 
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 | 317 |         this->physicalObjects_.erase(it); | 
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 | 318 |  | 
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 | 319 |         if (this->hasPhysics()) | 
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 | 320 |             this->physicalWorld_->removeRigidBody(object->physicalBody_); | 
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 | 321 |     } | 
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 | 322 |  | 
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 | 323 |     /*static*/ bool Scene::collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, | 
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 | 324 |                                              int index0, const btCollisionObject* colObj1, int partId1, int index1) | 
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 | 325 |     { | 
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 | 326 |         // get the WorldEntity pointers | 
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| [3301] | 327 |         WorldEntity* object0 = static_cast<WorldEntity*>(colObj0->getUserPointer()); | 
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| [3325] | 328 |         assert(orxonox_cast<WorldEntity*>(object0)); | 
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| [3301] | 329 |         WorldEntity* object1 = static_cast<WorldEntity*>(colObj1->getUserPointer()); | 
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| [3325] | 330 |         assert(orxonox_cast<WorldEntity*>(object1)); | 
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| [2662] | 331 |  | 
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 | 332 |         // false means that bullet will assume we didn't modify the contact | 
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 | 333 |         bool modified = false; | 
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 | 334 |         if (object0->isCollisionCallbackActive()) | 
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 | 335 |         { | 
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 | 336 |             modified |= object0->collidesAgainst(object1, cp); | 
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 | 337 |             if (object1->isCollisionCallbackActive()) | 
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 | 338 |                 modified |= object1->collidesAgainst(object0, cp); | 
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 | 339 |         } | 
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 | 340 |         else | 
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 | 341 |             modified |= object1->collidesAgainst(object0, cp); | 
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 | 342 |  | 
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 | 343 |         return modified; | 
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 | 344 |     } | 
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| [2072] | 345 | } | 
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