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source: orxonox.OLD/trunk/src/world_entities/world_entity.cc @ 6110

Last change on this file since 6110 was 6005, checked in by bensch, 18 years ago

orxonox/trunk: automatic LOD-loading

File size: 8.0 KB
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[2036]1
2
[4570]3/*
[2036]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
[2190]15   co-programmer: Christian Meyer
[2036]16*/
[5300]17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
[2036]18
19#include "world_entity.h"
[5208]20#include "shell_command.h"
[5143]21
[5511]22#include "model.h"
[5143]23#include "resource_manager.h"
24#include "load_param.h"
[3608]25#include "list.h"
[3803]26#include "vector.h"
[4682]27#include "obb_tree.h"
[3608]28
[6002]29#include "state.h"
30
[2036]31using namespace std;
32
[5208]33SHELL_COMMAND(model, WorldEntity, loadModel)
34    ->describe("sets the Model of the WorldEntity")
[5555]35    ->defaultValues(2, "models/ships/fighter.obj", 1.0);
[5208]36
37
[2043]38/**
[4836]39 *  Loads the WordEntity-specific Part of any derived Class
[5498]40 *
41 * @param root: Normally NULL, as the Derived Entities define a loadParams Function themeselves,
42 *              that can calls WorldEntities loadParams for itself.
43 */
[4261]44WorldEntity::WorldEntity(const TiXmlElement* root)
[5996]45  : Synchronizeable()
[2190]46{
[4320]47  this->setClassID(CL_WORLD_ENTITY, "WorldEntity");
[4597]48
[4682]49  this->obbTree = NULL;
[4261]50
[5995]51  if (root != NULL)
[4261]52    this->loadParams(root);
53
[4885]54  this->setVisibiliy(true);
[2190]55}
[2043]56
57/**
[4836]58 *  standard destructor
[2043]59*/
[2190]60WorldEntity::~WorldEntity ()
[2036]61{
[5498]62  // Delete the obbTree
[5302]63  if( this->obbTree != NULL)
[4814]64    delete this->obbTree;
[5994]65
66  // Delete the model (unregister it with the ResourceManager)
[6005]67  for (unsigned int i = 0; i < this->models.size(); i++)
68    this->setModel(NULL, i);
[3531]69}
70
[5498]71/**
72 * loads the WorldEntity Specific Parameters.
73 * @param root: the XML-Element to load the Data From
74 */
[4436]75void WorldEntity::loadParams(const TiXmlElement* root)
76{
[5498]77  // Do the PNode loading stuff
[4436]78  static_cast<PNode*>(this)->loadParams(root);
[5498]79
[4436]80  // Model Loading
[5671]81  LoadParam(root, "model", this, WorldEntity, loadModel)
[5652]82      .describe("the fileName of the model, that should be loaded onto this world-entity. (must be relative to the data-dir)")
[5995]83      .defaultValues(3, NULL, 1.0f, 0);
[5465]84
[4436]85}
86
[3531]87/**
[4885]88 * loads a Model onto a WorldEntity
[4836]89 * @param fileName the name of the model to load
[5057]90 * @param scaling the Scaling of the model
[5498]91 *
92 * @todo fix this, so it only has one loadModel-Function.
[4261]93*/
[5995]94void WorldEntity::loadModel(const char* fileName, float scaling, unsigned int modelNumber)
[4261]95{
[4732]96  if (fileName != NULL)
[6005]97  { 
98    // search for the special character # in the LoadParam
99    if (strchr(fileName, '#') != NULL)
100      {
101        PRINTF(4)("Found # in %s... searching for LOD's\n", fileName);
102        char* lodFile = new char[strlen(fileName)+1];
103        strcpy(lodFile, fileName);
104        char* depth = strchr(lodFile, '#');
105        for (unsigned int i = 0; i < 5; i++)
106          {
107            *depth = 48+(int)i;
108            printf("-------%s\n", lodFile);
109            if (ResourceManager::isInDataDir(lodFile))
110              this->loadModel(lodFile, scaling, i);
111          }
112        return;
113      }
114
[5066]115    PRINTF(4)("fetching %s\n", fileName);
[5057]116    if (scaling == 1.0)
[6002]117      this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber);
[5057]118    else
[6002]119      this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling), modelNumber);
120    if (modelNumber == 0)
[5061]121    this->buildObbTree(4);
[4732]122  }
123  else
[5995]124    this->setModel(NULL);
[4261]125}
126
[5061]127/**
[5994]128 * sets a specific Model for the Object.
129 * @param model The Model to set
130 * @param modelNumber the n'th model in the List to get.
131 */
132void WorldEntity::setModel(Model* model, unsigned int modelNumber)
133{
[5995]134  if (this->models.size() <= modelNumber)
135    this->models.resize(modelNumber+1, NULL);
136
137  if (this->models[modelNumber] != NULL)
[6004]138  {
[5995]139    Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(this->models[modelNumber]);
[5994]140    if (resource != NULL)
141      ResourceManager::getInstance()->unload(resource, RP_LEVEL);
142    else
[5995]143      delete this->models[modelNumber];
[5994]144  }
[5995]145  this->models[modelNumber] = model;
[5994]146
[6004]147//   if (this->model != NULL)
[5994]148//     this->buildObbTree(4);
149}
150
151
152/**
[5061]153 * builds the obb-tree
154 * @param depth the depth to calculate
155 */
156bool WorldEntity::buildObbTree(unsigned int depth)
157{
[5428]158  if (this->obbTree)
159    delete this->obbTree;
160
[5995]161  if (this->models[0] != NULL)
[5428]162  {
163    PRINTF(4)("creating obb tree\n");
[5708]164
165
[5995]166    this->obbTree = new OBBTree(depth, (sVec3D*)this->models[0]->getVertexArray(), this->models[0]->getVertexCount());
[5428]167    return true;
168  }
169  else
170  {
171    PRINTF(2)("could not create obb-tree, because no model was loaded yet\n");
172    this->obbTree = NULL;
173    return false;
174  }
[5061]175}
[5057]176
[5061]177
[4261]178/**
[4885]179 * sets the character attributes of a worldentity
[4836]180 * @param character attributes
[4885]181 *
182 * these attributes don't have to be set, only use them, if you need them
[2043]183*/
[5498]184//void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr)
185//{}
[2036]186
[3583]187
[2043]188/**
[5029]189 *  this function is called, when two entities collide
190 * @param entity: the world entity with whom it collides
191 *
192 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
193 */
194void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location)
195{
[5498]196  /**
197   * THIS IS A DEFAULT COLLISION-Effect.
198   * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT
199   * USE::
200   * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; };
201   *
202   * You can always define a default Action.... don't be affraid just test it :)
203   */
[5257]204//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
[5029]205}
206
[2043]207
208/**
[5498]209 *  this is called immediately after the Entity has been constructed, initialized and then Spawned into the World
[4885]210 *
[5498]211 */
[3229]212void WorldEntity::postSpawn ()
[2190]213{
214}
[2043]215
[3583]216
[2043]217/**
[4836]218 *  this method is called by the world if the WorldEntity leaves valid gamespace
[4885]219 *
220 * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a
221 * place that is not in the world anymore. In both cases you might have to take extreme measures (a.k.a. call destroy).
[5498]222 *
223 * NOT YET IMPLEMENTED
224 */
[3583]225void WorldEntity::leftWorld ()
[2190]226{
227}
[2043]228
[3583]229
[2190]230/**
[4836]231 *  this method is called every frame
232 * @param time: the time in seconds that has passed since the last tick
[4885]233 *
234 * Handle all stuff that should update with time inside this method (movement, animation, etc.)
[2043]235*/
[4570]236void WorldEntity::tick(float time)
[2190]237{
238}
[3583]239
[5498]240
[3583]241/**
[4836]242 *  the entity is drawn onto the screen with this function
[4885]243 *
244 * This is a central function of an entity: call it to let the entity painted to the screen.
245 * Just override this function with whatever you want to be drawn.
[3365]246*/
[5500]247void WorldEntity::draw() const
[3803]248{
[6005]249  this->drawLODsafe();
250}
251
252void WorldEntity::drawLODsafe() const
253{
[6002]254  if (!this->models.empty())
255  {
256    glMatrixMode(GL_MODELVIEW);
257    glPushMatrix();
[4570]258
[6002]259    /* translate */
260    glTranslatef (this->getAbsCoor ().x,
261                  this->getAbsCoor ().y,
262                  this->getAbsCoor ().z);
[6004]263    Vector tmpRot = this->getAbsDir().getSpacialAxis();
264    glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[2043]265
[6004]266
267    // This Draws the LOD's
[6002]268    float cameraDistance = (State::getCamera()->getAbsCoor() - this->getAbsCoor()).len();
[6004]269    if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL)
[6002]270    {
271       this->models[2]->draw();
[6004]272    }
273    else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL)
[6002]274    {
275      this->models[1]->draw();
[6004]276    }
277    else if (this->models.size() >= 1 && this->models[0] != NULL)
[6002]278    {
279      this->models[0]->draw();
280    }
281    glPopMatrix();
282  }
[3803]283}
[3583]284
[5498]285/**
286 * DEBUG-DRAW OF THE BV-Tree.
287 * @param depth What depth to draw
288 * @param drawMode the mode to draw this entity under
289 */
[5501]290void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const
[4684]291{
292  glMatrixMode(GL_MODELVIEW);
293  glPushMatrix();
294  /* translate */
295  glTranslatef (this->getAbsCoor ().x,
296                this->getAbsCoor ().y,
297                this->getAbsCoor ().z);
298  /* rotate */
[4998]299  Vector tmpRot = this->getAbsDir().getSpacialAxis();
300  glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z );
[4684]301
302  if (this->obbTree)
303    this->obbTree->drawBV(depth, drawMode);
304  glPopMatrix();
305}
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