stk-code_catmod/src/tracks/track_object_manager.cpp

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//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2009-2013 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 "animations/ipo.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"
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#include "utils/log.hpp"
#include <IMeshSceneNode.h>
#include <ISceneManager.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.
*
* FIXME: all of this is horrible, just make the exporter write LOD definitions
* in a separate section that's read before everything and remove all this
* crap
*/
void TrackObjectManager::add(const XMLNode &xml_node, scene::ISceneNode* parent,
ModelDefinitionLoader& model_def_loader)
{
try
{
TrackObject *obj = new TrackObject(xml_node, parent, model_def_loader);
m_all_objects.push_back(obj);
if(obj->isDriveable())
m_driveable_objects.push_back(obj);
}
catch (std::exception& e)
{
Log::warn("TrackObjectManager", "Could not load track object. Reason : %s",
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.
* \param secondary_hits True if items that are not directly hit should
* also be affected.
*/
void TrackObjectManager::handleExplosion(const Vec3 &pos, const PhysicalObject *mp,
bool secondary_hits)
{
TrackObject* curr;
for_in (curr, m_all_objects)
{
if(secondary_hits || mp == curr->getPhysicalObject())
curr->handleExplosion(pos, mp == curr->getPhysicalObject());
}
} // 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
// ----------------------------------------------------------------------------
void TrackObjectManager::castRay(const btVector3 &from,
const btVector3 &to, btVector3 *hit_point,
const Material **material,
btVector3 *normal,
bool interpolate_normal) const
{
float distance = 9999.9f;
// If there was a hit already, compute the current distance
if(*material)
{
distance = hit_point->distance(from);
}
const TrackObject* curr;
for_in (curr, m_driveable_objects)
{
btVector3 new_hit_point;
const Material *new_material;
btVector3 new_normal;
if(curr->castRay(from, to, &new_hit_point, &new_material, &new_normal,
interpolate_normal))
{
float new_distance = new_hit_point.distance(from);
if (new_distance < distance)
{
*material = new_material;
*hit_point = new_hit_point;
*normal = new_normal;
distance = new_distance;
} // if new_distance < distance
} // if hit
} // for all track objects.
} // castRay
// ----------------------------------------------------------------------------
/** 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)
{
TrackObjectPresentationMesh* meshPresentation =
curr->getPresentation<TrackObjectPresentationMesh>();
if (meshPresentation!= NULL)
{
adjustForFog(meshPresentation->getNode(), enable);
}
}
} // enableFog
// ----------------------------------------------------------------------------
void TrackObjectManager::insertObject(TrackObject* object)
{
m_all_objects.push_back(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(TrackObject* obj)
{
m_all_objects.remove(obj);
delete obj;
} // removeObject
// ----------------------------------------------------------------------------
/*
void TrackObjectManager::assingLodNodes(const std::vector<LODNode*>& lod_nodes)
{
for (unsigned int n=0; n<lod_nodes.size(); n++)
{
std::vector<const XMLNode*>& queue = m_lod_objects[ lod_nodes[n]->getGroupName() ];
assert( queue.size() > 0 );
const XMLNode* xml = queue[ queue.size() - 1 ];
TrackObject* obj = new TrackObject(*xml, lod_nodes[n]->getParent(), lod_nodes[n]);
queue.erase( queue.end() - 1 );
m_all_objects.push_back(obj);
}
m_lod_objects.clear();
}
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*/