stk-code_catmod/src/tracks/track_object_manager.cpp

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//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2009 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "tracks/track_object_manager.hpp"
#include "config/user_config.hpp"
#include "animations/billboard_animation.hpp"
#include "animations/three_d_animation.hpp"
#include "graphics/lod_node.hpp"
#include "graphics/material_manager.hpp"
#include "io/xml_node.hpp"
#include "physics/physical_object.hpp"
#include "tracks/track_object.hpp"
#include <IMeshSceneNode.h>
TrackObjectManager::TrackObjectManager()
{
} // TrackObjectManager
// ----------------------------------------------------------------------------
TrackObjectManager::~TrackObjectManager()
{
} // ~TrackObjectManager
// ----------------------------------------------------------------------------
/** Adds an object to the track object manager. The type to add is specified
* in the xml_node.
* \note If you add add any objects with LOD, don't forget to call
* TrackObjectManager::assingLodNodes after everything is loaded
* to finalize their creation.
*/
void TrackObjectManager::add(const XMLNode &xml_node)
{
try
{
std::string groupname;
xml_node.get("lod_group", &groupname);
bool is_lod = !groupname.empty();
std::string type;
xml_node.get("type", &type);
if(type=="movable")
{
if (is_lod)
{
m_lod_objects[groupname].push_back(new PhysicalObject(xml_node));
}
else
{
m_all_objects.push_back(new PhysicalObject(xml_node));
}
}
else if(type=="animation")
{
if (is_lod)
{
m_lod_objects[groupname].push_back(new ThreeDAnimation(xml_node));
}
else
{
m_all_objects.push_back(new ThreeDAnimation(xml_node));
}
}
else if(type=="billboard")
{
m_all_objects.push_back(new BillboardAnimation(xml_node));
}
else if(type=="sfx-emitter")
{
m_all_objects.push_back(new TrackObject(xml_node));
}
else if(type=="action-trigger")
{
m_all_objects.push_back(new TrackObject(xml_node));
}
else
{
fprintf(stderr, "Unknown track object: '%s' - ignored.\n",
type.c_str());
}
}
catch (std::exception& e)
{
fprintf(stderr, "[TrackObjectManager] WARNING: Could not load track object. Reason : %s\n",
e.what());
}
} // add
// ----------------------------------------------------------------------------
/** Initialises all track objects.
*/
void TrackObjectManager::init()
{
TrackObject* curr;
for_in (curr, m_all_objects)
{
curr->init();
}
} // reset
// ----------------------------------------------------------------------------
/** Initialises all track objects.
*/
void TrackObjectManager::reset()
{
TrackObject* curr;
for_in (curr, m_all_objects)
{
curr->reset();
}
} // reset
// ----------------------------------------------------------------------------
/** Handles an explosion, i.e. it makes sure that all physical objects are
* affected accordingly.
* \param pos Position of the explosion.
* \param obj If the hit was a physical object, this object will be affected
* more. Otherwise this is NULL.
*/
void TrackObjectManager::handleExplosion(const Vec3 &pos, const PhysicalObject *mp)
{
TrackObject* curr;
for_in (curr, m_all_objects)
{
curr->handleExplosion(pos, mp == curr);
}
} // handleExplosion
// ----------------------------------------------------------------------------
/** Updates all track objects.
* \param dt Time step size.
*/
void TrackObjectManager::update(float dt)
{
TrackObject* curr;
for_in (curr, m_all_objects)
{
curr->update(dt);
}
} // update
// ----------------------------------------------------------------------------
/** Enables or disables fog for a given scene node.
* \param node The node to adjust.
* \param enable True if fog is enabled, otherwise fog is disabled.
*/
void adjustForFog(scene::ISceneNode *node, bool enable)
{
if (node->getType() == scene::ESNT_MESH ||
node->getType() == scene::ESNT_OCTREE ||
node->getType() == scene::ESNT_ANIMATED_MESH)
{
scene::IMesh* mesh;
if (node->getType() == scene::ESNT_ANIMATED_MESH) {
mesh = ((scene::IAnimatedMeshSceneNode*)node)->getMesh();
}
else {
mesh = ((scene::IMeshSceneNode*)node)->getMesh();
}
unsigned int n = mesh->getMeshBufferCount();
for (unsigned int i=0; i<n; i++)
{
scene::IMeshBuffer *mb = mesh->getMeshBuffer(i);
video::SMaterial &irr_material=mb->getMaterial();
for (unsigned int j=0; j<video::MATERIAL_MAX_TEXTURES; j++)
{
video::ITexture* t = irr_material.getTexture(j);
if (t) material_manager->adjustForFog(t, mb, node, enable);
} // for j<MATERIAL_MAX_TEXTURES
} // for i<getMeshBufferCount()
}
else
{
node->setMaterialFlag(video::EMF_FOG_ENABLE, enable);
}
if (node->getType() == scene::ESNT_LOD_NODE)
{
std::vector<scene::ISceneNode*>&
subnodes = ((LODNode*)node)->getAllNodes();
for (unsigned int n=0; n<subnodes.size(); n++)
{
adjustForFog(subnodes[n], enable);
}
}
} // adjustForFog
// ----------------------------------------------------------------------------
/** Enable or disable fog on objects.
*/
void TrackObjectManager::enableFog(bool enable)
{
TrackObject* curr;
for_in (curr, m_all_objects)
{
if (curr->getNode() != NULL)
{
adjustForFog(curr->getNode(), enable);
}
}
} // enableFog
// ----------------------------------------------------------------------------
PhysicalObject* TrackObjectManager::insertObject(const std::string& model,
PhysicalObject::bodyTypes shape,
float mass, float radius,
const core::vector3df& hpr,
const core::vector3df& pos,
const core::vector3df& scale)
{
PhysicalObject* object = new PhysicalObject(model, shape, mass, radius,
hpr, pos, scale);
object->init();
m_all_objects.push_back(object);
return object;
}
// ----------------------------------------------------------------------------
/** Removes the object from the scene graph, bullet, and the list of
* track objects, and then frees the object.
* \param obj The physical object to remove.
*/
void TrackObjectManager::removeObject(PhysicalObject* obj)
{
m_all_objects.remove(obj);
delete obj;
} // removeObject
// ----------------------------------------------------------------------------
/**
* \brief To be called after all objects are loaded and the LodNodeLoader is done
* parsing everything.
* This method exists because LOD objects need to be created after others.
*
* \param lod_nodes the LOD nodes created by the LodNodeLoader.
*/
void TrackObjectManager::assingLodNodes(const std::vector<LODNode*>& lod_nodes)
{
for (unsigned int n=0; n<lod_nodes.size(); n++)
{
std::vector<TrackObject*>& queue = m_lod_objects[ lod_nodes[n]->getGroupName() ];
assert( queue.size() > 0 );
TrackObject* obj = queue[ queue.size() - 1 ];
obj->setNode( lod_nodes[n] );
queue.erase( queue.end() - 1 );
manualInsertObject( obj );
}
m_lod_objects.clear();
}