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source: orxonox.OLD/branches/christmas_branche/src/world_entities/world_entity.cc @ 6167

Last change on this file since 6167 was 6167, checked in by patrick, 18 years ago

christmas: md2 model loading issues

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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13   ### File Specific:
14   main-programmer: Patrick Boenzli
15   co-programmer: Christian Meyer
16*/
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "world_entity.h"
20#include "shell_command.h"
21
22#include "model.h"
23#include "resource_manager.h"
24#include "load_param.h"
25#include "list.h"
26#include "vector.h"
27#include "obb_tree.h"
28
29#include "state.h"
30
31using namespace std;
32
33SHELL_COMMAND(model, WorldEntity, loadModel)
34    ->describe("sets the Model of the WorldEntity")
35    ->defaultValues(2, "models/ships/fighter.obj", 1.0);
36
37
38/**
39 *  Loads the WordEntity-specific Part of any derived Class
40 *
41 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
42 *              that can calls WorldEntities loadParams for itself.
43 */
44WorldEntity::WorldEntity(const TiXmlElement* root)
45  : Synchronizeable()
46{
47  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
48
49  this->obbTree = NULL;
50
51  if (root != NULL)
52    this->loadParams(root);
53
54  this->setVisibiliy(true);
55
56  this->objectListNumber = OM_INIT;
57  this->objectListIterator = NULL;
58
59  this->toList(OM_NULL);
60}
61
62/**
63 *  standard destructor
64*/
65WorldEntity::~WorldEntity ()
66{
67  // Delete the obbTree
68  if( this->obbTree != NULL)
69    delete this->obbTree;
70
71  // Delete the model (unregister it with the ResourceManager)
72  for (unsigned int i = 0; i < this->models.size(); i++)
73    this->setModel(NULL, i);
74
75  State::getObjectManager()->toList(this, OM_INIT);
76}
77
78/**
79 * loads the WorldEntity Specific Parameters.
80 * @param root: the XML-Element to load the Data From
81 */
82void WorldEntity::loadParams(const TiXmlElement* root)
83{
84  // Do the PNode loading stuff
85  static_cast<PNode*>(this)->loadParams(root);
86
87  // Model Loading
88  LoadParam(root, "model", this, WorldEntity, loadModel)
89      .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
90      .defaultValues(3, NULL, 1.0f, 0);
91
92}
93
94/**
95 * loads a Model onto a WorldEntity
96 * @param fileName the name of the model to load
97 * @param scaling the Scaling of the model
98 *
99 * @todo fix this, so it only has one loadModel-Function.
100*/
101void WorldEntity::loadModel(const char* fileName, float scaling, unsigned int modelNumber)
102{
103  if (fileName != NULL)
104  {
105    // search for the special character # in the LoadParam
106    if (strchr(fileName, '#') != NULL)
107      {
108        PRINTF(4)("Found # in %s... searching for LOD's\n", fileName);
109        char* lodFile = new char[strlen(fileName)+1];
110        strcpy(lodFile, fileName);
111        char* depth = strchr(lodFile, '#');
112        for (unsigned int i = 0; i < 5; i++)
113          {
114            *depth = 48+(int)i;
115            printf("-------%s\n", lodFile);
116            if (ResourceManager::isInDataDir(lodFile))
117              this->loadModel(lodFile, scaling, i);
118          }
119        return;
120      }
121
122      if( strchr(fileName, '.obj') != NULL)
123      {
124        PRINTF(4)("fetching OBJ file: %s\n", fileName);
125        if (scaling == 1.0)
126          this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber);
127        else
128          this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling), modelNumber);
129
130        if( modelNumber == 0)
131          this->buildObbTree(4);
132      }
133      else if( strchr(fileName, '.md2') != NULL)
134      {
135        PRINTF(4)("fetching MD2 file: %s\n", fileName);
136        this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0);
137      }
138  }
139  else
140    this->setModel(NULL);
141}
142
143/**
144 * sets a specific Model for the Object.
145 * @param model The Model to set
146 * @param modelNumber the n'th model in the List to get.
147 */
148void WorldEntity::setModel(Model* model, unsigned int modelNumber)
149{
150  if (this->models.size() <= modelNumber)
151    this->models.resize(modelNumber+1, NULL);
152
153  if (this->models[modelNumber] != NULL)
154  {
155    Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(this->models[modelNumber]);
156    if (resource != NULL)
157      ResourceManager::getInstance()->unload(resource, RP_LEVEL);
158    else
159      delete this->models[modelNumber];
160  }
161  this->models[modelNumber] = model;
162
163//   if (this->model != NULL)
164//     this->buildObbTree(4);
165}
166
167
168/**
169 * builds the obb-tree
170 * @param depth the depth to calculate
171 */
172bool WorldEntity::buildObbTree(unsigned int depth)
173{
174  if (this->obbTree)
175    delete this->obbTree;
176
177  if (this->models[0] != NULL)
178  {
179    PRINTF(4)("creating obb tree\n");
180
181
182    this->obbTree = new OBBTree(depth, (sVec3D*)this->models[0]->getVertexArray(), this->models[0]->getVertexCount());
183    return true;
184  }
185  else
186  {
187    PRINTF(2)("could not create obb-tree, because no model was loaded yet\n");
188    this->obbTree = NULL;
189    return false;
190  }
191}
192
193/**
194 * @brief moves this entity to the List OM_List
195 * @param list the list to set this Entity to.
196 *
197 * this is the same as a call to State::getObjectManager()->toList(entity , list);
198 * directly, but with an easier interface.
199 *
200 * @todo inline this (peut etre)
201 */
202void WorldEntity::toList(OM_LIST list)
203{
204  State::getObjectManager()->toList(this, list);
205}
206
207
208
209/**
210 * sets the character attributes of a worldentity
211 * @param character attributes
212 *
213 * these attributes don't have to be set, only use them, if you need them
214*/
215//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
216//{}
217
218
219/**
220 *  this function is called, when two entities collide
221 * @param entity: the world entity with whom it collides
222 *
223 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
224 */
225void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
226{
227  /**
228   * THIS IS A DEFAULT COLLISION-Effect.
229   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
230   * USE::
231   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
232   *
233   * You can always define a default Action.... don't be affraid just test it :)
234   */
235//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
236}
237
238
239/**
240 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
241 *
242 */
243void WorldEntity::postSpawn ()
244{
245}
246
247
248/**
249 *  this method is called by the world if the WorldEntity leaves valid gamespace
250 *
251 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
252 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
253 *
254 * NOT YET IMPLEMENTED
255 */
256void WorldEntity::leftWorld ()
257{
258}
259
260
261/**
262 *  this method is called every frame
263 * @param time: the time in seconds that has passed since the last tick
264 *
265 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
266*/
267void WorldEntity::tick(float time)
268{
269}
270
271
272/**
273 *  the entity is drawn onto the screen with this function
274 *
275 * This is a central function of an entity: call it to let the entity painted to the screen.
276 * Just override this function with whatever you want to be drawn.
277*/
278void WorldEntity::draw() const
279{
280  this->drawLODsafe();
281}
282
283void WorldEntity::drawLODsafe() const
284{
285  if (!this->models.empty())
286  {
287    glMatrixMode(GL_MODELVIEW);
288    glPushMatrix();
289
290    /* translate */
291    glTranslatef (this->getAbsCoor ().x,
292                  this->getAbsCoor ().y,
293                  this->getAbsCoor ().z);
294    Vector tmpRot = this->getAbsDir().getSpacialAxis();
295    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
296
297
298    // This Draws the LOD's
299    float cameraDistance = (State::getCamera()->getAbsCoor() - this->getAbsCoor()).len();
300    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
301    {
302       this->models[2]->draw();
303    }
304    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
305    {
306      this->models[1]->draw();
307    }
308    else if (this->models.size() >= 1 && this->models[0] != NULL)
309    {
310      this->models[0]->draw();
311    }
312    glPopMatrix();
313  }
314}
315
316/**
317 * DEBUG-DRAW OF THE BV-Tree.
318 * @param depth What depth to draw
319 * @param drawMode the mode to draw this entity under
320 */
321void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const
322{
323  glMatrixMode(GL_MODELVIEW);
324  glPushMatrix();
325  /* translate */
326  glTranslatef (this->getAbsCoor ().x,
327                this->getAbsCoor ().y,
328                this->getAbsCoor ().z);
329  /* rotate */
330  Vector tmpRot = this->getAbsDir().getSpacialAxis();
331  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
332
333  if (this->obbTree)
334    this->obbTree->drawBV(depth, drawMode);
335  glPopMatrix();
336}
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