mojo_client/src/Client/GUI/SceneWorld.cpp
false_genesis 6d5b8de2d5 * corrected terrain placement
* corrected object placement
* corrected grid formulas
* update MyCharacter position when beeing teleported
* tested in dun morogh, stormwind, thrallmar and arathi basin, object placement on the map is just fine now ;)
* cleanups not yet done, old unused funcs are still there
2008-04-02 15:30:35 +00:00

404 lines
14 KiB
C++

#include <sstream>
#include <math.h>
#include "common.h"
#include "PseuGUI.h"
#include "PseuWoW.h"
#include "Scene.h"
#include "MapTile.h"
#include "MapMgr.h"
#include "ShTlTerrainSceneNode.h"
#include "MCamera.h"
#include "MInput.h"
#include "WorldSession.h"
#include "World.h"
SceneWorld::SceneWorld(PseuGUI *g) : Scene(g)
{
DEBUG(logdebug("SceneWorld: Initializing..."));
debugmode = false;
// store some pointers right now to prevent repeated ptr dereferencing later (speeds up code)
gui = g;
wsession = gui->GetInstance()->GetWSession();
world = wsession->GetWorld();
mapmgr = world->GetMapMgr();
// TODO: hardcoded for now, make this adjustable later
float fogdist = 150;
ILightSceneNode* light = smgr->addLightSceneNode(0, core::vector3df(0,0,0), SColorf(255, 255, 255, 255), 1000.0f);
SLight ldata = light->getLightData();
ldata.AmbientColor = video::SColorf(0.2f,0.2f,0.2f);
ldata.DiffuseColor = video::SColorf(1.0f,1.0f,1.0f);
ldata.Type = video::ELT_DIRECTIONAL;
ldata.Position = core::vector3df(-10,5,-5);
light->setLightData(ldata);
eventrecv = new MyEventReceiver();
device->setEventReceiver(eventrecv);
camera = new MCameraFPS(smgr);
camera->setNearValue(0.1f);
camera->setFarValue(12000); // TODO: adjust
debugText = guienv->addStaticText(L"< debug text >",rect<s32>(0,0,driver->getScreenSize().Width,30),true,true,0,-1,true);
smgr->addSkyDomeSceneNode(driver->getTexture("data/misc/sky.jpg"),64,64,1.0f,2.0f);
driver->setFog(video::SColor(0,100,101,190), true, fogdist, fogdist + 30, 0.02f);
// setup cursor
device->getCursorControl()->setVisible(false);
InitTerrain();
UpdateTerrain();
RelocateCamera();
DEBUG(logdebug("SceneWorld: Init done!"));
}
void SceneWorld::OnUpdate(s32 timediff)
{
static position2d<s32> mouse_pos;
UpdateTerrain();
bool mouse_pressed_left = eventrecv->mouse.left_pressed();
bool mouse_pressed_right = eventrecv->mouse.right_pressed();
float timediff_f = timediff / 1000.0f;
if(eventrecv->key.pressed(KEY_KEY_W) || (mouse_pressed_left && mouse_pressed_right))
camera->moveForward(50 * timediff_f);
if(eventrecv->key.pressed(KEY_KEY_S))
camera->moveBack(50 * timediff_f);
if(eventrecv->key.pressed(KEY_KEY_E))
camera->moveRight(50 * timediff_f);
if(eventrecv->key.pressed(KEY_KEY_Q))
camera->moveLeft(50 * timediff_f);
// if right mouse button pressed, move in axis, if not, turn camera
if(eventrecv->key.pressed(KEY_KEY_D))
{
if(mouse_pressed_right)
camera->moveRight(50 * timediff_f);
else
camera->turnRight(timediff_f * M_PI * 25);
}
if(eventrecv->key.pressed(KEY_KEY_A))
{
if(mouse_pressed_right)
camera->moveLeft(50 * timediff_f);
else
camera->turnLeft(timediff_f * M_PI * 25);
}
if(eventrecv->key.pressed_once(KEY_BACK))
{
debugmode = !debugmode;
if(debugmode)
{
terrain->setDebugDataVisible(EDS_FULL);
}
else
{
terrain->setDebugDataVisible(EDS_OFF);
}
}
if(eventrecv->key.pressed_once(KEY_INSERT))
{
IImage *scrnshot = driver->createScreenShot();
if(scrnshot)
{
CreateDir("screenshots");
std::string date = getDateString();
for(uint32 i = 0; i < date.length(); i++)
{
if(date[i] == ':')
date[i] = '_';
}
if(date[date.length()-1] == ' ')
{
date = date.substr(0,date.length()-2);
}
driver->writeImageToFile(scrnshot, ("screenshots/PseuWoW " + date + ".jpg").c_str(), device->getTimer()->getRealTime());
scrnshot->drop();
}
}
if(camera->getPitch() < 270 && camera->getPitch() > 90)
camera->turnUp(90);
if(mouse_pressed_left || mouse_pressed_right)
{
//if(device->getCursorControl()->isVisible())
//device->getCursorControl()->setVisible(false);
if(mouse_pos != device->getCursorControl()->getPosition())
{
camera->turnRight(MOUSE_SENSIVITY * (device->getCursorControl()->getPosition().X - mouse_pos.X));
// check if new camera pitch would cause camera to flip over; if thats the case keep current pitch
f32 upval = MOUSE_SENSIVITY * (device->getCursorControl()->getPosition().Y - mouse_pos.Y);
f32 newval = camera->getPitch() + upval;
if( newval > 270.1f || newval < 89.9f)
{
camera->turnUp(upval);
}
device->getCursorControl()->setPosition(mouse_pos);
}
}
else
{
device->getCursorControl()->setPosition(device->getCursorControl()->getPosition());
//if(!device->getCursorControl()->isVisible())
//device->getCursorControl()->setVisible(true);
mouse_pos = device->getCursorControl()->getPosition();
}
// camera height control
if (eventrecv->mouse.wheel < 10)
eventrecv->mouse.wheel = 10;
camera->setHeight( eventrecv->mouse.wheel + terrain->getHeight(camera->getPosition()) );
WorldPosition wp = GetWorldPosition();
core::stringw str = L"Camera: pitch:";
str += camera->getPitch();
str += L" c pos:";
str += camera->getPosition().X;
str += L",";
str += camera->getPosition().Y;
str += L",";
str += camera->getPosition().Z;
str += L"\n";
str += " ## HEAD: ";
str += DEG_TO_RAD(camera->getHeading());
str += L" Pos: ";
str = ((((((str + wp.x) + L" | ") + wp.y) + L" | ") + wp.z) + L" | OR:") + wp.o;
str += L" -- Terrain: Sectors: ";
str += (int)terrain->getSectorsRendered();
str += L" / ";
str += (int)terrain->getSectorCount();
debugText->setText(str.c_str());
}
void SceneWorld::OnDraw(void)
{
// draw all objects
gui->domgr.Update(); // iterate over DrawObjects, draw them and clean up
}
void SceneWorld::OnDelete(void)
{
DEBUG(logdebug("~SceneWorld()"));
}
void SceneWorld::InitTerrain(void)
{
if(!mapmgr)
{
logerror("SceneWorld: MapMgr not present, cant create World GUI. Switching back GUI to idle.");
gui->SetSceneState(SCENESTATE_GUISTART);
return;
}
mapsize = (8 * 16 * 3) - 1; // 9-1 height floats in 16 chunks per tile per axis in 3 MapTiles
tilesize = UNITSIZE;
meshsize = (s32)CHUNKSIZE*3;
//camera->setPosition(core::vector3df(mapsize*tilesize/2, 0, mapsize*tilesize/2) + terrainPos);
terrain = new ShTlTerrainSceneNode(smgr,mapsize,mapsize,tilesize,meshsize);
terrain->drop();
terrain->follow(camera->getNode());
terrain->setMaterialTexture(0, driver->getTexture("data/misc/dirt_test.jpg"));
terrain->setMaterialFlag(video::EMF_LIGHTING, true);
terrain->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
void SceneWorld::UpdateTerrain(void)
{
// check if we changed the maptile
if(map_gridX == mapmgr->GetGridX() && map_gridY == mapmgr->GetGridY())
return; // grid not changed, not necessary to update tile data
// ... if changed, do necessary stuff...
map_gridX = mapmgr->GetGridX();
map_gridY = mapmgr->GetGridY();
// TODO: better to do this with some ZThread Condition or FastMutex, but dont know how to. help plz! [FG]
if(!mapmgr->Loaded())
{
logdebug("SceneWorld: Waiting until maps are loaded...");
while(!mapmgr->Loaded())
device->sleep(1);
}
// TODO: as soon as WMO-only worlds are implemented, remove this!!
if(!mapmgr->GetLoadedMapsCount())
{
logerror("SceneWorld: Error: No maps loaded, not able to draw any terrain. Switching back GUI to idle.");
logerror("SceneWorld: Hint: Be sure you are not in an WMO-only world (e.g. human capital city or most instances)!");
gui->SetSceneState(SCENESTATE_GUISTART);
return;
}
// something is not good here. we have terrain, but the chunks are read incorrectly.
// need to find out where which formula is wrong
// the current terrain renderer code is just a test to see if ADT files are read correctly.
// EDIT: it seems to display fine now, but i am still not sure if the way it is done is correct...
mutex.acquire(); // prevent other threads from deleting the maptile
logdebug("SceneWorld: Displaying MapTiles near grids x:%u y:%u",mapmgr->GetGridX(),mapmgr->GetGridY());
for(s32 tiley = 0; tiley < 3; tiley++)
{
for(s32 tilex = 0; tilex < 3; tilex++)
{
MapTile *maptile = mapmgr->GetNearTile(tilex - 1, tiley - 1);
if(maptile)
{
// apply map height data
for(uint32 chy = 0; chy < 16; chy++)
for(uint32 chx = 0; chx < 16; chx++)
{
MapChunk *chunk = maptile->GetChunk(chx, chy);
for(uint32 hy = 0; hy < 8; hy++)
{
for(uint32 hx = 0; hx < 8; hx++)
{
f32 h = chunk->hmap_rough[hy * 9 + hx] + chunk->baseheight; // not sure if hx and hy are used correctly here
u32 terrainx = (128 * tilex) + (8 * chx) + hx;
u32 terrainy = (128 * tiley) + (8 * chy) + hy;
terrain->setHeight(terrainy, terrainx, h);
}
}
}
}
else
{
logerror("SceneWorld: MapTile not loaded, can't apply heightmap!");
}
}
}
mutex.release();
// find out highest/lowest spot
f32 highest = terrain->getHeight(0,0);
f32 lowest = terrain->getHeight(0,0);
f32 curheight;
for(s32 j=0; j<terrain->getSize().Height+1; j++)
for(s32 i=0; i<terrain->getSize().Width+1; i++)
{
curheight = terrain->getHeight(i,j);
highest = MAX(highest,curheight);
lowest = MIN(lowest,curheight);
}
// f32 heightdiff = highest - lowest;
// randomize terrain color depending on height
for(s32 j=0; j<terrain->getSize().Height+1; j++)
for(s32 i=0; i<terrain->getSize().Width+1; i++)
{
curheight = terrain->getHeight(i,j);
u32 g = (u32)(curheight / highest * 120) + 125;
u32 r = (u32)(curheight / highest * 120) + 60;
u32 b = (u32)(curheight / highest * 120) + 60;
terrain->setColor(i,j, video::SColor(255,r,g,b));
}
// to set the correct position of the terrain, we have to use the top-left tile's coords as terrain base pos
MapTile *maptile = mapmgr->GetNearTile(-1, -1);
if(maptile)
{
vector3df tpos;
tpos.X = -maptile->GetBaseX();
tpos.Y = 0; // height already managed when building up terrain
tpos.Z = -maptile->GetBaseY();
logdebug("SceneWorld: Setting position of terrain (x:%.2f y:%.2f z:%.2f)", tpos.X, tpos.Y, tpos.Z);
terrain->setPosition(tpos);
}
logdebug("SceneWorld: Smoothing terrain normals...");
terrain->smoothNormals();
// TODO: check if camera should really be relocated -> in case we got teleported
// do NOT relocate camera if we moved around and triggered the map loading code by ourself!
RelocateCamera();
}
void SceneWorld::RelocateCamera(void)
{
MyCharacter *my = wsession->GetMyChar();
if(my)
{
logdebug("SceneWorld: Relocating camera to MyCharacter");
camera->setPosition(vector3df(-my->GetX(),my->GetZ(),-my->GetY()));
camera->turnLeft(camera->getHeading() - O_TO_IRR(my->GetO()));
}
else
{
logerror("SceneWorld: Relocating camera to MyCharacter - not found!");
}
}
WorldPosition SceneWorld::GetWorldPosition(void)
{
// TODO: later do not use CAMERA, but CHARACTER position, as soon as camera is changed from 1st to 3rd person view
// and floating around character in the middle
vector3df cam = camera->getPosition();
// TODO: need to correct camera values, the coords irrlicht returns are not suitable
// get the current maptile and use the coords of the top-left corner as relative positions
MapTile *tile = mapmgr->GetCurrentTile();
if(!tile)
{
logerror("SceneWorld::GetWorldPosition failed, MapTile not loaded!");
return WorldPosition();
}
float mapx = tile->GetBaseX();
float mapy = tile->GetBaseY();
// the following formulas are NOT correct, just estimated. in most places they will differ from real expected values a lot!
float relx = cam.X * COORD_SCALE_VALUE_X + CHUNKSIZE;
float rely = cam.Z * COORD_SCALE_VALUE_Y + CHUNKSIZE;
float o = IRR_TO_O(camera->getHeading()) + ((M_PI*3.0f)/2.0f);
return WorldPosition(mapx - relx, mapy - rely, cam.Y, RAD_FIX(o) );
}
void SceneWorld::SetWorldPosition(WorldPosition wp)
{
return;
UpdateTerrain();
vector3df cam;
dimension2d<s32> tsize = terrain->getSize();
MapTile *tile = mapmgr->GetTile(MapMgr::GetGridCoord(wp.x), MapMgr::GetGridCoord(wp.y));
ASSERT(tile == mapmgr->GetCurrentTile()); // for debugging; we should already be located on the new tile
if(!tile)
{
logerror("SceneWorld::SetWorldPosition(): MapTile not loaded!");
return;
}
cam.X = tile->GetBaseX() - wp.x + (tsize.Width * UNITSIZE);
cam.Z = tile->GetBaseX() - wp.y + (tsize.Height * UNITSIZE);
float heading = O_TO_IRR(wp.o);
float heading_diff = camera->getHeading() - heading;
//logdebug("Setting camera to x: %3f y: %3f z:%3f head: %3f", cam.X, cam.Y, cam.Z, heading);
//camera->turnLeft(heading_diff);
// TODO:
// - correct the above formulas
// - find out terrain height where the camera should be set
// - set camera to correct position
// - correct camera turning
//camera->setPosition(cam);
//camera->turnRight(heading_diff);
}