stk-code_catmod/src/tracks/track.cpp

2405 lines
86 KiB
C++

// SuperTuxKart - a fun racing game with go-kart
//
// Copyright (C) 2004-2015 Steve Baker <sjbaker1@airmail.net>
// Copyright (C) 2009-2015 Joerg Henrichs, Steve Baker
//
// 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.hpp"
#include "addons/addon.hpp"
#include "audio/music_manager.hpp"
#include "challenges/challenge_status.hpp"
#include "challenges/unlock_manager.hpp"
#include "config/player_manager.hpp"
#include "config/stk_config.hpp"
#include "config/user_config.hpp"
#include "graphics/camera.hpp"
#include "graphics/CBatchingMesh.hpp"
#include "graphics/central_settings.hpp"
#include "graphics/glwrap.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/lod_node.hpp"
#include "graphics/material_manager.hpp"
#include "graphics/mesh_tools.hpp"
#include "graphics/moving_texture.hpp"
#include "graphics/particle_emitter.hpp"
#include "graphics/particle_kind.hpp"
#include "graphics/particle_kind_manager.hpp"
#include "graphics/stk_text_billboard.hpp"
#include "guiengine/scalable_font.hpp"
#include "io/file_manager.hpp"
#include "io/xml_node.hpp"
#include "items/item.hpp"
#include "items/item_manager.hpp"
#include "karts/abstract_kart.hpp"
#include "karts/kart_properties.hpp"
#include "modes/linear_world.hpp"
#include "modes/easter_egg_hunt.hpp"
#include "modes/world.hpp"
#include "physics/physical_object.hpp"
#include "physics/physics.hpp"
#include "physics/triangle_mesh.hpp"
#include "race/race_manager.hpp"
#include "tracks/bezier_curve.hpp"
#include "tracks/battle_graph.hpp"
#include "tracks/check_manager.hpp"
#include "tracks/model_definition_loader.hpp"
#include "tracks/track_manager.hpp"
#include "tracks/quad_graph.hpp"
#include "tracks/quad_set.hpp"
#include "tracks/track_object_manager.hpp"
#include "utils/constants.hpp"
#include "utils/log.hpp"
#include "utils/string_utils.hpp"
#include "utils/translation.hpp"
#include <IBillboardTextSceneNode.h>
#include <ILightSceneNode.h>
#include <IMeshCache.h>
#include <IMeshManipulator.h>
#include <IMeshSceneNode.h>
#include <ISceneManager.h>
#include <SMeshBuffer.h>
#include <iostream>
#include <stdexcept>
#include <sstream>
#include <wchar.h>
using namespace irr;
const float Track::NOHIT = -99999.9f;
// ----------------------------------------------------------------------------
Track::Track(const std::string &filename)
{
#ifdef DEBUG
m_magic_number = 0x17AC3802;
#endif
m_materials_loaded = false;
m_filename = filename;
m_root =
StringUtils::getPath(StringUtils::removeExtension(m_filename));
m_ident = StringUtils::getBasename(m_root);
// If this is an addon track, add "addon_" to the identifier - just in
// case that an addon track has the same directory name (and therefore
// identifier) as an included track.
if(Addon::isAddon(filename))
m_ident = Addon::createAddonId(m_ident);
// The directory should always have a '/' at the end, but getBasename
// above returns "" if a "/" is at the end, so we add the "/" here.
m_root += "/";
m_designer = "";
m_screenshot = "";
m_version = 0;
m_track_mesh = NULL;
m_gfx_effect_mesh = NULL;
m_internal = false;
m_enable_auto_rescue = true; // Below set to false in arenas
m_enable_push_back = true;
m_reverse_available = false;
m_is_arena = false;
m_max_arena_players = 0;
m_has_easter_eggs = false;
m_has_navmesh = false;
m_is_soccer = false;
m_is_cutscene = false;
m_camera_far = 1000.0f;
m_bloom = true;
m_bloom_threshold = 0.75f;
m_color_inlevel = core::vector3df(0.0,1.0, 255.0);
m_color_outlevel = core::vector2df(0.0, 255.0);
m_clouds = false;
m_godrays = false;
m_displacement_speed = 1.0f;
m_caustics_speed = 1.0f;
m_shadows = true;
m_sky_particles = NULL;
m_sky_dx = 0.05f;
m_sky_dy = 0.0f;
m_godrays_opacity = 1.0f;
m_godrays_color = video::SColor(255, 255, 255, 255);
m_weather_lightning = false;
m_weather_sound = "";
m_cache_track = UserConfigParams::m_cache_overworld &&
m_ident=="overworld";
m_render_target = NULL;
m_minimap_x_scale = 1.0f;
m_minimap_y_scale = 1.0f;
m_startup_run = false;
m_default_number_of_laps= 3;
m_all_nodes.clear();
m_static_physics_only_nodes.clear();
m_all_cached_meshes.clear();
loadTrackInfo();
} // Track
//-----------------------------------------------------------------------------
/** Destructor, removes quad data structures etc. */
Track::~Track()
{
// Note that the music information in m_music is globally managed
// by the music_manager, and is freed there. So no need to free it
// here (esp. since various track might share the same music).
#ifdef DEBUG
assert(m_magic_number == 0x17AC3802);
m_magic_number = 0xDEADBEEF;
#endif
} // ~Track
//-----------------------------------------------------------------------------
/** A < comparison of tracks. This is used to sort the tracks when displaying
* them in the gui.
*/
bool Track::operator<(const Track &other) const
{
PlayerProfile *p = PlayerManager::getCurrentPlayer();
bool this_is_locked = p->isLocked(getIdent());
bool other_is_locked = p->isLocked(other.getIdent());
if(this_is_locked == other_is_locked)
{
return getSortName() < other.getSortName();
}
else
return other_is_locked;
} // operator<
//-----------------------------------------------------------------------------
/** Returns the name of the track, which is e.g. displayed on the screen.
\note this is the LTR name, invoke fribidi as needed. */
core::stringw Track::getName() const
{
core::stringw translated = _LTR(m_name.c_str());
int index = translated.find("|");
if(index>-1)
{
translated = translated.subString(0, index);
}
return translated;
} // getName
//-----------------------------------------------------------------------------
/** Returns the name of the track used to sort the tracks alphabetically.
* This can be used to e.g. sort 'The Island' as 'Island,The'; or
* to replace certain language-specific characters (e.g. German 'ae' with 'a')
* The sort name can be specified by setting the name of a track to:
* "normal name|sort name"
*/
core::stringw Track::getSortName() const
{
core::stringw translated = translations->w_gettext(m_name.c_str());
translated.make_lower();
int index = translated.find("|");
if(index>-1)
{
translated = translated.subString(index+1, translated.size());
}
return translated;
} // getSortName
//-----------------------------------------------------------------------------
/** Returns true if this track belongs to the specified track group.
* \param group_name Group name to test for.
*/
bool Track::isInGroup(const std::string &group_name)
{
return std::find(m_groups.begin(), m_groups.end(), group_name)
!= m_groups.end();
} // isInGroup
//-----------------------------------------------------------------------------
/** Returns number of completed challenges */
unsigned int Track::getNumOfCompletedChallenges()
{
unsigned int unlocked_challenges = 0;
PlayerProfile *player = PlayerManager::getCurrentPlayer();
for (unsigned int i=0; i<m_challenges.size(); i++)
{
if (m_challenges[i].m_challenge_id == "tutorial")
{
unlocked_challenges++;
continue;
}
if (player->getChallengeStatus(m_challenges[i].m_challenge_id)
->isSolvedAtAnyDifficulty())
{
unlocked_challenges++;
}
}
return unlocked_challenges;
} // getNumOfCompletedChallenges
//-----------------------------------------------------------------------------
/** Removes all cached data structures. This is called before the resolution
* is changed.
*/
void Track::removeCachedData()
{
m_materials_loaded = false;
} // cleanCachedData
//-----------------------------------------------------------------------------
/** Prepates the track for a new race. This function must be called after all
* karts are created, since the check objects allocate data structures
* depending on the number of karts.
*/
void Track::reset()
{
m_ambient_color = m_default_ambient_color;
CheckManager::get()->reset(*this);
ItemManager::get()->reset();
m_track_object_manager->reset();
m_startup_run = false;
} // reset
//-----------------------------------------------------------------------------
/** Removes the physical body from the world.
* Called at the end of a race.
*/
void Track::cleanup()
{
QuadGraph::destroy();
BattleGraph::destroy();
ItemManager::destroy();
VAOManager::kill();
ParticleKindManager::get()->cleanUpTrackSpecificGfx();
// Clear reminder of transformed textures
resetTextureTable();
// Clear reminder of the link between textures and file names.
irr_driver->clearTexturesFileName();
for (unsigned int i = 0; i < m_animated_textures.size(); i++)
{
delete m_animated_textures[i];
}
m_animated_textures.clear();
for (unsigned int i = 0; i < m_all_nodes.size(); i++)
{
irr_driver->removeNode(m_all_nodes[i]);
}
m_all_nodes.clear();
for (unsigned int i = 0; i < m_static_physics_only_nodes.size(); i++)
{
m_static_physics_only_nodes[i]->remove();
}
m_static_physics_only_nodes.clear();
m_all_emitters.clearAndDeleteAll();
CheckManager::destroy();
delete m_track_object_manager;
m_track_object_manager = NULL;
for (unsigned int i = 0; i < m_object_physics_only_nodes.size(); i++)
{
m_object_physics_only_nodes[i]->drop();
}
m_object_physics_only_nodes.clear();
irr_driver->removeNode(m_sun);
if (CVS->isGLSL())
m_sun->drop();
delete m_track_mesh;
m_track_mesh = NULL;
delete m_gfx_effect_mesh;
m_gfx_effect_mesh = NULL;
if (CVS->isGLSL())
irr_driver->cleanSunInterposer();
// The m_all_cached_mesh contains each mesh loaded from a file, which
// means that the mesh is stored in irrlichts mesh cache. To clean
// everything loaded by this track, we drop the ref count for each mesh
// here, till the ref count is 1, which means the mesh is only contained
// in the mesh cache, and can therefore be removed. Meshes load more
// than once are in m_all_cached_mesh more than once (which is easier
// than storing the mesh only once, but then having to test for each
// mesh if it is already contained in the list or not).
for (unsigned int i = 0; i < m_all_cached_meshes.size(); i++)
{
irr_driver->dropAllTextures(m_all_cached_meshes[i]);
// If a mesh is not in Irrlicht's texture cache, its refcount is
// 1 (since its scene node was removed, so the only other reference
// is in m_all_cached_meshes). In this case we only drop it once
// and don't try to remove it from the cache.
if (m_all_cached_meshes[i]->getReferenceCount() == 1)
{
m_all_cached_meshes[i]->drop();
continue;
}
m_all_cached_meshes[i]->drop();
if (m_all_cached_meshes[i]->getReferenceCount() == 1)
irr_driver->removeMeshFromCache(m_all_cached_meshes[i]);
}
m_all_cached_meshes.clear();
// Now free meshes that are not associated to any scene node.
for (unsigned int i = 0; i < m_detached_cached_meshes.size(); i++)
{
irr_driver->dropAllTextures(m_detached_cached_meshes[i]);
irr_driver->removeMeshFromCache(m_detached_cached_meshes[i]);
}
m_detached_cached_meshes.clear();
for(unsigned int i=0; i<m_sky_textures.size(); i++)
{
m_sky_textures[i]->drop();
if(m_sky_textures[i]->getReferenceCount()==1)
irr_driver->removeTexture(m_sky_textures[i]);
}
m_sky_textures.clear();
for (unsigned int i = 0; i<m_spherical_harmonics_textures.size(); i++)
{
m_spherical_harmonics_textures[i]->drop();
if (m_spherical_harmonics_textures[i]->getReferenceCount() == 1)
irr_driver->removeTexture(m_spherical_harmonics_textures[i]);
}
m_spherical_harmonics_textures.clear();
if(m_cache_track)
material_manager->makeMaterialsPermanent();
else
{
// remove temporary materials loaded by the material manager
material_manager->popTempMaterial();
}
irr_driver->clearGlowingNodes();
irr_driver->clearLights();
irr_driver->clearForcedBloom();
irr_driver->clearBackgroundNodes();
if(UserConfigParams::logMemory())
{
Log::debug("track",
"[memory] After cleaning '%s': mesh cache %d texture cache %d\n",
getIdent().c_str(),
irr_driver->getSceneManager()->getMeshCache()->getMeshCount(),
irr_driver->getVideoDriver()->getTextureCount());
#ifdef DEBUG
scene::IMeshCache *cache = irr_driver->getSceneManager()->getMeshCache();
for(unsigned int i=0; i<cache->getMeshCount(); i++)
{
const io::SNamedPath &name = cache->getMeshName(i);
std::vector<std::string>::iterator p;
p = std::find(m_old_mesh_buffers.begin(), m_old_mesh_buffers.end(),
name.getInternalName().c_str());
if(p!=m_old_mesh_buffers.end())
m_old_mesh_buffers.erase(p);
else
{
Log::debug("track", "[memory] Leaked mesh buffer '%s'.\n",
name.getInternalName().c_str());
} // if name not found
} // for i < cache size
video::IVideoDriver *vd = irr_driver->getVideoDriver();
for(unsigned int i=0; i<vd->getTextureCount(); i++)
{
video::ITexture *t = vd->getTextureByIndex(i);
std::vector<video::ITexture*>::iterator p;
p = std::find(m_old_textures.begin(), m_old_textures.end(),
t);
if(p!=m_old_textures.end())
{
m_old_textures.erase(p);
}
else
{
Log::debug("track", "[memory] Leaked texture '%s'.\n",
t->getName().getInternalName().c_str());
}
}
#endif
} // if verbose
#ifdef __DEBUG_DUMP_MESH_CACHE_AFTER_CLEANUP__
scene::IMeshCache* meshCache = irr_driver->getSceneManager()->getMeshCache();
int count = meshCache->getMeshCount();
for (int i = 0; i < count; i++)
{
scene::IAnimatedMesh* mesh = meshCache->getMeshByIndex(i);
io::SNamedPath path = meshCache->getMeshName(mesh);
Log::info("CACHE", "[%i] %s", i, path.getPath().c_str());
}
#endif
Scripting::ScriptEngine* script_engine =
World::getWorld()->getScriptEngine();
script_engine->cleanupCache();
} // cleanup
//-----------------------------------------------------------------------------
void Track::loadTrackInfo()
{
// Default values
m_use_fog = false;
m_fog_max = 1.0f;
m_fog_start = 0.0f;
m_fog_end = 1000.0f;
m_fog_height_start = 0.0f;
m_fog_height_end = 100.0f;
m_gravity = 9.80665f;
m_smooth_normals = false;
m_godrays = false;
m_godrays_opacity = 1.0f;
m_godrays_color = video::SColor(255, 255, 255, 255);
/* ARGB */
m_fog_color = video::SColor(255, 77, 179, 230);
m_default_ambient_color = video::SColor(255, 120, 120, 120);
m_sun_specular_color = video::SColor(255, 255, 255, 255);
m_sun_diffuse_color = video::SColor(255, 255, 255, 255);
m_sun_position = core::vector3df(0, 10, 10);
irr_driver->setSSAORadius(1.);
irr_driver->setSSAOK(1.5);
irr_driver->setSSAOSigma(1.);
XMLNode *root = file_manager->createXMLTree(m_filename);
if(!root || root->getName()!="track")
{
std::ostringstream o;
o<<"Can't load track '"<<m_filename<<"', no track element.";
throw std::runtime_error(o.str());
}
root->get("name", &m_name);
std::string designer;
root->get("designer", &designer);
m_designer = StringUtils::xmlDecode(designer);
root->get("version", &m_version);
std::vector<std::string> filenames;
root->get("music", &filenames);
getMusicInformation(filenames, m_music);
root->get("screenshot", &m_screenshot);
root->get("gravity", &m_gravity);
root->get("soccer", &m_is_soccer);
root->get("arena", &m_is_arena);
root->get("max-arena-players", &m_max_arena_players);
root->get("cutscene", &m_is_cutscene);
root->get("groups", &m_groups);
root->get("internal", &m_internal);
root->get("reverse", &m_reverse_available);
root->get("default-number-of-laps",&m_default_number_of_laps);
root->get("push-back", &m_enable_push_back);
root->get("clouds", &m_clouds);
root->get("bloom", &m_bloom);
root->get("bloom-threshold", &m_bloom_threshold);
root->get("shadows", &m_shadows);
root->get("displacement-speed", &m_displacement_speed);
root->get("caustics-speed", &m_caustics_speed);
root->get("color-level-in", &m_color_inlevel);
root->get("color-level-out", &m_color_outlevel);
if (m_default_number_of_laps <= 0)
m_default_number_of_laps = 3;
m_actual_number_of_laps = m_default_number_of_laps;
// Make the default for auto-rescue in battle mode and soccer mode to be false
if(m_is_arena || m_is_soccer)
m_enable_auto_rescue = false;
root->get("auto-rescue", &m_enable_auto_rescue);
root->get("smooth-normals", &m_smooth_normals);
// Reverse is meaningless in arena
if(m_is_arena || m_is_soccer)
m_reverse_available = false;
for(unsigned int i=0; i<root->getNumNodes(); i++)
{
const XMLNode *mode=root->getNode(i);
if(mode->getName()!="mode") continue;
TrackMode tm;
mode->get("name", &tm.m_name );
mode->get("quads", &tm.m_quad_name );
mode->get("graph", &tm.m_graph_name);
mode->get("scene", &tm.m_scene );
m_all_modes.push_back(tm);
}
// If no mode is specified, add a default mode.
if(m_all_modes.size()==0)
{
TrackMode tm;
m_all_modes.push_back(tm);
}
if(m_groups.size()==0) m_groups.push_back(DEFAULT_GROUP_NAME);
const XMLNode *xml_node = root->getNode("curves");
if(xml_node) loadCurves(*xml_node);
// Set the correct paths
m_screenshot = m_root+m_screenshot;
delete root;
std::string dir = StringUtils::getPath(m_filename);
std::string easter_name = dir + "/easter_eggs.xml";
XMLNode *easter = file_manager->createXMLTree(easter_name);
if(easter)
{
for(unsigned int i=0; i<easter->getNumNodes(); i++)
{
const XMLNode *eggs = easter->getNode(i);
if(eggs->getNumNodes() > 0)
{
m_has_easter_eggs = true;
break;
}
}
delete easter;
}
if(file_manager->fileExists(m_root+"navmesh.xml"))
m_has_navmesh = true;
else if(m_is_arena)
{
Log::warn("Track", "NavMesh is not found for arena %s, "
"disable AI for it.\n", m_name.c_str());
}
} // loadTrackInfo
//-----------------------------------------------------------------------------
/** Loads all curves from the XML node.
*/
void Track::loadCurves(const XMLNode &node)
{
for(unsigned int i=0; i<node.getNumNodes(); i++)
{
const XMLNode *curve = node.getNode(i);
m_all_curves.push_back(new BezierCurve(*curve));
} // for i<node.getNumNodes
} // loadCurves
//-----------------------------------------------------------------------------
/** Loads all music information for the specified files (which is taken from
* the track.xml file).
* \param filenames List of filenames to load.
* \param music On return contains the music information object for the
* specified files.
*/
void Track::getMusicInformation(std::vector<std::string>& filenames,
std::vector<MusicInformation*>& music )
{
for(int i=0; i<(int)filenames.size(); i++)
{
std::string full_path = m_root+filenames[i];
MusicInformation* mi = music_manager->getMusicInformation(full_path);
if(!mi)
{
try
{
std::string shared_name = file_manager->searchMusic(filenames[i]);
if(shared_name!="")
mi = music_manager->getMusicInformation(shared_name);
}
catch (...)
{
mi = NULL;
}
}
if(mi)
m_music.push_back(mi);
else
Log::warn("track",
"Music information file '%s' not found for track '%s' - ignored.\n",
filenames[i].c_str(), m_name.c_str());
} // for i in filenames
} // getMusicInformation
//-----------------------------------------------------------------------------
/** Select and set the music for this track (doesn't actually start it yet).
*/
void Track::startMusic() const
{
// In case that the music wasn't found (a warning was already printed)
if(m_music.size()>0)
music_manager->startMusic(m_music[rand()% m_music.size()], false);
else
music_manager->clearCurrentMusic();
} // startMusic
//-----------------------------------------------------------------------------
/** Loads the polygon graph for battle, i.e. the definition of all polys, and the way
* they are connected to each other. Input file name is hardcoded for now
*/
void Track::loadBattleGraph()
{
BattleGraph::create(m_root+"navmesh.xml");
if(BattleGraph::get()->getNumNodes()==0)
{
Log::warn("track", "No graph nodes defined for track '%s'\n",
m_filename.c_str());
}
else
{
loadMinimap();
}
} // loadBattleGraph
//-----------------------------------------------------------------------------
/** Loads the quad graph, i.e. the definition of all quads, and the way
* they are connected to each other.
*/
void Track::loadQuadGraph(unsigned int mode_id, const bool reverse)
{
QuadGraph::create(m_root+m_all_modes[mode_id].m_quad_name,
m_root+m_all_modes[mode_id].m_graph_name,
reverse);
QuadGraph::get()->setupPaths();
#ifdef DEBUG
for(unsigned int i=0; i<QuadGraph::get()->getNumNodes(); i++)
{
assert(QuadGraph::get()->getNode(i).getPredecessor(0)!=-1);
}
#endif
if(QuadGraph::get()->getNumNodes()==0)
{
Log::warn("track", "No graph nodes defined for track '%s'\n",
m_filename.c_str());
if (race_manager->getNumberOfKarts() > 1)
{
Log::fatal("track", "I can handle the lack of driveline in single"
"kart mode, but not with AIs\n");
}
}
else
{
loadMinimap();
}
} // loadQuadGraph
// -----------------------------------------------------------------------------
void Track::mapPoint2MiniMap(const Vec3 &xyz, Vec3 *draw_at) const
{
if (m_is_arena && m_has_navmesh)
BattleGraph::get()->mapPoint2MiniMap(xyz, draw_at);
else
QuadGraph::get()->mapPoint2MiniMap(xyz, draw_at);
draw_at->setX(draw_at->getX() * m_minimap_x_scale);
draw_at->setY(draw_at->getY() * m_minimap_y_scale);
}
// -----------------------------------------------------------------------------
/** Convert the track tree into its physics equivalents.
* \param main_track_count The number of meshes that are already converted
* when the main track was converted. Only the additional meshes
* added later still need to be converted.
*/
void Track::createPhysicsModel(unsigned int main_track_count)
{
// Remove the temporary track rigid body, and then convert all objects
// (i.e. the track and all additional objects) into a new rigid body
// and convert this again. So this way we have an optimised track
// rigid body which includes all track objects.
// Note that removing the rigid body does not remove the already collected
// triangle information, so there is no need to convert the actual track
// (first element in m_track_mesh) again!
if (m_track_mesh == NULL)
{
Log::error("track",
"m_track_mesh == NULL, cannot createPhysicsModel\n");
return;
}
// Now convert all objects that are only used for the physics
// (like invisible walls).
for (unsigned int i = 0; i<m_static_physics_only_nodes.size(); i++)
{
convertTrackToBullet(m_static_physics_only_nodes[i]);
if (UserConfigParams::m_physics_debug &&
m_static_physics_only_nodes[i]->getType() == scene::ESNT_MESH)
{
const video::SColor color(255, 255, 105, 180);
scene::IMesh *mesh = ((scene::IMeshSceneNode*)m_static_physics_only_nodes[i])->getMesh();
scene::IMeshBuffer *mb = mesh->getMeshBuffer(0);
mb->getMaterial().BackfaceCulling = false;
video::S3DVertex * const verts = (video::S3DVertex *) mb->getVertices();
const u32 max = mb->getVertexCount();
for (i = 0; i < max; i++)
{
verts[i].Color = color;
}
// Color
mb->getMaterial().setTexture(0, getUnicolorTexture(video::SColor(255, 255, 105, 180)));
irr_driver->grabAllTextures(mesh);
// Gloss
mb->getMaterial().setTexture(1, getUnicolorTexture(video::SColor(0, 0, 0, 0)));
}
else
irr_driver->removeNode(m_static_physics_only_nodes[i]);
}
if (!UserConfigParams::m_physics_debug)
m_static_physics_only_nodes.clear();
for (unsigned int i = 0; i<m_object_physics_only_nodes.size(); i++)
{
convertTrackToBullet(m_object_physics_only_nodes[i]);
m_object_physics_only_nodes[i]->setVisible(false);
m_object_physics_only_nodes[i]->grab();
irr_driver->removeNode(m_object_physics_only_nodes[i]);
}
m_track_mesh->removeAll();
m_gfx_effect_mesh->removeAll();
for(unsigned int i=main_track_count; i<m_all_nodes.size(); i++)
{
convertTrackToBullet(m_all_nodes[i]);
}
m_track_mesh->createPhysicalBody();
m_gfx_effect_mesh->createCollisionShape();
} // createPhysicsModel
// -----------------------------------------------------------------------------
/** Convert the graohics track into its physics equivalents.
* \param mesh The mesh to convert.
* \param node The scene node.
*/
void Track::convertTrackToBullet(scene::ISceneNode *node)
{
if (node->getType() == scene::ESNT_TEXT)
return;
if (node->getType() == scene::ESNT_LOD_NODE)
{
node = ((LODNode*)node)->getFirstNode();
if (node == NULL)
{
Log::warn("track",
"This track contains an empty LOD group.");
return;
}
}
node->updateAbsolutePosition();
std::vector<core::matrix4> matrices;
matrices.push_back(node->getAbsoluteTransformation());
scene::IMesh *mesh;
// In case of readonly materials we have to get the material from
// the mesh, otherwise from the node. This is esp. important for
// water nodes, which only have the material defined in the node,
// but not in the mesh at all!
bool is_readonly_material=false;
switch(node->getType())
{
case scene::ESNT_MESH :
case scene::ESNT_WATER_SURFACE :
case scene::ESNT_OCTREE :
mesh = ((scene::IMeshSceneNode*)node)->getMesh();
is_readonly_material =
((scene::IMeshSceneNode*)node)->isReadOnlyMaterials();
break;
case scene::ESNT_ANIMATED_MESH :
mesh = ((scene::IAnimatedMeshSceneNode*)node)->getMesh();
is_readonly_material =
((scene::IAnimatedMeshSceneNode*)node)->isReadOnlyMaterials();
break;
case scene::ESNT_SKY_BOX :
case scene::ESNT_SKY_DOME:
case scene::ESNT_PARTICLE_SYSTEM :
case scene::ESNT_TEXT:
// These are non-physical
return;
break;
default:
int type_as_int = node->getType();
char* type = (char*)&type_as_int;
Log::debug("track",
"[convertTrackToBullet] Unknown scene node type : %c%c%c%c.\n",
type[0], type[1], type[2], type[3]);
return;
} // switch node->getType()
//core::matrix4 mat;
//mat.setRotationDegrees(hpr);
//mat.setTranslation(pos);
//core::matrix4 mat_scale;
//// Note that we can't simply call mat.setScale, since this would
//// overwrite the elements on the diagonal, making any rotation incorrect.
//mat_scale.setScale(scale);
//mat *= mat_scale;
for(unsigned int i=0; i<mesh->getMeshBufferCount(); i++)
{
scene::IMeshBuffer *mb = mesh->getMeshBuffer(i);
// FIXME: take translation/rotation into account
if (mb->getVertexType() != video::EVT_STANDARD &&
mb->getVertexType() != video::EVT_2TCOORDS &&
mb->getVertexType() != video::EVT_TANGENTS)
{
Log::warn("track", "convertTrackToBullet: Ignoring type '%d'!\n",
mb->getVertexType());
continue;
}
// Handle readonly materials correctly: mb->getMaterial can return
// NULL if the node is not using readonly materials. E.g. in case
// of a water scene node, the mesh (which is the animated copy of
// the original mesh) does not contain any material information,
// the material is only available in the node.
const video::SMaterial &irrMaterial =
is_readonly_material ? mb->getMaterial()
: node->getMaterial(i);
video::ITexture* t=irrMaterial.getTexture(0);
const Material* material=0;
TriangleMesh *tmesh = m_track_mesh;
if(t)
{
std::string image = std::string(core::stringc(t->getName()).c_str());
// the third boolean argument is false because at this point we're
// dealing physics, so it's useless to warn about missing textures,
// we'd just get duplicate/useless warnings
material=material_manager->getMaterial(StringUtils::getBasename(image),
false, false, false);
// Special gfx meshes will not be stored as a normal physics body,
// but converted to a collision body only, so that ray tests
// against them can be done.
if(material->isSurface())
tmesh = m_gfx_effect_mesh;
// A material which is a surface must be converted,
// even if it's marked as ignore. So only ignore
// non-surface materials.
else if(material->isIgnore())
continue;
}
u16 *mbIndices = mb->getIndices();
Vec3 vertices[3];
Vec3 normals[3];
if (mb->getVertexType() == video::EVT_STANDARD)
{
irr::video::S3DVertex* mbVertices=(video::S3DVertex*)mb->getVertices();
if (race_manager->getReverseTrack() &&
material->getMirrorAxisInReverse() != ' ')
{
for (unsigned int i = 0; i < mb->getVertexCount(); i++)
{
core::vector2df &tc = mb->getTCoords(i);
if (material->getMirrorAxisInReverse() == 'V')
tc.Y = 1 - tc.Y;
else
tc.X = 1 - tc.X;
}
} // reverse track and texture needs mirroring
for (unsigned int matrix_index = 0; matrix_index < matrices.size(); matrix_index++)
{
for (unsigned int j = 0; j < mb->getIndexCount(); j += 3)
{
for (unsigned int k = 0; k < 3; k++)
{
int indx = mbIndices[j + k];
core::vector3df v = mbVertices[indx].Pos;
matrices[matrix_index].transformVect(v);
vertices[k] = v;
normals[k] = mbVertices[indx].Normal;
} // for k
if (tmesh)
{
tmesh->addTriangle(vertices[0], vertices[1],
vertices[2], normals[0],
normals[1], normals[2],
material);
}
} // for j
} // for matrix_index
}
else if (mb->getVertexType() == video::EVT_2TCOORDS)
{
irr::video::S3DVertex2TCoords* mbVertices = (video::S3DVertex2TCoords*)mb->getVertices();
for (unsigned int matrix_index = 0; matrix_index < matrices.size(); matrix_index++)
{
for (unsigned int j = 0; j < mb->getIndexCount(); j += 3)
{
for (unsigned int k = 0; k < 3; k++)
{
int indx = mbIndices[j + k];
core::vector3df v = mbVertices[indx].Pos;
matrices[matrix_index].transformVect(v);
vertices[k] = v;
normals[k] = mbVertices[indx].Normal;
} // for k
if (tmesh)
{
tmesh->addTriangle(vertices[0], vertices[1],
vertices[2], normals[0],
normals[1], normals[2],
material);
}
} // for j
} // for matrix_index
}
else if (mb->getVertexType() == video::EVT_TANGENTS)
{
irr::video::S3DVertexTangents* mbVertices = (video::S3DVertexTangents*)mb->getVertices();
for (unsigned int matrix_index = 0; matrix_index < matrices.size(); matrix_index++)
{
for (unsigned int j = 0; j < mb->getIndexCount(); j += 3)
{
for (unsigned int k = 0; k < 3; k++)
{
int indx = mbIndices[j + k];
core::vector3df v = mbVertices[indx].Pos;
matrices[matrix_index].transformVect(v);
vertices[k] = v;
normals[k] = mbVertices[indx].Normal;
} // for k
if (tmesh)
{
tmesh->addTriangle(vertices[0], vertices[1],
vertices[2], normals[0],
normals[1], normals[2],
material);
}
} // for j
} // for matrix_index
}
} // for i<getMeshBufferCount
} // convertTrackToBullet
// ----------------------------------------------------------------------------
void Track::loadMinimap()
{
//Check whether the hardware can do nonsquare or
// non power-of-two textures
video::IVideoDriver* const video_driver = irr_driver->getVideoDriver();
bool nonpower = false; //video_driver->queryFeature(video::EVDF_TEXTURE_NPOT);
bool nonsquare =
video_driver->queryFeature(video::EVDF_TEXTURE_NSQUARE);
//Create the minimap resizing it as necessary.
m_mini_map_size = World::getWorld()->getRaceGUI()->getMiniMapSize();
core::dimension2du size = m_mini_map_size
.getOptimalSize(!nonpower,!nonsquare);
if (m_is_arena && m_has_navmesh)
m_render_target = BattleGraph::get()->makeMiniMap(size, "minimap::" + m_ident, video::SColor(127, 255, 255, 255));
else
m_render_target = QuadGraph::get()->makeMiniMap(size, "minimap::" + m_ident, video::SColor(127, 255, 255, 255));
core::dimension2du mini_map_texture_size = m_render_target->getTextureSize();
if(mini_map_texture_size.Width)
m_minimap_x_scale = float(m_mini_map_size.Width) / float(mini_map_texture_size.Width);
else
m_minimap_x_scale = 0;
if(mini_map_texture_size.Height)
m_minimap_y_scale = float(m_mini_map_size.Height) / float(mini_map_texture_size.Height);
else
m_minimap_y_scale = 0;
} // loadMinimap
// ----------------------------------------------------------------------------
/** Loads the main track model (i.e. all other objects contained in the
* scene might use raycast on this track model to determine the actual
* height of the terrain.
*/
bool Track::loadMainTrack(const XMLNode &root)
{
assert(m_track_mesh==NULL);
assert(m_gfx_effect_mesh==NULL);
m_challenges.clear();
m_track_mesh = new TriangleMesh();
m_gfx_effect_mesh = new TriangleMesh();
const XMLNode *track_node = root.getNode("track");
std::string model_name;
track_node->get("model", &model_name);
std::string full_path = m_root+model_name;
scene::IMesh *mesh;
// If the hd texture option is disabled, we generate smaller textures
// and configure the path to them before loading the mesh.
if ( (UserConfigParams::m_high_definition_textures & 0x01) == 0x00)
{
#undef USE_RESIZE_CACHE
#ifdef USE_RESIZE_CACHE
std::string cached_textures_dir =
irr_driver->generateSmallerTextures(m_root);
irr::io::IAttributes* scene_params =
irr_driver->getSceneManager()->getParameters();
// Before changing the texture path, we retrieve the older one to restore it later
std::string texture_default_path =
scene_params->getAttributeAsString(scene::B3D_TEXTURE_PATH).c_str();
scene_params->setAttribute(scene::B3D_TEXTURE_PATH, cached_textures_dir.c_str());
#endif
mesh = irr_driver->getMesh(full_path);
#ifdef USE_RESIZE_CACHE
scene_params->setAttribute(scene::B3D_TEXTURE_PATH, texture_default_path.c_str());
#endif
}
else // Load mesh with default (hd) textures
{
mesh = irr_driver->getMesh(full_path);
}
if(!mesh)
{
Log::fatal("track",
"Main track model '%s' in '%s' not found, aborting.\n",
track_node->getName().c_str(), model_name.c_str());
}
// The mesh as returned does not have all mesh buffers with the same
// texture combined. This can result in a _HUGE_ overhead. E.g. instead
// of 46 different mesh buffers over 500 (for some tracks even >1000)
// were created. This means less effect from hardware support, less
// vertices per opengl operation, more overhead on CPU, ...
// So till we have a better b3d exporter which can combine the different
// meshes which use the same texture when exporting, the meshes are
// combined using CBatchingMesh.
scene::CBatchingMesh *merged_mesh = new scene::CBatchingMesh();
merged_mesh->addMesh(mesh);
merged_mesh->finalize();
scene::IMesh* tangent_mesh = MeshTools::createMeshWithTangents(merged_mesh, &MeshTools::isNormalMap);
adjustForFog(tangent_mesh, NULL);
// The merged mesh is grabbed by the octtree, so we don't need
// to keep a reference to it.
scene::ISceneNode *scene_node = irr_driver->addMesh(tangent_mesh, "track_main");
//scene::IMeshSceneNode *scene_node = irr_driver->addOctTree(merged_mesh);
// We should drop the merged mesh (since it's now referred to in the
// scene node), but then we need to grab it since it's in the
// m_all_cached_meshes.
m_all_cached_meshes.push_back(tangent_mesh);
irr_driver->grabAllTextures(tangent_mesh);
// The reference count of the mesh is 1, since it is in irrlicht's
// cache. So we only have to remove it from the cache.
irr_driver->removeMeshFromCache(mesh);
#ifdef DEBUG
std::string debug_name=model_name+" (main track, octtree)";
scene_node->setName(debug_name.c_str());
#endif
//merged_mesh->setHardwareMappingHint(scene::EHM_STATIC);
core::vector3df xyz(0,0,0);
track_node->getXYZ(&xyz);
core::vector3df hpr(0,0,0);
track_node->getHPR(&hpr);
scene_node->setPosition(xyz);
scene_node->setRotation(hpr);
handleAnimatedTextures(scene_node, *track_node);
m_all_nodes.push_back(scene_node);
MeshTools::minMax3D(merged_mesh, &m_aabb_min, &m_aabb_max);
// Increase the maximum height of the track: since items that fly
// too high explode, e.g. cakes can not be show when being at the
// top of the track (since they will explode when leaving the AABB
// of the track). While the test for this in Flyable::updateAndDelete
// could be relaxed to fix this, it is not certain how the physics
// will handle items that are out of the AABB
m_aabb_max.setY(m_aabb_max.getY()+30.0f);
World::getWorld()->getPhysics()->init(m_aabb_min, m_aabb_max);
ModelDefinitionLoader lodLoader(this);
// Load LOD groups
const XMLNode *lod_xml_node = root.getNode("lod");
if (lod_xml_node != NULL)
{
for (unsigned int i = 0; i < lod_xml_node->getNumNodes(); i++)
{
const XMLNode* lod_group_xml = lod_xml_node->getNode(i);
for (unsigned int j = 0; j < lod_group_xml->getNumNodes(); j++)
{
lodLoader.addModelDefinition(lod_group_xml->getNode(j));
}
}
}
for (unsigned int i=0; i<track_node->getNumNodes(); i++)
{
const XMLNode *n=track_node->getNode(i);
// Animated textures have already been handled
if(n->getName()=="animated-texture") continue;
// Only "object" entries are allowed now inside of the model tag
if(n->getName()!="static-object")
{
Log::error("track",
"Incorrect tag '%s' inside <model> of scene file - ignored\n",
n->getName().c_str());
continue;
}
core::vector3df xyz(0,0,0);
n->get("xyz", &xyz);
core::vector3df hpr(0,0,0);
n->get("hpr", &hpr);
core::vector3df scale(1.0f, 1.0f, 1.0f);
n->get("scale", &scale);
bool tangent = false;
n->get("tangents", &tangent);
scene::ISceneNode* scene_node;
model_name="";
n->get("model", &model_name);
full_path = m_root+model_name;
std::string interaction;
n->get("interaction", &interaction);
// a special challenge orb object for overworld
std::string challenge;
n->get("challenge", &challenge);
bool lod_instance = false;
n->get("lod_instance", &lod_instance);
if (lod_instance)
{
LODNode* node = lodLoader.instanciateAsLOD(n, NULL);
if (node != NULL)
{
node->setPosition(xyz);
node->setRotation(hpr);
node->setScale(scale);
node->updateAbsolutePosition();
m_all_nodes.push_back( node );
}
}
else
{
// TODO: check if mesh is animated or not
scene::IMesh *a_mesh = irr_driver->getMesh(full_path);
if(!a_mesh)
{
Log::error("track", "Object model '%s' not found, ignored.\n",
full_path.c_str());
continue;
}
a_mesh = MeshTools::createMeshWithTangents(a_mesh, &MeshTools::isNormalMap);
// The meshes loaded here are in irrlicht's mesh cache. So we
// have to keep track of them in order to properly remove them
// from memory. We could add each track only once in a list, but
// it's actually faster to add meshes multipl times (if they are
// used more than once), and increase the ref count each time.
// When removing the meshes, we drop them till the ref count is
// 1 - which means that the only reference is now in the cache,
// and can therefore be removed.
m_all_cached_meshes.push_back(a_mesh);
irr_driver->grabAllTextures(a_mesh);
a_mesh->grab();
scene_node = irr_driver->addMesh(a_mesh, model_name);
scene_node->setPosition(xyz);
scene_node->setRotation(hpr);
scene_node->setScale(scale);
#ifdef DEBUG
std::string debug_name = model_name+" (static track-object)";
scene_node->setName(debug_name.c_str());
#endif
handleAnimatedTextures(scene_node, *n);
// for challenge orbs, a bit more work to do
// TODO: this is hardcoded for the overworld, convert to scripting
if (challenge.size() > 0)
{
const ChallengeData* c = NULL;
if (challenge != "tutorial")
{
c = unlock_manager->getChallengeData(challenge);
if (c == NULL)
{
Log::error("track", "Cannot find challenge named <%s>\n",
challenge.c_str());
scene_node->remove();
continue;
}
}
m_challenges.push_back( OverworldChallenge(xyz, challenge) );
if (c && c->isGrandPrix())
{
}
else
{
if (challenge != "tutorial")
{
Track* t = track_manager->getTrack(c->getTrackId());
if (t == NULL)
{
Log::error("track", "Cannot find track named <%s>\n",
c->getTrackId().c_str());
continue;
}
std::string sshot = t->getScreenshotFile();
video::ITexture* screenshot = irr_driver->getTexture(sshot);
if (screenshot == NULL)
{
Log::error("track",
"Cannot find track screenshot <%s>",
sshot.c_str());
continue;
}
scene_node->getMaterial(0).setTexture(0, screenshot);
}
}
// make transparent
for (unsigned int m=0; m<a_mesh->getMeshBufferCount(); m++)
{
scene::IMeshBuffer* mb = a_mesh->getMeshBuffer(m);
if (mb->getVertexType() == video::EVT_STANDARD)
{
video::S3DVertex* v = (video::S3DVertex*)mb->getVertices();
for (unsigned int n=0; n<mb->getVertexCount(); n++)
{
v[n].Color.setAlpha(125);
}
}
}
LODNode* lod_node = new LODNode("challenge_orb",
irr_driver->getSceneManager()->getRootSceneNode(),
irr_driver->getSceneManager());
lod_node->setPosition(xyz);
lod_node->add(50, scene_node, true /* reparent */);
m_all_nodes.push_back( lod_node );
}
else
{
if(interaction=="physics-only")
m_static_physics_only_nodes.push_back(scene_node);
else
m_all_nodes.push_back( scene_node );
}
}
} // for i
// This will (at this stage) only convert the main track model.
for(unsigned int i=0; i<m_all_nodes.size(); i++)
{
convertTrackToBullet(m_all_nodes[i]);
}
if (m_track_mesh == NULL)
{
Log::fatal("track", "m_track_mesh == NULL, cannot loadMainTrack\n");
}
m_gfx_effect_mesh->createCollisionShape();
scene_node->setMaterialFlag(video::EMF_LIGHTING, true);
scene_node->setMaterialFlag(video::EMF_GOURAUD_SHADING, true);
return true;
} // loadMainTrack
// ----------------------------------------------------------------------------
/** Handles animated textures.
* \param node The scene node for which animated textures are handled.
* \param xml The node containing the data for the animated notion.
*/
void Track::handleAnimatedTextures(scene::ISceneNode *node, const XMLNode &xml)
{
for(unsigned int node_number = 0; node_number<xml.getNumNodes();
node_number++)
{
const XMLNode *texture_node = xml.getNode(node_number);
if(texture_node->getName()!="animated-texture") continue;
std::string name;
texture_node->get("name", &name);
if(name=="")
{
Log::error("track",
"Animated texture: no texture name specified for track '%s'\n",
m_ident.c_str());
continue;
}
// to lower case, for case-insensitive comparison
name = StringUtils::toLowerCase(name);
int moving_textures_found = 0;
for(unsigned int i=0; i<node->getMaterialCount(); i++)
{
video::SMaterial &irrMaterial=node->getMaterial(i);
for(unsigned int j=0; j<video::MATERIAL_MAX_TEXTURES; j++)
{
video::ITexture* t=irrMaterial.getTexture(j);
if(!t) continue;
std::string texture_name =
StringUtils::getBasename(core::stringc(t->getName()).c_str());
// to lower case, for case-insensitive comparison
texture_name = StringUtils::toLowerCase(texture_name);
if (texture_name != name) continue;
core::matrix4 *m = &irrMaterial.getTextureMatrix(j);
m_animated_textures.push_back(new MovingTexture(m, *texture_node));
moving_textures_found++;
} // for j<MATERIAL_MAX_TEXTURES
} // for i<getMaterialCount
if (moving_textures_found == 0)
Log::warn("AnimTexture", "Did not find animate texture '%s'", name.c_str());
} // for node_number < xml->getNumNodes
} // handleAnimatedTextures
// ----------------------------------------------------------------------------
/** Update, called once per frame.
* \param dt Timestep.
*/
void Track::update(float dt)
{
if (!m_startup_run) // first time running update = good point to run startup script
{
Scripting::ScriptEngine* script_engine = World::getWorld()->getScriptEngine();
script_engine->runFunction(false, "void onStart()");
m_startup_run = true;
}
m_track_object_manager->update(dt);
for(unsigned int i=0; i<m_animated_textures.size(); i++)
{
m_animated_textures[i]->update(dt);
}
CheckManager::get()->update(dt);
ItemManager::get()->update(dt);
// TODO: enable onUpdate scripts if we ever find a compelling use for them
//Scripting::ScriptEngine* script_engine = World::getWorld()->getScriptEngine();
//script_engine->runScript("void onUpdate()");
} // update
// ----------------------------------------------------------------------------
/** 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 Track::handleExplosion(const Vec3 &pos, const PhysicalObject *obj,
bool secondary_hits) const
{
m_track_object_manager->handleExplosion(pos, obj, secondary_hits);
} // handleExplosion
// ----------------------------------------------------------------------------
/** Creates a water node. OBSOLETE, kept for backwards compat only
* \param node The XML node containing the specifications for the water node.
*/
void Track::createWater(const XMLNode &node)
{
std::string model_name;
node.get("model", &model_name);
std::string full_path = m_root+model_name;
scene::IMesh *mesh = irr_driver->getMesh(full_path);
if (mesh == NULL)
{
Log::warn("Track", "Water not found : '%s'", full_path.c_str());
return;
}
/*
float wave_height = 2.0f;
float wave_speed = 300.0f;
float wave_length = 10.0f;
node.get("height", &wave_height);
float time;
if(node.get("time", &time))
{
wave_speed = time * 1000.0f/(2.0f*M_PI);
}
else
node.get("speed", &wave_speed);
if(wave_speed==0)
{
// A speed of 0 results in a division by zero, so avoid this.
// The actual time for a wave from one maximum to the next is
// given by 2*M_PI*speed/1000.
Log::warn("Track",
"Wave-speed or time is 0, resetting it to the default.");
wave_speed =300.0f;
}
node.get("length", &wave_length);
*/
scene::ISceneNode* scene_node = NULL;
/*
if (UserConfigParams::m_graphical_effects)
{
scene::IMesh *welded;
scene_node = irr_driver->addWaterNode(mesh, &welded,
wave_height,
wave_speed,
wave_length);
mesh->grab();
irr_driver->grabAllTextures(mesh);
m_all_cached_meshes.push_back(mesh);
mesh = welded;
}
else
{*/
scene_node = irr_driver->addMesh(mesh, "water");
//}
if(!mesh || !scene_node)
{
Log::error("track", "Water model '%s' in '%s' not found, ignored.\n",
node.getName().c_str(), model_name.c_str());
return;
}
#ifdef DEBUG
std::string debug_name = model_name+"(water node)";
scene_node->setName(debug_name.c_str());
#endif
mesh->grab();
m_all_cached_meshes.push_back(mesh);
irr_driver->grabAllTextures(mesh);
core::vector3df xyz(0,0,0);
node.get("xyz", &xyz);
core::vector3df hpr(0,0,0);
node.get("hpr", &hpr);
scene_node->setPosition(xyz);
scene_node->setRotation(hpr);
m_all_nodes.push_back(scene_node);
handleAnimatedTextures(scene_node, node);
scene_node->getMaterial(0).setFlag(video::EMF_GOURAUD_SHADING, true);
} // createWater
// ----------------------------------------------------------------------------
/** This function load the actual scene, i.e. all parts of the track,
* animations, items, ... It is called from world during initialisation.
* Track is the first model to be loaded, so at this stage the root scene node
* is empty.
* \param parent The actual world.
* \param reverse_track True if the track should be run in reverse.
* \param mode_id Which of the modes of a track to use. This determines which
* scene, quad, and graph file to load.
*/
void Track::loadTrackModel(bool reverse_track, unsigned int mode_id)
{
// Use m_filename to also get the path, not only the identifier
irr_driver->setTextureErrorMessage("While loading track '%s'",
m_filename );
if(!m_reverse_available)
{
reverse_track = false;
}
CheckManager::create();
assert(m_all_cached_meshes.size()==0);
if(UserConfigParams::logMemory())
{
Log::debug("[memory] Before loading '%s': mesh cache %d "
"texture cache %d\n",
getIdent().c_str(),
irr_driver->getSceneManager()->getMeshCache()->getMeshCount(),
irr_driver->getVideoDriver()->getTextureCount());
#ifdef DEBUG
scene::IMeshCache *cache =
irr_driver->getSceneManager()->getMeshCache();
m_old_mesh_buffers.clear();
for(unsigned int i=0; i<cache->getMeshCount(); i++)
{
const io::SNamedPath &name=cache->getMeshName(i);
m_old_mesh_buffers.push_back(name.getInternalName().c_str());
}
m_old_textures.clear();
video::IVideoDriver *vd = irr_driver->getVideoDriver();
for(unsigned int i=0; i<vd->getTextureCount(); i++)
{
video::ITexture *t=vd->getTextureByIndex(i);
m_old_textures.push_back(t);
}
#endif
}
Camera::clearEndCameras();
m_sky_type = SKY_NONE;
m_track_object_manager = new TrackObjectManager();
// Add the track directory to the texture search path
file_manager->pushTextureSearchPath(m_root);
file_manager->pushModelSearchPath (m_root);
// For now ignore the resize cache, since atm it only handles texturs in
// the track directory.
#undef USE_RESIZE_CACHE
#ifdef USE_RESIZE_CACHE
// If the hd texture option is disabled, we generate smaller textures
// and we also add the cache directory to the texture search path
if ( (UserConfigParams::m_high_definition_textures & 0x01) == 0x00)
{
std::string cached_textures_dir =
irr_driver->generateSmallerTextures(m_root);
file_manager->pushTextureSearchPath(cached_textures_dir);
}
#endif
// First read the temporary materials.xml file if it exists
try
{
std::string materials_file = m_root+"materials.xml";
if(m_cache_track)
{
if(!m_materials_loaded)
material_manager->addSharedMaterial(materials_file);
m_materials_loaded = true;
}
else
material_manager->pushTempMaterial(materials_file);
}
catch (std::exception& e)
{
// no temporary materials.xml file, ignore
(void)e;
}
// Load the graph only now: this function is called from world, after
// the race gui was created. The race gui is needed since it stores
// the information about the size of the texture to render the mini
// map to.
if (!m_is_arena && !m_is_soccer && !m_is_cutscene) loadQuadGraph(mode_id, reverse_track);
else if (m_is_arena && !m_is_soccer && !m_is_cutscene && m_has_navmesh)
loadBattleGraph();
ItemManager::create();
// Set the default start positions. Node that later the default
// positions can still be overwritten.
float forwards_distance = 1.5f;
float sidewards_distance = 3.0f;
float upwards_distance = 0.1f;
int karts_per_row = 2;
// Start building the scene graph
std::string path = m_root + m_all_modes[mode_id].m_scene;
XMLNode *root = file_manager->createXMLTree(path);
// Make sure that we have a track (which is used for raycasts to
// place other objects).
if (!root || root->getName()!="scene")
{
std::ostringstream msg;
msg<< "No track model defined in '"<<path
<<"', aborting.";
throw std::runtime_error(msg.str());
}
const XMLNode *default_start = root->getNode("default-start");
if (default_start)
{
default_start->get("forwards-distance", &forwards_distance );
default_start->get("sidewards-distance", &sidewards_distance);
default_start->get("upwards-distance", &upwards_distance );
default_start->get("karts-per-row", &karts_per_row );
}
if (!m_is_arena && !m_is_soccer && !m_is_cutscene)
{
if (race_manager->getMinorMode() == RaceManager::MINOR_MODE_FOLLOW_LEADER)
{
// In a FTL race the non-leader karts are placed at the end of the
// field, so we need all start positions.
m_start_transforms.resize(stk_config->m_max_karts);
}
else
m_start_transforms.resize(race_manager->getNumberOfKarts());
QuadGraph::get()->setDefaultStartPositions(&m_start_transforms,
karts_per_row,
forwards_distance,
sidewards_distance,
upwards_distance);
}
// we need to check for fog before loading the main track model
if (const XMLNode *node = root->getNode("sun"))
{
node->get("xyz", &m_sun_position );
node->get("ambient", &m_default_ambient_color);
node->get("sun-specular", &m_sun_specular_color);
node->get("sun-diffuse", &m_sun_diffuse_color);
node->get("fog", &m_use_fog);
node->get("fog-color", &m_fog_color);
node->get("fog-max", &m_fog_max);
node->get("fog-start", &m_fog_start);
node->get("fog-end", &m_fog_end);
node->get("fog-start-height", &m_fog_height_start);
node->get("fog-end-height", &m_fog_height_end);
}
if (const XMLNode *node = root->getNode("lightshaft"))
{
m_godrays = true;
node->get("opacity", &m_godrays_opacity);
node->get("color", &m_godrays_color);
node->get("xyz", &m_godrays_position);
}
loadMainTrack(*root);
unsigned int main_track_count = (unsigned int)m_all_nodes.size();
ModelDefinitionLoader model_def_loader(this);
// Load LOD groups
const XMLNode *lod_xml_node = root->getNode("lod");
if (lod_xml_node != NULL)
{
for (unsigned int i = 0; i < lod_xml_node->getNumNodes(); i++)
{
const XMLNode* lod_group_xml = lod_xml_node->getNode(i);
for (unsigned int j = 0; j < lod_group_xml->getNumNodes(); j++)
{
model_def_loader.addModelDefinition(lod_group_xml->getNode(j));
}
}
}
loadObjects(root, path, model_def_loader, true, NULL, NULL);
model_def_loader.cleanLibraryNodesAfterLoad();
World::getWorld()->getScriptEngine()->compileLoadedScripts();
// Init all track objects
m_track_object_manager->init();
// ---- Fog
// It's important to execute this BEFORE the code that creates the skycube,
// otherwise the skycube node could be modified to have fog enabled, which
// we don't want
if (m_use_fog && !UserConfigParams::m_camera_debug && !CVS->isGLSL())
{
/* NOTE: if LINEAR type, density does not matter, if EXP or EXP2, start
and end do not matter */
irr_driver->getVideoDriver()->setFog(m_fog_color,
video::EFT_FOG_LINEAR,
m_fog_start, m_fog_end,
1.0f);
}
// Enable for for all track nodes if fog is used
const unsigned int count = (int)m_all_nodes.size();
for(unsigned int i=0; i<count; i++)
{
adjustForFog(m_all_nodes[i]);
}
m_track_object_manager->enableFog(m_use_fog);
// Sky dome and boxes support
// --------------------------
irr_driver->suppressSkyBox();
if(m_sky_type==SKY_DOME && m_sky_textures.size() > 0)
{
scene::ISceneNode *node = irr_driver->addSkyDome(m_sky_textures[0],
m_sky_hori_segments,
m_sky_vert_segments,
m_sky_texture_percent,
m_sky_sphere_percent);
for(unsigned int i=0; i<node->getMaterialCount(); i++)
{
video::SMaterial &irrMaterial=node->getMaterial(i);
for(unsigned int j=0; j<video::MATERIAL_MAX_TEXTURES; j++)
{
video::ITexture* t=irrMaterial.getTexture(j);
if(!t) continue;
core::matrix4 *m = &irrMaterial.getTextureMatrix(j);
m_animated_textures.push_back(new MovingTexture(m, m_sky_dx, m_sky_dy));
} // for j<MATERIAL_MAX_TEXTURES
} // for i<getMaterialCount
m_all_nodes.push_back(node);
}
else if(m_sky_type==SKY_BOX && m_sky_textures.size() == 6)
{
//if (m_spherical_harmonics_textures.size() > 0)
m_all_nodes.push_back(irr_driver->addSkyBox(m_sky_textures, m_spherical_harmonics_textures));
//else
// m_all_nodes.push_back(irr_driver->addSkyBox(m_sky_textures, m_sky_textures));
}
else if(m_sky_type==SKY_COLOR)
{
World::getWorld()->setClearbackBufferColor(m_sky_color);
}
#ifdef USE_RESIZE_CACHE
if (!UserConfigParams::m_high_definition_textures)
{
file_manager->popTextureSearchPath();
}
#endif
file_manager->popTextureSearchPath();
file_manager->popModelSearchPath ();
// ---- Set ambient color
m_ambient_color = m_default_ambient_color;
irr_driver->setAmbientLight(m_ambient_color, false);
// ---- Create sun (non-ambient directional light)
if (m_sun_position.getLengthSQ() < 0.03f)
{
m_sun_position = core::vector3df(500, 250, 250);
}
const video::SColorf tmpf(m_sun_diffuse_color);
m_sun = irr_driver->addLight(m_sun_position, 0., 0., tmpf.r, tmpf.g, tmpf.b, true);
if (!CVS->isGLSL())
{
scene::ILightSceneNode *sun = (scene::ILightSceneNode *) m_sun;
sun->setLightType(video::ELT_DIRECTIONAL);
// The angle of the light is rather important - let the sun
// point towards (0,0,0).
if (m_sun_position.getLengthSQ() < 0.03f)
// Backward compatibility: if no sun is specified, use the
// old hardcoded default angle
m_sun->setRotation(core::vector3df(180, 45, 45));
else
m_sun->setRotation((-m_sun_position).getHorizontalAngle());
sun->getLightData().SpecularColor = m_sun_specular_color;
}
else
irr_driver->createSunInterposer();
createPhysicsModel(main_track_count);
for (unsigned int i=0; i<root->getNumNodes(); i++)
{
const XMLNode *node = root->getNode(i);
const std::string &name = node->getName();
if (name=="banana" || name=="item" ||
name=="small-nitro" || name=="big-nitro" ||
name=="easter-egg" )
{
itemCommand(node);
}
} // for i<root->getNumNodes()
delete root;
if (m_is_arena && !m_is_soccer && !m_is_cutscene && m_has_navmesh)
BattleGraph::get()->findItemsOnGraphNodes();
if (UserConfigParams::m_track_debug &&
race_manager->getMinorMode()!=RaceManager::MINOR_MODE_3_STRIKES &&
!m_is_cutscene)
{
QuadGraph::get()->createDebugMesh();
}
if (UserConfigParams::m_track_debug && m_has_navmesh &&
race_manager->getMinorMode()==RaceManager::MINOR_MODE_3_STRIKES &&
!m_is_cutscene)
BattleGraph::get()->createDebugMesh();
// Only print warning if not in battle mode, since battle tracks don't have
// any quads or check lines.
if (CheckManager::get()->getCheckStructureCount()==0 &&
race_manager->getMinorMode()!=RaceManager::MINOR_MODE_3_STRIKES && !m_is_cutscene)
{
Log::warn("track", "No check lines found in track '%s'.",
m_ident.c_str());
Log::warn("track", "Lap counting will not work, and start "
"positions might be incorrect.");
}
if (UserConfigParams::logMemory())
{
Log::debug("track", "[memory] After loading '%s': mesh cache %d "
"texture cache %d\n", getIdent().c_str(),
irr_driver->getSceneManager()->getMeshCache()->getMeshCount(),
irr_driver->getVideoDriver()->getTextureCount());
}
World *world = World::getWorld();
if (world->useChecklineRequirements())
{
QuadGraph::get()->computeChecklineRequirements();
}
EasterEggHunt *easter_world = dynamic_cast<EasterEggHunt*>(world);
if(easter_world)
{
std::string dir = StringUtils::getPath(m_filename);
easter_world->readData(dir+"/easter_eggs.xml");
}
irr_driver->unsetTextureErrorMessage();
} // loadTrackModel
//-----------------------------------------------------------------------------
void Track::loadObjects(const XMLNode* root, const std::string& path, ModelDefinitionLoader& model_def_loader,
bool create_lod_definitions, scene::ISceneNode* parent,
TrackObject* parent_library)
{
unsigned int start_position_counter = 0;
unsigned int node_count = root->getNumNodes();
for (unsigned int i = 0; i < node_count; i++)
{
const XMLNode *node = root->getNode(i);
const std::string name = node->getName();
// The track object was already converted before the loop, and the
// default start was already used, too - so ignore those.
if (name == "track" || name == "default-start") continue;
if (name == "object" || name == "library")
{
m_track_object_manager->add(*node, parent, model_def_loader, parent_library);
}
else if (name == "water")
{
createWater(*node);
}
else if (name == "banana" || name == "item" ||
name == "small-nitro" || name == "big-nitro" ||
name == "easter-egg" )
{
// will be handled later
}
else if (name == "start")
{
unsigned int position = start_position_counter;
start_position_counter++;
node->get("position", &position);
Vec3 xyz(0,0,0);
node->getXYZ(&xyz);
float h=0;
node->get("h", &h);
if (position >= m_start_transforms.size())
{
m_start_transforms.resize(position + 1);
}
m_start_transforms[position].setOrigin(xyz);
m_start_transforms[position].setRotation(
btQuaternion(btVector3(0,1,0),
h*DEGREE_TO_RAD ) );
}
else if (name == "camera")
{
node->get("far", &m_camera_far);
}
else if (name == "checks")
{
CheckManager::get()->load(*node);
}
else if (name == "particle-emitter")
{
if (UserConfigParams::m_graphical_effects)
{
m_track_object_manager->add(*node, parent, model_def_loader, parent_library);
}
}
else if (name == "sky-dome" || name == "sky-box" || name == "sky-color")
{
handleSky(*node, path);
}
else if (name == "end-cameras")
{
Camera::readEndCamera(*node);
}
else if (name == "light")
{
m_track_object_manager->add(*node, parent, model_def_loader, parent_library);
}
else if (name == "weather")
{
std::string weather_particles;
node->get("particles", &weather_particles);
node->get("lightning", &m_weather_lightning);
node->get("sound", &m_weather_sound);
if (weather_particles.size() > 0)
{
m_sky_particles =
ParticleKindManager::get()->getParticles(weather_particles);
}
else
{
Log::error("track", "Bad weather node found - ignored.\n");
continue;
}
}
else if (name == "sun")
{
// handled above
}
else if (name == "lod")
{
// handled above
}
else if (name == "lightshaft")
{
// handled above
}
else if (name == "instancing")
{
// TODO: eventually remove, this is now automatic
}
else if (name == "subtitles")
{
std::vector<XMLNode*> subtitles;
node->getNodes("subtitle", subtitles);
for (unsigned int i = 0; i < subtitles.size(); i++)
{
int from = -1, to = -1;
std::string subtitle_text;
subtitles[i]->get("from", &from);
subtitles[i]->get("to", &to);
subtitles[i]->get("text", &subtitle_text);
if (from != -1 && to != -1 && subtitle_text.size() > 0)
{
m_subtitles.push_back( Subtitle(from, to, _(subtitle_text.c_str())) );
}
}
}
else
{
Log::warn("track", "While loading track '%s', element '%s' was "
"met but is unknown.",
m_ident.c_str(), node->getName().c_str());
}
} // for i<root->getNumNodes()
}
//-----------------------------------------------------------------------------
/** Changes all materials of the given mesh to use the current fog
* setting (true/false).
* \param node Scene node for which fog should be en/dis-abled.
*/
void Track::adjustForFog(scene::IMesh* mesh, scene::ISceneNode* parent_scene_node)
{
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, parent_scene_node, m_use_fog);
} // for j<MATERIAL_MAX_TEXTURES
} // for i<getMeshBufferCount()
}
//-----------------------------------------------------------------------------
/** Changes all materials of the given scene node to use the current fog
* setting (true/false).
* \param node Scene node for which fog should be en/dis-abled.
*/
void Track::adjustForFog(scene::ISceneNode *node)
{
//irr_driver->setAllMaterialFlags(scene::IMesh *mesh)
if (node->getType() == scene::ESNT_OCTREE)
{
// do nothing
}
else if (node->getType() == scene::ESNT_MESH)
{
scene::IMeshSceneNode* mnode = (scene::IMeshSceneNode*)node;
scene::IMesh* mesh = mnode->getMesh();
adjustForFog(mesh, mnode);
}
else if (node->getType() == scene::ESNT_ANIMATED_MESH)
{
scene::IAnimatedMeshSceneNode* mnode = (scene::IAnimatedMeshSceneNode*)node;
scene::IMesh* mesh = mnode->getMesh();
adjustForFog(mesh, mnode);
}
else
{
node->setMaterialFlag(video::EMF_FOG_ENABLE, m_use_fog);
}
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]);
//subnodes[n]->setMaterialFlag(video::EMF_FOG_ENABLE, m_use_fog);
}
}
} // adjustForFog
//-----------------------------------------------------------------------------
/** Handles a sky-dome or sky-box. It takes the xml node with the
* corresponding data for the sky and stores the corresponding data in
* the corresponding data structures.
* \param xml_node XML node with the sky data.
* \param filename Name of the file which is read, only used to print
* meaningful error messages.
*/
void Track::handleSky(const XMLNode &xml_node, const std::string &filename)
{
if(xml_node.getName()=="sky-dome")
{
m_sky_type = SKY_DOME;
m_sky_vert_segments = 16;
m_sky_hori_segments = 16;
m_sky_sphere_percent = 1.0f;
m_sky_texture_percent = 1.0f;
std::string s;
xml_node.get("texture", &s );
video::ITexture *t = irr_driver->getTexture(s);
if (t != NULL)
{
t->grab();
m_sky_textures.push_back(t);
xml_node.get("vertical", &m_sky_vert_segments );
xml_node.get("horizontal", &m_sky_hori_segments );
xml_node.get("sphere-percent", &m_sky_sphere_percent );
xml_node.get("texture-percent", &m_sky_texture_percent);
xml_node.get("speed-x", &m_sky_dx );
xml_node.get("speed-y", &m_sky_dy);
}
else
{
Log::error("track", "Sky-dome texture '%s' not found - ignored.",
s.c_str());
}
} // if sky-dome
else if(xml_node.getName()=="sky-box")
{
std::string s;
xml_node.get("texture", &s);
std::vector<std::string> v = StringUtils::split(s, ' ');
for(unsigned int i=0; i<v.size(); i++)
{
video::ITexture *t = irr_driver->getTexture(v[i]);
if(t)
{
t->grab();
m_sky_textures.push_back(t);
}
else
{
Log::error("track","Sky-box texture '%s' not found - ignored.",
v[i].c_str());
}
} // for i<v.size()
if(m_sky_textures.size()!=6)
{
Log::error("track",
"A skybox needs 6 textures, but %d are specified",
(int)m_sky_textures.size());
Log::error("track", "in '%s'.", filename.c_str());
}
else
{
m_sky_type = SKY_BOX;
}
std::string sh_textures;
xml_node.get("sh-texture", &sh_textures);
v = StringUtils::split(sh_textures, ' ');
for (unsigned int i = 0; i<v.size(); i++)
{
video::ITexture *t = irr_driver->getTexture(v[i]);
if (t)
{
t->grab();
m_spherical_harmonics_textures.push_back(t);
}
else
{
Log::error("track", "Sky-box spherical harmonics texture '%s' not found - ignored.",
v[i].c_str());
}
} // for i<v.size()
}
else if (xml_node.getName() == "sky-color")
{
m_sky_type = SKY_COLOR;
xml_node.get("rgb", &m_sky_color);
} // if sky-box
} // handleSky
//-----------------------------------------------------------------------------
/** Handle creation and placement of an item.
* \param xyz The position of the item.
* \param type The item type.
* \param drop True if the item Z position should be determined based on
* the track topology.
*/
void Track::itemCommand(const XMLNode *node)
{
const std::string &name = node->getName();
Item::ItemType type;
if (name=="banana" ) type = Item::ITEM_BANANA;
else if(name=="item" ) type = Item::ITEM_BONUS_BOX;
else if(name=="small-nitro") type = Item::ITEM_NITRO_SMALL;
else if(name=="easter-egg" ) type = Item::ITEM_EASTER_EGG;
else type = Item::ITEM_NITRO_BIG;
Vec3 xyz;
// Set some kind of default in case Y is not defined in the file
// (with the new track exporter it always is defined anyway).
// Y is the height from which the item is dropped on the track.
xyz.setY(1000);
node->getXYZ(&xyz);
bool drop=true;
node->get("drop", &drop);
// Some modes (e.g. time trial) don't have any bonus boxes
if(type==Item::ITEM_BONUS_BOX &&
!World::getWorld()->haveBonusBoxes())
return;
// Only do easter eggs in easter egg mode.
if(type==Item::ITEM_EASTER_EGG &&
!(race_manager->getMinorMode()==RaceManager::MINOR_MODE_EASTER_EGG))
{
Log::warn("track",
"Found easter egg in non-easter-egg mode - ignored.\n");
return;
}
Vec3 loc(xyz);
// if only 2d coordinates are given, let the item fall from very high
if(drop)
{
// If raycast is used, increase the start position slightly
// in case that the point is too close to the actual surface
// (e.g. floating point errors can cause a problem here).
loc += Vec3(0,0.1f,0);
#ifndef DEBUG
// Avoid unused variable warning in case of non-debug compilation.
setTerrainHeight(&loc);
#else
bool drop_success = setTerrainHeight(&loc);
if(!drop_success)
{
Log::warn("track",
"Item at position (%f,%f,%f) can not be dropped",
loc.getX(), loc.getY(), loc.getZ());
Log::warn("track", "onto terrain - position unchanged.");
}
#endif
}
// Don't tilt the items, since otherwise the rotation will look odd,
// i.e. the items will not rotate around the normal, but 'wobble'
// around.
//Vec3 normal(0.7071f, 0, 0.7071f);
Vec3 normal(0, 1, 0);
ItemManager::get()->newItem(type, loc, normal);
} // itemCommand
// ----------------------------------------------------------------------------
/** Does a raycast from the given position, and if terrain was found
* adjust the Y position of the given vector to the actual terrain
* height. If no terrain is found, false is returned and the
* y position is not modified.
* \param pos Pointer to the position at which to determine the
* height. If terrain is found, its Y position will be
* set to the actual height.
* \return True if terrain was found and the height was adjusted.
*/
bool Track::setTerrainHeight(Vec3 *pos) const
{
Vec3 hit_point;
Vec3 normal;
const Material *m;
Vec3 to=*pos+Vec3(0,-10000,0);
if(m_track_mesh->castRay(*pos, to, &hit_point, &m, &normal))
{
pos->setY(hit_point.getY());
return true;
}
return false;
} // setTerrainHeight
// ----------------------------------------------------------------------------
std::vector< std::vector<float> > Track::buildHeightMap()
{
std::vector< std::vector<float> > out(HEIGHT_MAP_RESOLUTION);
float x = m_aabb_min.getX();
const float x_len = m_aabb_max.getX() - m_aabb_min.getX();
const float z_len = m_aabb_max.getZ() - m_aabb_min.getZ();
const float x_step = x_len/HEIGHT_MAP_RESOLUTION;
const float z_step = z_len/HEIGHT_MAP_RESOLUTION;
btVector3 hitpoint;
const Material* material;
btVector3 normal;
for (int i=0; i<HEIGHT_MAP_RESOLUTION; i++)
{
out[i].resize(HEIGHT_MAP_RESOLUTION);
float z = m_aabb_min.getZ();
for (int j=0; j<HEIGHT_MAP_RESOLUTION; j++)
{
btVector3 pos(x, 100.0f, z);
btVector3 to = pos;
to.setY(-100000.f);
m_track_mesh->castRay(pos, to, &hitpoint, &material, &normal);
z += z_step;
out[i][j] = hitpoint.getY();
} // j<HEIGHT_MAP_RESOLUTION
x += x_step;
}
return out;
} // buildHeightMap
// ----------------------------------------------------------------------------
void Track::drawMiniMap(const core::rect<s32>& dest_rect) const
{
if(m_render_target)
m_render_target->draw2DImage(dest_rect, NULL,
video::SColor(127, 255, 255, 255),
true);
}
// ----------------------------------------------------------------------------
/** Returns the rotation of the sun. */
const core::vector3df& Track::getSunRotation()
{
return m_sun->getRotation();
}
//-----------------------------------------------------------------------------
/** Determines if the kart is over ground.
* Used in setting the starting positions of all the karts.
* \param k The kart to project downward.
* \return True of the kart is on terrain.
*/
bool Track::findGround(AbstractKart *kart)
{
btVector3 to(kart->getXYZ());
to.setY(-100000.f);
// Material and hit point are not needed;
const Material *m;
Vec3 hit_point, normal;
bool over_ground = m_track_mesh->castRay(kart->getXYZ(), to, &hit_point,
&m, &normal);
const Vec3 &xyz = kart->getXYZ();
if(!over_ground)
{
Log::warn("physics", "Kart at (%f %f %f) can not be dropped.",
xyz.getX(),xyz.getY(),xyz.getZ());
return false;
}
// Check if the material the kart is about to be placed on would trigger
// a reset. If so, this is not a valid position.
if(m && m->isDriveReset())
{
Log::warn("physics","Kart at (%f %f %f) over reset terrain '%s'",
xyz.getX(),xyz.getY(),xyz.getZ(),
m->getTexFname().c_str());
return false;
}
// See if the kart is too high above the ground - it would drop
// too long.
if(xyz.getY() - hit_point.getY() > 5)
{
Log::warn("physics",
"Kart at (%f %f %f) is too high above ground at (%f %f %f)",
xyz.getX(),xyz.getY(),xyz.getZ(),
hit_point.getX(),hit_point.getY(),hit_point.getZ());
return false;
}
btTransform t = kart->getBody()->getCenterOfMassTransform();
// The computer offset is slightly too large, it should take
// the default suspension rest instead of suspension rest (i.e. the
// length of the suspension with the weight of the kart resting on
// it). On the other hand this initial bouncing looks nice imho
// - so I'll leave it in for now.
float offset = kart->getKartProperties()->getSuspensionRest();
t.setOrigin(hit_point+Vec3(0, offset, 0) );
kart->getBody()->setCenterOfMassTransform(t);
kart->setTrans(t);
return true;
} // findGround