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