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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 "md2Model.h" |
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| 24 | #include "resource_manager.h" |
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| 25 | #include "load_param.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 | this->objectListNumber = OM_INIT; |
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| 57 | this->objectListIterator = NULL; |
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| 58 | |
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| 59 | this->toList(OM_NULL); |
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| 60 | } |
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| 61 | |
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| 62 | /** |
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| 63 | * standard destructor |
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| 64 | */ |
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| 65 | WorldEntity::~WorldEntity () |
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| 66 | { |
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| 67 | // Delete the obbTree |
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| 68 | if( this->obbTree != NULL) |
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| 69 | delete this->obbTree; |
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| 70 | |
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| 71 | // Delete the model (unregister it with the ResourceManager) |
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| 72 | for (unsigned int i = 0; i < this->models.size(); i++) |
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| 73 | this->setModel(NULL, i); |
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| 74 | |
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| 75 | State::getObjectManager()->toList(this, OM_INIT); |
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| 76 | } |
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| 77 | |
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| 78 | /** |
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| 79 | * loads the WorldEntity Specific Parameters. |
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| 80 | * @param root: the XML-Element to load the Data From |
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| 81 | */ |
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| 82 | void WorldEntity::loadParams(const TiXmlElement* root) |
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| 83 | { |
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| 84 | // Do the PNode loading stuff |
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| 85 | static_cast<PNode*>(this)->loadParams(root); |
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| 86 | |
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| 87 | LoadParam(root, "md2texture", this, WorldEntity, loadMD2Texture) |
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| 88 | .describe("the fileName of the texture, that should be loaded onto this world-entity. (must be relative to the data-dir)") |
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| 89 | .defaultValues(1, NULL); |
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| 90 | |
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| 91 | // Model Loading |
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| 92 | LoadParam(root, "model", this, WorldEntity, loadModel) |
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| 93 | .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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| 94 | .defaultValues(3, NULL, 1.0f, 0); |
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| 95 | } |
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| 96 | |
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| 97 | |
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| 98 | /** |
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| 99 | * loads a Model onto a WorldEntity |
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| 100 | * @param fileName the name of the model to load |
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| 101 | * @param scaling the Scaling of the model |
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| 102 | * |
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| 103 | * @todo fix this, so it only has one loadModel-Function. |
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| 104 | */ |
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| 105 | void WorldEntity::loadModel(const char* fileName, float scaling, unsigned int modelNumber) |
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| 106 | { |
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| 107 | if (fileName != NULL) |
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| 108 | { |
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| 109 | // search for the special character # in the LoadParam |
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| 110 | if (strchr(fileName, '#') != NULL) |
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| 111 | { |
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| 112 | PRINTF(4)("Found # in %s... searching for LOD's\n", fileName); |
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| 113 | char* lodFile = new char[strlen(fileName)+1]; |
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| 114 | strcpy(lodFile, fileName); |
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| 115 | char* depth = strchr(lodFile, '#'); |
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| 116 | for (unsigned int i = 0; i < 5; i++) |
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| 117 | { |
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| 118 | *depth = 48+(int)i; |
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| 119 | printf("-------%s\n", lodFile); |
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| 120 | if (ResourceManager::isInDataDir(lodFile)) |
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| 121 | this->loadModel(lodFile, scaling, i); |
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| 122 | } |
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| 123 | return; |
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| 124 | } |
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| 125 | |
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| 126 | if(strstr(fileName, ".obj")) |
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| 127 | { |
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| 128 | PRINTF(4)("fetching OBJ file: %s\n", fileName); |
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| 129 | if (scaling == 1.0) |
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| 130 | this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN), modelNumber); |
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| 131 | else |
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| 132 | this->setModel((Model*)ResourceManager::getInstance()->load(fileName, OBJ, RP_CAMPAIGN, &scaling), modelNumber); |
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| 133 | |
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| 134 | if( modelNumber == 0) |
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| 135 | this->buildObbTree(4); |
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| 136 | } |
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| 137 | else if(strstr(fileName, ".md2")) |
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| 138 | { |
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| 139 | PRINTF(4)("fetching MD2 file: %s\n", fileName); |
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| 140 | Model* m = new MD2Model(fileName, this->md2TextureFileName); |
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| 141 | //this->setModel((Model*)ResourceManager::getInstance()->load(fileName, MD2, RP_CAMPAIGN), 0); |
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| 142 | this->setModel(m, 0); |
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| 143 | } |
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| 144 | } |
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| 145 | else |
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| 146 | this->setModel(NULL); |
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| 147 | } |
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| 148 | |
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| 149 | /** |
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| 150 | * sets a specific Model for the Object. |
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| 151 | * @param model The Model to set |
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| 152 | * @param modelNumber the n'th model in the List to get. |
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| 153 | */ |
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| 154 | void WorldEntity::setModel(Model* model, unsigned int modelNumber) |
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| 155 | { |
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| 156 | if (this->models.size() <= modelNumber) |
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| 157 | this->models.resize(modelNumber+1, NULL); |
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| 158 | |
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| 159 | if (this->models[modelNumber] != NULL) |
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| 160 | { |
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| 161 | Resource* resource = ResourceManager::getInstance()->locateResourceByPointer(this->models[modelNumber]); |
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| 162 | // if (resource != NULL) |
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| 163 | ResourceManager::getInstance()->unload(resource, RP_LEVEL); |
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| 164 | } |
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| 165 | else |
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| 166 | delete this->models[modelNumber]; |
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| 167 | |
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| 168 | this->models[modelNumber] = model; |
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| 169 | |
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| 170 | |
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| 171 | // if (this->model != NULL) |
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| 172 | // this->buildObbTree(4); |
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| 173 | } |
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| 174 | |
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| 175 | |
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| 176 | /** |
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| 177 | * builds the obb-tree |
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| 178 | * @param depth the depth to calculate |
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| 179 | */ |
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| 180 | bool WorldEntity::buildObbTree(unsigned int depth) |
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| 181 | { |
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| 182 | if (this->obbTree) |
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| 183 | delete this->obbTree; |
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| 184 | |
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| 185 | if (this->models[0] != NULL) |
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| 186 | { |
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| 187 | PRINTF(4)("creating obb tree\n"); |
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| 188 | |
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| 189 | |
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| 190 | this->obbTree = new OBBTree(depth, (sVec3D*)this->models[0]->getVertexArray(), this->models[0]->getVertexCount()); |
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| 191 | return true; |
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| 192 | } |
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| 193 | else |
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| 194 | { |
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| 195 | PRINTF(2)("could not create obb-tree, because no model was loaded yet\n"); |
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| 196 | this->obbTree = NULL; |
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| 197 | return false; |
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| 198 | } |
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| 199 | } |
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| 200 | |
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| 201 | /** |
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| 202 | * @brief moves this entity to the List OM_List |
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| 203 | * @param list the list to set this Entity to. |
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| 204 | * |
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| 205 | * this is the same as a call to State::getObjectManager()->toList(entity , list); |
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| 206 | * directly, but with an easier interface. |
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| 207 | * |
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| 208 | * @todo inline this (peut etre) |
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| 209 | */ |
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| 210 | void WorldEntity::toList(OM_LIST list) |
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| 211 | { |
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| 212 | State::getObjectManager()->toList(this, list); |
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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 | * sets the character attributes of a worldentity |
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| 219 | * @param character attributes |
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| 220 | * |
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| 221 | * these attributes don't have to be set, only use them, if you need them |
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| 222 | */ |
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| 223 | //void WorldEntity::setCharacterAttributes(CharacterAttributes* charAttr) |
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| 224 | //{} |
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| 225 | |
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| 226 | |
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| 227 | /** |
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| 228 | * this function is called, when two entities collide |
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| 229 | * @param entity: the world entity with whom it collides |
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| 230 | * |
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| 231 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
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| 232 | */ |
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| 233 | void WorldEntity::collidesWith(WorldEntity* entity, const Vector& location) |
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| 234 | { |
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| 235 | /** |
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| 236 | * THIS IS A DEFAULT COLLISION-Effect. |
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| 237 | * IF YOU WANT TO CREATE A SPECIFIC COLLISION ON EACH OBJECT |
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| 238 | * USE:: |
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| 239 | * if (entity->isA(CL_WHAT_YOU_ARE_LOOKING_FOR)) { printf "dothings"; }; |
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| 240 | * |
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| 241 | * You can always define a default Action.... don't be affraid just test it :) |
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| 242 | */ |
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| 243 | // PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z); |
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| 244 | } |
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| 245 | |
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| 246 | |
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| 247 | /** |
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| 248 | * this is called immediately after the Entity has been constructed, initialized and then Spawned into the World |
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| 249 | * |
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| 250 | */ |
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| 251 | void WorldEntity::postSpawn () |
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| 252 | { |
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| 253 | } |
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| 254 | |
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| 255 | |
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| 256 | /** |
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| 257 | * this method is called by the world if the WorldEntity leaves valid gamespace |
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| 258 | * |
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| 259 | * For free entities this means it left the Track boundaries. With bound entities it means its Location adresses a |
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| 260 | * 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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| 261 | * |
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| 262 | * NOT YET IMPLEMENTED |
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| 263 | */ |
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| 264 | void WorldEntity::leftWorld () |
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| 265 | { |
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| 266 | } |
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| 267 | |
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| 268 | |
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| 269 | /** |
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| 270 | * this method is called every frame |
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| 271 | * @param time: the time in seconds that has passed since the last tick |
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| 272 | * |
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| 273 | * Handle all stuff that should update with time inside this method (movement, animation, etc.) |
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| 274 | */ |
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| 275 | void WorldEntity::tick(float time) |
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| 276 | { |
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| 277 | } |
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| 278 | |
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| 279 | |
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| 280 | /** |
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| 281 | * the entity is drawn onto the screen with this function |
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| 282 | * |
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| 283 | * This is a central function of an entity: call it to let the entity painted to the screen. |
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| 284 | * Just override this function with whatever you want to be drawn. |
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| 285 | */ |
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| 286 | void WorldEntity::draw() const |
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| 287 | { |
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| 288 | //PRINTF(0)("(%s::%s)\n", this->getClassName(), this->getName()); |
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| 289 | // assert(!unlikely(this->models.empty())); |
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| 290 | { |
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| 291 | glMatrixMode(GL_MODELVIEW); |
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| 292 | glPushMatrix(); |
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| 293 | |
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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 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 299 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 300 | |
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| 301 | |
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| 302 | // This Draws the LOD's |
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| 303 | float cameraDistance = (State::getCamera()->getAbsCoor() - this->getAbsCoor()).len(); |
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| 304 | if (cameraDistance > 30 && this->models.size() >= 3 && this->models[2] != NULL) |
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| 305 | { |
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| 306 | this->models[2]->draw(); |
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| 307 | } |
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| 308 | else if (cameraDistance > 10 && this->models.size() >= 2 && this->models[1] != NULL) |
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| 309 | { |
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| 310 | this->models[1]->draw(); |
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| 311 | } |
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| 312 | else if (this->models.size() >= 1 && this->models[0] != NULL) |
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| 313 | { |
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| 314 | this->models[0]->draw(); |
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| 315 | } |
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| 316 | glPopMatrix(); |
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| 317 | } |
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| 318 | } |
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| 319 | |
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| 320 | |
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| 321 | /** |
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| 322 | * DEBUG-DRAW OF THE BV-Tree. |
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| 323 | * @param depth What depth to draw |
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| 324 | * @param drawMode the mode to draw this entity under |
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| 325 | */ |
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| 326 | void WorldEntity::drawBVTree(unsigned int depth, int drawMode) const |
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| 327 | { |
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| 328 | glMatrixMode(GL_MODELVIEW); |
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| 329 | glPushMatrix(); |
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| 330 | /* translate */ |
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| 331 | glTranslatef (this->getAbsCoor ().x, |
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| 332 | this->getAbsCoor ().y, |
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| 333 | this->getAbsCoor ().z); |
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| 334 | /* rotate */ |
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| 335 | Vector tmpRot = this->getAbsDir().getSpacialAxis(); |
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| 336 | glRotatef (this->getAbsDir().getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); |
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| 337 | |
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| 338 | if (this->obbTree) |
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| 339 | this->obbTree->drawBV(depth, drawMode); |
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| 340 | glPopMatrix(); |
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| 341 | } |
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