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source: orxonox.OLD/branches/network/src/world_entities/world_entity.cc @ 6688

Last change on this file since 6688 was 6688, checked in by rennerc, 18 years ago

spaceship: hack: load default model

File size: 15.1 KB
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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 "md2Model.h"
24#include "resource_manager.h"
25#include "load_param.h"
26#include "vector.h"
27#include "obb_tree.h"
28
29#include "glgui_bar.h"
30
31#include "state.h"
32
33using namespace std;
34
35SHELL_COMMAND(model, WorldEntity, loadModel)
36->describe("sets the Model of the WorldEntity")
37->defaultValues(2, "models/ships/fighter.obj", 1.0);
38
39SHELL_COMMAND(debugEntity, WorldEntity, debugWE);
40
41/**
42 *  Loads the WordEntity-specific Part of any derived Class
43 *
44 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
45 *              that can calls WorldEntities loadParams for itself.
46 */
47WorldEntity::WorldEntity()
48    : Synchronizeable()
49{
50  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
51
52  this->obbTree = NULL;
53  this->energyWidget = NULL;
54  this->energyMax = 1.0f;
55  this->energy = 1.0f;
56  this->scaling = 1.0f;
57
58  /* OSOLETE */
59  this->bVisible = true;
60  this->bCollide = true;
61
62  this->md2TextureFileName = NULL;
63
64  this->objectListNumber = OM_INIT;
65  this->objectListIterator = NULL;
66
67  this->toList(OM_NULL);
68}
69
70/**
71 *  standard destructor
72*/
73WorldEntity::~WorldEntity ()
74{
75  // Delete the obbTree
76  if( this->obbTree != NULL)
77    delete this->obbTree;
78
79  if (this->energyWidget != NULL)
80    delete this->energyWidget;
81
82  // Delete the model (unregister it with the ResourceManager)
83  for (unsigned int i = 0; i < this->models.size(); i++)
84    this->setModel(NULL, i);
85
86  State::getObjectManager()->toList(this, OM_INIT);
87}
88
89/**
90 * loads the WorldEntity Specific Parameters.
91 * @param root: the XML-Element to load the Data From
92 */
93void WorldEntity::loadParams(const TiXmlElement* root)
94{
95  // Do the PNode loading stuff
96  PNode::loadParams(root);
97
98  LoadParam(root, "md2texture", this, WorldEntity, loadMD2Texture)
99  .describe("the fileName of the texture, that should be loaded onto this world-entity. (must be relative to the data-dir)")
100  .defaultValues(1, NULL);
101
102  // Model Loading
103  LoadParam(root, "model", this, WorldEntity, loadModel)
104  .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
105  .defaultValues(3, NULL, 1.0f, 0);
106
107  LoadParam(root, "maxEnergy", this, WorldEntity, setMaxEnergy)
108  .describe("The Maximum energy that can be loaded onto this entity")
109  .defaultValues(1, 1.0f);
110
111  LoadParam(root, "energy", this, WorldEntity, setEnergy)
112  .describe("The Energy the WorldEntity has at this moment")
113  .defaultValues(1, 1.0f);
114}
115
116
117/**
118 * loads a Model onto a WorldEntity
119 * @param fileName the name of the model to load
120 * @param scaling the Scaling of the model
121 *
122 * @todo fix this, so it only has one loadModel-Function.
123*/
124void WorldEntity::loadModel(const char* fileName, float scaling, unsigned int modelNumber)
125{
126  this->modelLODName = fileName;
127  this->scaling = scaling;
128  if ( fileName != NULL && strcmp(fileName, "") )
129  {
130    // search for the special character # in the LoadParam
131    if (strchr(fileName, '#') != NULL)
132    {
133      PRINTF(4)("Found # in %s... searching for LOD's\n", fileName);
134      char* lodFile = new char[strlen(fileName)+1];
135      strcpy(lodFile, fileName);
136      char* depth = strchr(lodFile, '#');
137      for (unsigned int i = 0; i < 5; i++)
138      {
139        *depth = 48+(int)i;
140        printf("-------%s\n", lodFile);
141        if (ResourceManager::isInDataDir(lodFile))
142          this->loadModel(lodFile, scaling, i);
143      }
144      return;
145    }
146    if (scaling == 0.0)
147    {
148      scaling = 1.0;
149      PRINTF(1)("YOU GAVE ME A CRAPY SCALE resetting to 1\n");
150    }
151    if(strstr(fileName, ".obj"))
152    {
153      PRINTF(4)("fetching OBJ file: %s\n", fileName);
154      if (scaling == 1.0)
155        this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber);
156      else
157        this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling), modelNumber);
158
159      if( modelNumber == 0)
160        this->buildObbTree(4);
161    }
162    else if(strstr(fileName, ".md2"))
163    {
164      PRINTF(4)("fetching MD2 file: %s\n", fileName);
165      Model* m = new MD2Model(fileName, this->md2TextureFileName);
166      //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0);
167      this->setModel(m, 0);
168    }
169  }
170  else
171  {
172    this->setModel(NULL);
173  }
174}
175
176/**
177 * sets a specific Model for the Object.
178 * @param model The Model to set
179 * @param modelNumber the n'th model in the List to get.
180 */
181void WorldEntity::setModel(Model* model, unsigned int modelNumber)
182{
183  if (this->models.size() <= modelNumber)
184    this->models.resize(modelNumber+1, NULL);
185
186  if (this->models[modelNumber] != NULL)
187  {
188    Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(this->models[modelNumber]);
189    //     if (resource != NULL)
190    ResourceManager::getInstance()->unload(resource, RP_LEVEL);
191  }
192  else
193    delete this->models[modelNumber];
194
195  this->models[modelNumber] = model;
196
197
198  //   if (this->model != NULL)
199  //     this->buildObbTree(4);
200}
201
202
203/**
204 * builds the obb-tree
205 * @param depth the depth to calculate
206 */
207bool WorldEntity::buildObbTree(unsigned int depth)
208{
209  if (this->obbTree)
210    delete this->obbTree;
211
212  if (this->models[0] != NULL)
213  {
214    PRINTF(4)("creating obb tree\n");
215
216
217    this->obbTree = new OBBTree(depth, (sVec3D*)this->models[0]->getVertexArray(), this->models[0]->getVertexCount());
218    return true;
219  }
220  else
221  {
222    PRINTF(2)("could not create obb-tree, because no model was loaded yet\n");
223    this->obbTree = NULL;
224    return false;
225  }
226}
227
228/**
229 * @brief moves this entity to the List OM_List
230 * @param list the list to set this Entity to.
231 *
232 * this is the same as a call to State::getObjectManager()->toList(entity , list);
233 * directly, but with an easier interface.
234 *
235 * @todo inline this (peut etre)
236 */
237void WorldEntity::toList(OM_LIST list)
238{
239  State::getObjectManager()->toList(this, list);
240}
241
242
243
244/**
245 * sets the character attributes of a worldentity
246 * @param character attributes
247 *
248 * these attributes don't have to be set, only use them, if you need them
249*/
250//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
251//{}
252
253
254/**
255 *  this function is called, when two entities collide
256 * @param entity: the world entity with whom it collides
257 *
258 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
259 */
260void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
261{
262  /**
263   * THIS IS A DEFAULT COLLISION-Effect.
264   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
265   * USE::
266   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
267   *
268   * You can always define a default Action.... don't be affraid just test it :)
269   */
270  //  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
271}
272
273
274/**
275 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
276 *
277 */
278void WorldEntity::postSpawn ()
279{}
280
281
282/**
283 *  this method is called by the world if the WorldEntity leaves valid gamespace
284 *
285 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
286 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
287 *
288 * NOT YET IMPLEMENTED
289 */
290void WorldEntity::leftWorld ()
291{}
292
293
294/**
295 *  this method is called every frame
296 * @param time: the time in seconds that has passed since the last tick
297 *
298 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
299*/
300void WorldEntity::tick(float time)
301{}
302
303
304/**
305 *  the entity is drawn onto the screen with this function
306 *
307 * This is a central function of an entity: call it to let the entity painted to the screen.
308 * Just override this function with whatever you want to be drawn.
309*/
310void WorldEntity::draw() const
311{
312  //PRINTF(0)("(%s::%s)\n", this->getClassName(), this->getName());
313  //  assert(!unlikely(this->models.empty()));
314  {
315    glMatrixMode(GL_MODELVIEW);
316    glPushMatrix();
317
318    /* translate */
319    glTranslatef (this->getAbsCoor ().x,
320                  this->getAbsCoor ().y,
321                  this->getAbsCoor ().z);
322    Vector tmpRot = this->getAbsDir().getSpacialAxis();
323    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
324
325
326    // This Draws the LOD's
327    float cameraDistance = (State::getCamera()->getAbsCoor() - this->getAbsCoor()).len();
328    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
329    {
330      this->models[2]->draw();
331    }
332    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
333    {
334      this->models[1]->draw();
335    }
336    else if (this->models.size() >= 1 && this->models[0] != NULL)
337    {
338        printf("draw %s\n", this->models[0]->getName());
339      this->models[0]->draw();
340    }
341    glPopMatrix();
342  }
343}
344
345/**
346 * @param energy the Energy to add.
347 * @returns the energy left (this->energyMax - energy+this->energy)
348 */
349float WorldEntity::addEnergy(float energy)
350{
351  this->energy += energy;
352  if (this->energy > this->energyMax)
353  {
354    float retEnergy = this->energyMax - this->energy;
355    this->energy = this->energyMax;
356    this->updateEnergyWidget();
357    return retEnergy;
358  }
359  this->updateEnergyWidget();
360  return 0.0;
361}
362
363/**
364 * @param energy the Energy to be removed
365 * @returns 0.0 or the rest, that was not substracted (bellow 0.0)
366 */
367float WorldEntity::removeEnergy(float energy)
368{
369  this->energy -= energy;
370
371  if (this->energy < 0)
372  {
373    float retEnergy = -this->energy;
374    this->energy = 0.0f;
375    this->updateEnergyWidget();
376    return retEnergy;
377  }
378  this->updateEnergyWidget();
379  return 0.0;
380
381}
382
383/**
384 * @param maxEnergy the maximal energy that can be loaded onto the entity.
385 */
386void WorldEntity::setMaxEnergy(float maxEnergy)
387{
388  this->energyMax = maxEnergy;
389  if (this->energy > this->energyMax)
390  {
391    PRINTF(3)("new maxEnergy is bigger as the old energy. Did you really intend to do this for (%s::%s)\n", this->getClassName(), this->getName());
392    this->energy = this->energyMax;
393  }
394  this->updateEnergyWidget();
395}
396
397/**
398 * @brief creates the EnergyWidget
399 *
400 * since not all entities need an EnergyWidget, it is only created on request.
401 */
402void WorldEntity::createEnergyWidget()
403{
404  if (this->energyWidget == NULL)
405  {
406    this->energyWidget = new GLGuiBar();
407    this->energyWidget->setSize2D(30,400);
408    this->energyWidget->setAbsCoor2D(10,100);
409
410    this->updateEnergyWidget();
411  }
412  else
413    PRINTF(3)("Allready created the EnergyWidget for %s::%s\n", this->getClassName(), this->getName());
414}
415
416GLGuiWidget* WorldEntity::getEnergyWidget()
417{
418  this->createEnergyWidget();
419  return this->energyWidget;
420}
421
422/**
423 * @param visibility shows or hides the energy-bar
424 * (creates the widget if needed)
425 */
426void WorldEntity::setEnergyWidgetVisibilit(bool visibility)
427{
428    if (visibility)
429    {
430      if (this->energyWidget != NULL)
431        this->energyWidget->show();
432      else
433      {
434        this->createEnergyWidget();
435        this->updateEnergyWidget();
436        this->energyWidget->show();
437      }
438    }
439    else if (this->energyWidget != NULL)
440      this->energyWidget->hide();
441}
442
443/**
444 * @brief updates the EnergyWidget
445 */
446void WorldEntity::updateEnergyWidget()
447{
448  if (this->energyWidget != NULL)
449  {
450    this->energyWidget->setMaximum(this->energyMax);
451    this->energyWidget->setValue(this->energy);
452  }
453}
454
455
456/**
457 * DEBUG-DRAW OF THE BV-Tree.
458 * @param depth What depth to draw
459 * @param drawMode the mode to draw this entity under
460 */
461void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const
462{
463  glMatrixMode(GL_MODELVIEW);
464  glPushMatrix();
465  /* translate */
466  glTranslatef (this->getAbsCoor ().x,
467                this->getAbsCoor ().y,
468                this->getAbsCoor ().z);
469  /* rotate */
470  Vector tmpRot = this->getAbsDir().getSpacialAxis();
471  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
472
473  if (this->obbTree)
474    this->obbTree->drawBV(depth, drawMode);
475  glPopMatrix();
476}
477
478
479/**
480 * Debug the WorldEntity
481 */
482void WorldEntity::debugEntity() const
483{
484  PRINT(0)("WorldEntity %s::%s  (DEBUG)\n", this->getClassName(), this->getName());
485  this->debugNode();
486  PRINT(0)("List: %s ; ModelCount %d - ", ObjectManager::OMListToString(this->objectListNumber) , this->models.size());
487  for (unsigned int i = 0; i < this->models.size(); i++)
488  {
489    if (models[i] != NULL)
490      PRINT(0)(" : %d:%s", i, this->models[i]->getName());
491  }
492  PRINT(0)("\n");
493
494}
495
496
497
498
499/********************************************************************************************
500 NETWORK STUFF
501 ********************************************************************************************/
502
503
504/**
505 * Writes data from network containing information about the state
506 * @param data pointer to data
507 * @param length length of data
508 * @param sender hostID of sender
509 */
510int WorldEntity::writeState( const byte * data, int length, int sender )
511{
512  char* modelFileName;
513  SYNCHELP_READ_BEGIN();
514
515  SYNCHELP_READ_FKT( PNode::writeState );
516
517  SYNCHELP_READ_STRINGM( modelFileName );
518  SYNCHELP_READ_FLOAT( scaling );
519  //check if modelFileName is relative to datadir or absolute
520
521
522  PRINTF(0)("================ LOADING MODEL %s, %f\n", modelFileName, scaling);
523
524  if ( strcmp(modelFileName, "") )
525  {
526    loadModel( modelFileName, scaling);
527    PRINTF(0)("modelfilename: %s\n", getModel( 0 )->getName());
528  }
529  delete[] modelFileName;
530
531  /*SYNCHELP_READ_STRINGM( modelFileName );
532
533  if ( strcmp(modelFileName, "") )
534    if ( strstr(modelFileName, ResourceManager::getInstance()->getDataDir()) )
535    {
536      this->md2TextureFileName = new char[strlen(modelFileName)-strlen(ResourceManager::getInstance()->getDataDir())+1];
537      strcpy((char*)this->md2TextureFileName, modelFileName+strlen(ResourceManager::getInstance()->getDataDir()));
538    }
539    else
540    {
541      this->md2TextureFileName = modelFileName;
542    }
543  */
544
545  return SYNCHELP_READ_N;
546}
547
548
549/**
550 * data copied in data will bee sent to another host
551 * @param data pointer to data
552 * @param maxLength max length of data
553 * @return the number of bytes writen
554 */
555int WorldEntity::readState( byte * data, int maxLength )
556{
557  SYNCHELP_WRITE_BEGIN();
558
559  SYNCHELP_WRITE_FKT( PNode::readState );
560
561  if ( getModel(0) && getModel(0)->getName() )
562  {
563    char* name = (char*)(getModel( 0 )->getName());
564
565    if ( strstr(name, ResourceManager::getInstance()->getDataDir()) )
566    {
567      name += strlen(ResourceManager::getInstance()->getDataDir());
568    }
569
570    SYNCHELP_WRITE_STRING( name );
571  }
572  else
573  {
574    SYNCHELP_WRITE_STRING("");
575  }
576
577  SYNCHELP_WRITE_FLOAT( scaling );
578  /*if ( this->md2TextureFileName!=NULL && strcmp(this->md2TextureFileName, "") )
579  {
580    SYNCHELP_WRITE_STRING(this->md2TextureFileName);
581  }
582  else
583  {
584    SYNCHELP_WRITE_STRING("");
585}*/
586
587  return SYNCHELP_WRITE_N;
588}
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