Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/objectmanager/src/world_entities/world_entity.cc @ 6121

Last change on this file since 6121 was 6121, checked in by bensch, 18 years ago

orxonox/trunk: packing the first entities into their lists

File size: 8.5 KB
Line 
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    PRINTF(4)("fetching %s\n", fileName);
123    if (scaling == 1.0)
124      this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber);
125    else
126      this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling), modelNumber);
127    if (modelNumber == 0)
128    this->buildObbTree(4);
129  }
130  else
131    this->setModel(NULL);
132}
133
134/**
135 * sets a specific Model for the Object.
136 * @param model The Model to set
137 * @param modelNumber the n'th model in the List to get.
138 */
139void WorldEntity::setModel(Model* model, unsigned int modelNumber)
140{
141  if (this->models.size() <= modelNumber)
142    this->models.resize(modelNumber+1, NULL);
143
144  if (this->models[modelNumber] != NULL)
145  {
146    Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(this->models[modelNumber]);
147    if (resource != NULL)
148      ResourceManager::getInstance()->unload(resource, RP_LEVEL);
149    else
150      delete this->models[modelNumber];
151  }
152  this->models[modelNumber] = model;
153
154//   if (this->model != NULL)
155//     this->buildObbTree(4);
156}
157
158
159/**
160 * builds the obb-tree
161 * @param depth the depth to calculate
162 */
163bool WorldEntity::buildObbTree(unsigned int depth)
164{
165  if (this->obbTree)
166    delete this->obbTree;
167
168  if (this->models[0] != NULL)
169  {
170    PRINTF(4)("creating obb tree\n");
171
172
173    this->obbTree = new OBBTree(depth, (sVec3D*)this->models[0]->getVertexArray(), this->models[0]->getVertexCount());
174    return true;
175  }
176  else
177  {
178    PRINTF(2)("could not create obb-tree, because no model was loaded yet\n");
179    this->obbTree = NULL;
180    return false;
181  }
182}
183
184/**
185 * @brief moves this entity to the List OM_List
186 * @param list the list to set this Entity to.
187 *
188 * this is the same as a call to State::getObjectManager()->toList(entity , list);
189 * directly, but with an easier interface.
190 */
191void WorldEntity::toList(OM_LIST list)
192{
193  State::getObjectManager()->toList(this, list);
194}
195
196
197
198/**
199 * sets the character attributes of a worldentity
200 * @param character attributes
201 *
202 * these attributes don't have to be set, only use them, if you need them
203*/
204//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
205//{}
206
207
208/**
209 *  this function is called, when two entities collide
210 * @param entity: the world entity with whom it collides
211 *
212 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
213 */
214void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
215{
216  /**
217   * THIS IS A DEFAULT COLLISION-Effect.
218   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
219   * USE::
220   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
221   *
222   * You can always define a default Action.... don't be affraid just test it :)
223   */
224//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
225}
226
227
228/**
229 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
230 *
231 */
232void WorldEntity::postSpawn ()
233{
234}
235
236
237/**
238 *  this method is called by the world if the WorldEntity leaves valid gamespace
239 *
240 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
241 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
242 *
243 * NOT YET IMPLEMENTED
244 */
245void WorldEntity::leftWorld ()
246{
247}
248
249
250/**
251 *  this method is called every frame
252 * @param time: the time in seconds that has passed since the last tick
253 *
254 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
255*/
256void WorldEntity::tick(float time)
257{
258}
259
260
261/**
262 *  the entity is drawn onto the screen with this function
263 *
264 * This is a central function of an entity: call it to let the entity painted to the screen.
265 * Just override this function with whatever you want to be drawn.
266*/
267void WorldEntity::draw() const
268{
269  this->drawLODsafe();
270}
271
272void WorldEntity::drawLODsafe() const
273{
274  if (!this->models.empty())
275  {
276    glMatrixMode(GL_MODELVIEW);
277    glPushMatrix();
278
279    /* translate */
280    glTranslatef (this->getAbsCoor ().x,
281                  this->getAbsCoor ().y,
282                  this->getAbsCoor ().z);
283    Vector tmpRot = this->getAbsDir().getSpacialAxis();
284    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
285
286
287    // This Draws the LOD's
288    float cameraDistance = (State::getCamera()->getAbsCoor() - this->getAbsCoor()).len();
289    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
290    {
291       this->models[2]->draw();
292    }
293    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
294    {
295      this->models[1]->draw();
296    }
297    else if (this->models.size() >= 1 && this->models[0] != NULL)
298    {
299      this->models[0]->draw();
300    }
301    glPopMatrix();
302  }
303}
304
305/**
306 * DEBUG-DRAW OF THE BV-Tree.
307 * @param depth What depth to draw
308 * @param drawMode the mode to draw this entity under
309 */
310void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const
311{
312  glMatrixMode(GL_MODELVIEW);
313  glPushMatrix();
314  /* translate */
315  glTranslatef (this->getAbsCoor ().x,
316                this->getAbsCoor ().y,
317                this->getAbsCoor ().z);
318  /* rotate */
319  Vector tmpRot = this->getAbsDir().getSpacialAxis();
320  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
321
322  if (this->obbTree)
323    this->obbTree->drawBV(depth, drawMode);
324  glPopMatrix();
325}
Note: See TracBrowser for help on using the repository browser.