| 1 |  | 
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| 2 |  | 
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| 3 | /* | 
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| 4 |    orxonox - the future of 3D-vertical-scrollers | 
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| 5 |  | 
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| 6 |    Copyright (C) 2004 orx | 
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| 7 |  | 
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| 8 |    This program is free software; you can redistribute it and/or modify | 
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| 9 |    it under the terms of the GNU General Public License as published by | 
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| 10 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 11 |    any later version. | 
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| 12 |  | 
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| 13 |    ### File Specific: | 
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| 14 |    main-programmer: Patrick Boenzli | 
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| 15 |    co-programmer: Christian Meyer | 
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| 16 | */ | 
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY | 
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| 18 |  | 
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| 19 | #include "world_entity.h" | 
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| 20 | #include "shell_command.h" | 
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| 21 |  | 
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| 22 | #include "model.h" | 
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| 23 | #include "resource_manager.h" | 
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| 24 | #include "load_param.h" | 
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| 25 | #include "list.h" | 
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| 26 | #include "vector.h" | 
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| 27 | #include "obb_tree.h" | 
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| 28 |  | 
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| 29 | using namespace std; | 
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| 30 |  | 
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| 31 | SHELL_COMMAND(model, WorldEntity, loadModel) | 
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| 32 |     ->describe("sets the Model of the WorldEntity") | 
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| 33 |     ->defaultValues(2, "models/ships/fighter.obj", 1.0); | 
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| 34 |  | 
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| 35 |  | 
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| 36 | /** | 
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| 37 |  *  Loads the WordEntity-specific Part of any derived Class | 
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| 38 |  * | 
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| 39 |  * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves, | 
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| 40 |  *              that can calls WorldEntities loadParams for itself. | 
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| 41 |  */ | 
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| 42 | WorldEntity::WorldEntity(const TiXmlElement* root) | 
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| 43 | { | 
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| 44 |   this->setClassID(CL_WORLD_ENTITY, "WorldEntity"); | 
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| 45 |  | 
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| 46 |   this->model = NULL; | 
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| 47 |   this->obbTree = NULL; | 
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| 48 |  | 
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| 49 |   if (root) | 
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| 50 |     this->loadParams(root); | 
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| 51 |  | 
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| 52 |   this->setVisibiliy(true); | 
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| 53 | } | 
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| 54 |  | 
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| 55 | /** | 
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| 56 |  *  standard destructor | 
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| 57 | */ | 
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| 58 | WorldEntity::~WorldEntity () | 
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| 59 | { | 
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| 60 |   // Delete the model (unregister it with the ResourceManager) | 
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| 61 |   if (likely(this->model != NULL)) | 
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| 62 |     ResourceManager::getInstance()->unload(this->model); | 
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| 63 |   // Delete the obbTree | 
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| 64 |   if( this->obbTree != NULL) | 
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| 65 |     delete this->obbTree; | 
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| 66 | } | 
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| 67 |  | 
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| 68 | /** | 
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| 69 |  * loads the WorldEntity Specific Parameters. | 
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| 70 |  * @param root: the XML-Element to load the Data From | 
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| 71 |  */ | 
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| 72 | void WorldEntity::loadParams(const TiXmlElement* root) | 
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| 73 | { | 
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| 74 |   // Do the PNode loading stuff | 
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| 75 |   static_cast<PNode*>(this)->loadParams(root); | 
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| 76 |  | 
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| 77 |   // Model Loading | 
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| 78 |   LoadParam(root, "model", this, WorldEntity, loadModel) | 
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| 79 |       .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)") | 
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| 80 |       .defaultValues(2, NULL, 1.0f); | 
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| 81 |  | 
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| 82 | } | 
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| 83 |  | 
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| 84 | /** | 
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| 85 |  * loads a Model onto a WorldEntity | 
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| 86 |  * @param fileName the name of the model to load | 
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| 87 |  * @param scaling the Scaling of the model | 
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| 88 |  * | 
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| 89 |  * @todo fix this, so it only has one loadModel-Function. | 
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| 90 | */ | 
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| 91 | void WorldEntity::loadModel(const char* fileName, float scaling) | 
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| 92 | { | 
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| 93 |   if (this->model) | 
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| 94 |     ResourceManager::getInstance()->unload(this->model, RP_LEVEL); | 
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| 95 |   if (fileName != NULL) | 
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| 96 |   { | 
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| 97 |     PRINTF(4)("fetching %s\n", fileName); | 
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| 98 |     if (scaling == 1.0) | 
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| 99 |       this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN); | 
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| 100 |     else | 
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| 101 |       this->model = (Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling); | 
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| 102 |  | 
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| 103 |     this->buildObbTree(4); | 
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| 104 |   } | 
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| 105 |   else | 
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| 106 |     this->model = NULL; | 
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| 107 | } | 
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| 108 |  | 
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| 109 | /** | 
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| 110 |  * builds the obb-tree | 
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| 111 |  * @param depth the depth to calculate | 
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| 112 |  */ | 
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| 113 | bool WorldEntity::buildObbTree(unsigned int depth) | 
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| 114 | { | 
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| 115 |   if (this->obbTree) | 
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| 116 |     delete this->obbTree; | 
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| 117 |  | 
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| 118 |   if (this->model != NULL) | 
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| 119 |   { | 
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| 120 |     PRINTF(4)("creating obb tree\n"); | 
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| 121 |  | 
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| 122 |  | 
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| 123 |     this->obbTree = new OBBTree(depth, (sVec3D*)this->model->getVertexArray(), this->model->getVertexCount()); | 
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| 124 |     return true; | 
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| 125 |   } | 
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| 126 |   else | 
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| 127 |   { | 
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| 128 |     PRINTF(2)("could not create obb-tree, because no model was loaded yet\n"); | 
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| 129 |     this->obbTree = NULL; | 
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| 130 |     return false; | 
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| 131 |   } | 
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| 132 | } | 
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| 133 |  | 
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| 134 |  | 
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| 135 | /** | 
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| 136 |  * sets the character attributes of a worldentity | 
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| 137 |  * @param character attributes | 
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| 138 |  * | 
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| 139 |  * these attributes don't have to be set, only use them, if you need them | 
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| 140 | */ | 
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| 141 | //void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr) | 
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| 142 | //{} | 
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| 143 |  | 
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| 144 |  | 
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| 145 | /** | 
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| 146 |  *  this function is called, when two entities collide | 
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| 147 |  * @param entity: the world entity with whom it collides | 
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| 148 |  * | 
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| 149 |  * Implement behaviour like damage application or other miscellaneous collision stuff in this function | 
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| 150 |  */ | 
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| 151 | void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location) | 
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| 152 | { | 
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| 153 |   /** | 
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| 154 |    * THIS IS A DEFAULT COLLISION-Effect. | 
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| 155 |    * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT | 
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| 156 |    * USE:: | 
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| 157 |    * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; }; | 
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| 158 |    * | 
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| 159 |    * You can always define a default Action.... don't be affraid just test it :) | 
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| 160 |    */ | 
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| 161 | //  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); | 
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| 162 | } | 
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| 163 |  | 
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| 164 |  | 
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| 165 | /** | 
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| 166 |  *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World | 
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| 167 |  * | 
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| 168 |  */ | 
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| 169 | void WorldEntity::postSpawn () | 
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| 170 | { | 
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| 171 | } | 
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| 172 |  | 
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| 173 |  | 
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| 174 | /** | 
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| 175 |  *  this method is called by the world if the WorldEntity leaves valid gamespace | 
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| 176 |  * | 
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| 177 |  * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a | 
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| 178 |  * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy). | 
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| 179 |  * | 
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| 180 |  * NOT YET IMPLEMENTED | 
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| 181 |  */ | 
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| 182 | void WorldEntity::leftWorld () | 
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| 183 | { | 
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| 184 | } | 
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| 185 |  | 
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| 186 |  | 
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| 187 | /** | 
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| 188 |  *  this method is called every frame | 
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| 189 |  * @param time: the time in seconds that has passed since the last tick | 
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| 190 |  * | 
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| 191 |  * Handle all stuff that should update with time inside this method (movement, animation, etc.) | 
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| 192 | */ | 
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| 193 | void WorldEntity::tick(float time) | 
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| 194 | { | 
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| 195 | } | 
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| 196 |  | 
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| 197 |  | 
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| 198 | /** | 
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| 199 |  *  the entity is drawn onto the screen with this function | 
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| 200 |  * | 
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| 201 |  * This is a central function of an entity: call it to let the entity painted to the screen. | 
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| 202 |  * Just override this function with whatever you want to be drawn. | 
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| 203 | */ | 
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| 204 | void WorldEntity::draw() const | 
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| 205 | { | 
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| 206 |   glMatrixMode(GL_MODELVIEW); | 
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| 207 |   glPushMatrix(); | 
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| 208 |   float matrix[4][4]; | 
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| 209 |  | 
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| 210 |   /* translate */ | 
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| 211 |   glTranslatef (this->getAbsCoor ().x, | 
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| 212 |                 this->getAbsCoor ().y, | 
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| 213 |                 this->getAbsCoor ().z); | 
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| 214 |   /* rotate */ // FIXME: devise a new Way to rotate this | 
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| 215 |   this->getAbsDir ().matrix (matrix); | 
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| 216 |   glMultMatrixf((float*)matrix); | 
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| 217 |  | 
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| 218 |   if (this->model) | 
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| 219 |     this->model->draw(); | 
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| 220 |   glPopMatrix(); | 
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| 221 | } | 
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| 222 |  | 
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| 223 | /** | 
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| 224 |  * DEBUG-DRAW OF THE BV-Tree. | 
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| 225 |  * @param depth What depth to draw | 
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| 226 |  * @param drawMode the mode to draw this entity under | 
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| 227 |  */ | 
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| 228 | void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const | 
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| 229 | { | 
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| 230 |   glMatrixMode(GL_MODELVIEW); | 
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| 231 |   glPushMatrix(); | 
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| 232 |   /* translate */ | 
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| 233 |   glTranslatef (this->getAbsCoor ().x, | 
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| 234 |                 this->getAbsCoor ().y, | 
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| 235 |                 this->getAbsCoor ().z); | 
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| 236 |   /* rotate */ | 
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| 237 |   Vector tmpRot = this->getAbsDir().getSpacialAxis(); | 
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| 238 |   glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); | 
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| 239 |  | 
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| 240 |   if (this->obbTree) | 
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| 241 |     this->obbTree->drawBV(depth, drawMode); | 
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| 242 |   glPopMatrix(); | 
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| 243 | } | 
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