184 lines
6.4 KiB
C++
184 lines
6.4 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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// Includes
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//
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#include <nel/misc/types_nl.h>
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#include <vector>
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#include <nel/pacs/u_retriever_bank.h>
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#include <nel/pacs/u_global_retriever.h>
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#include <nel/pacs/u_move_container.h>
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#include <nel/pacs/u_move_primitive.h>
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#include <nel/3d/u_scene.h>
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#include <nel/3d/u_instance_group.h>
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#include <nel/3d/u_visual_collision_manager.h>
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#include <nel/3d/u_instance.h>
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#include <nel/misc/vectord.h>
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#include <nel/misc/config_file.h>
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#include "snowballs_client.h"
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#include "landscape.h"
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#include "pacs.h"
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#include "entities.h"
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//
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// Namespaces
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//
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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using namespace NLPACS;
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namespace SBCLIENT {
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extern ULandscape *Landscape;
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/*******************************************************************
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* GLOBALS *
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*******************************************************************/
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// The retriever bank used in the world
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URetrieverBank *RetrieverBank = NULL;
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// The global retriever used for pacs
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UGlobalRetriever *GlobalRetriever = NULL;
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// The move container used for dynamic collisions
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UMoveContainer *MoveContainer = NULL;
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// The collision manager for ground snapping
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UVisualCollisionManager *VisualCollisionManager = NULL;
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/*******************************************************************
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* COLLISIONS *
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*******************************************************************/
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// The collision primitive for the instances in the landscape
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static vector<UMovePrimitive *> _InstancesMovePrimitives;
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//
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// Functions
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//
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void initPACS()
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{
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// check stuff we need for this to init correctly
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nlassert(Landscape);
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nlassert(ConfigFile);
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nlassert(Scene);
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// check stuff we can't have yet
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nlassert(!RetrieverBank);
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nlassert(!GlobalRetriever);
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nlassert(!MoveContainer);
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nlassert(!VisualCollisionManager);
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// init the global retriever
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RetrieverBank = URetrieverBank::createRetrieverBank(ConfigFile->getVar("RetrieverBankName").asString().c_str());
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nlassert(RetrieverBank);
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// create the retriever bank
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GlobalRetriever = UGlobalRetriever::createGlobalRetriever(ConfigFile->getVar("GlobalRetrieverName").asString().c_str(), RetrieverBank);
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nlassert(GlobalRetriever);
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// create the move primitive
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MoveContainer = UMoveContainer::createMoveContainer(GlobalRetriever, 100, 100, 6.0);
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nlassert(MoveContainer);
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// create a visual collision manager
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// this should not be in pacs, but this is too close to pacs to be put elsewhere
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// -- -- put it elsewhere anyways, the other code in this page can be made re-usable
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// to share between the client and the collision service.
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VisualCollisionManager = Scene->createVisualCollisionManager();
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nlassert(VisualCollisionManager);
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VisualCollisionManager->setLandscape(Landscape);
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// -- -- move this to snowballs specific game task
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// create a move primitive for each instance in the instance group
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for (uint j = 0; j < InstanceGroups.size(); ++j)
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{
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for (uint i = 0; i < InstanceGroups[j]->getNumInstance(); ++i)
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{
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UMovePrimitive *primitive = MoveContainer->addCollisionablePrimitive(0, 1);
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primitive->setPrimitiveType(UMovePrimitive::_2DOrientedCylinder);
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primitive->setReactionType(UMovePrimitive::DoNothing);
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primitive->setTriggerType(UMovePrimitive::NotATrigger);
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primitive->setCollisionMask(OtherCollisionBit+SelfCollisionBit+SnowballCollisionBit);
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primitive->setOcclusionMask(StaticCollisionBit);
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primitive->setObstacle(true);
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// setup the radius of each mesh in the instance group
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string name = InstanceGroups[j]->getShapeName(i);
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float rad;
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// -- -- improve this
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if (strlwr(name) == "pi_po_igloo_a") rad = 4.5f;
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else if (strlwr(name) == "pi_po_snowman_a") rad = 1.0f;
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else if (strlwr(name) == "pi_po_pinetree_a") rad = 2.0f;
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else if (strlwr(name) == "pi_po_tree_a") rad = 2.0f;
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else if (strlwr(name) == "pi_po_pingoo_stat_a") rad = 1.0f;
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else if (strlwr(name) == "pi_po_gnu_stat_a") rad = 1.0f;
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else
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{
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rad = 2.0f;
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nlwarning ("Instance name '%s' doesn't have a good radius for collision", name.c_str());
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}
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primitive->setRadius(rad);
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primitive->setHeight(6.0f);
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primitive->insertInWorldImage(0);
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CVector pos = InstanceGroups[j]->getInstancePos(i);
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primitive->setGlobalPosition(CVectorD(pos.x, pos.y, pos.z-1.5f), 0);
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_InstancesMovePrimitives.push_back(primitive);
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}
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}
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}
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void releasePACS()
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{
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// delete all move primitives
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if (!MoveContainer) nlwarning("_InstancesMovePrimitives: !MoveContainer");
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else
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{
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vector<UMovePrimitive *>::iterator it(_InstancesMovePrimitives.begin()), end(_InstancesMovePrimitives.end());
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for (; it != end; ++it) MoveContainer->removePrimitive(*it);
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_InstancesMovePrimitives.clear();
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}
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// delete all allocated objects
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if (!GlobalRetriever) nlwarning("GlobalRetriever: !GlobalRetriever");
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else { UGlobalRetriever::deleteGlobalRetriever(GlobalRetriever); GlobalRetriever = NULL; }
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if (!RetrieverBank) nlwarning("RetrieverBank: !RetrieverBank");
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else { URetrieverBank::deleteRetrieverBank(RetrieverBank); RetrieverBank = NULL; }
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if (!MoveContainer) nlwarning("MoveContainer: !MoveContainer");
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else { UMoveContainer::deleteMoveContainer(MoveContainer); MoveContainer = NULL; }
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// delete the visual collision manager
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if (!Scene) nlwarning("VisualCollisionManager: !Scene");
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else if (!VisualCollisionManager) nlwarning("VisualCollisionManager: !VisualCollisionManager");
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else { Scene->deleteVisualCollisionManager(VisualCollisionManager); VisualCollisionManager = NULL; }
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}
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} /* namespace SBCLIENT */
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/* end of file */
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