stk-code_catmod/src/tracks/track_object_manager.cpp

228 lines
7.9 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2009-2015 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"
#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.
*/
void TrackObjectManager::add(const XMLNode &xml_node, scene::ISceneNode* parent,
ModelDefinitionLoader& model_def_loader,
TrackObject* parent_library)
{
try
{
TrackObject *obj = new TrackObject(xml_node, parent, model_def_loader, parent_library);
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()
{
for_var_in(TrackObject*, curr, m_all_objects)
{
curr->onWorldReady();
}
} // reset
// ----------------------------------------------------------------------------
/** Initialises all track objects.
*/
void TrackObjectManager::reset()
{
for (TrackObject* curr : m_all_objects)
{
curr->reset();
curr->resetEnabled();
}
} // reset
// ----------------------------------------------------------------------------
/** returns a reference to the track object
* with a particular ID
* \param name Name or ID of track object
*/
TrackObject* TrackObjectManager::getTrackObject(const std::string& libraryInstance,
const std::string& name)
{
for (TrackObject* curr : m_all_objects)
{
//if (curr->getParentLibrary() != NULL)
// Log::info("TrackObjectManager", "Found %s::%s", curr->getParentLibrary()->getID().c_str(), curr->getID().c_str());
//else
// Log::info("TrackObjectManager", "Found ::%s", curr->getID().c_str());
if (curr->getParentLibrary() == NULL)
{
if (libraryInstance.size() > 0)
continue;
}
else
{
if (libraryInstance != curr->getParentLibrary()->getID())
continue;
}
if (curr->getID() == name)
{
return curr;
}
}
//object not found
Log::warn("TrackObjectManager", "Object not found : %s::%s", libraryInstance.c_str(), name.c_str());
return NULL;
}
/** 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
// ----------------------------------------------------------------------------
/** Does a raycast against all driveable objects. This way part of the track
* can be a physical object, and can e.g. be animated. A separate list of all
* driveable objects is maintained (in one case there were over 2000 bodies,
* but only one is driveable). The result of the raycast against the track
* mesh are the input parameter. It is then tested if the raycast against
* a track object gives a 'closer' result. If so, the parameters hit_point,
* normal, and material will be updated.
* \param from/to The from and to position for the raycast.
* \param xyz The position in world where the ray hit.
* \param material The material of the mesh that was hit.
* \param normal The intrapolated normal at that position.
* \param interpolate_normal If true, the returned normal is the interpolated
* based on the three normals of the triangle and the location of the
* hit point (which is more compute intensive, but results in much
* smoother results).
* \return True if a triangle was hit, false otherwise (and no output
* variable will be set.
*/
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);
}
for (const TrackObject* curr : m_driveable_objects)
{
if (!curr->isEnabled())
{
// For example jumping pad in cocoa temple
continue;
}
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 the new hit is closer than the current hit, save
// the data.
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
// ----------------------------------------------------------------------------
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