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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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