mojo_client/src/Client/GUI/SceneWorld.cpp

970 lines
37 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"
#include "CCursorController.h"
#include "MovementMgr.h"
#include "DrawObject.h"
#include "irrKlangSceneNode.h"
#include "MemoryInterface.h"
// TODO: replace this by conf value
#define MAX_CAM_DISTANCE 70
SceneWorld::SceneWorld(PseuGUI *g) : Scene(g)
{
DEBUG(logdebug("SceneWorld: Initializing..."));
debugmode = false;
_freeCameraMove = true;
// 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();
movemgr = world->GetMoveMgr();
mychar = wsession->GetMyChar();
ASSERT(mychar);
_CalcXYMoveVect(mychar->GetO());
old_char_o = mychar->GetO();
if(soundengine)
{
soundengine->stopAllSounds();
}
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(-0.22f,-1,0);
light->setLightData(ldata);
eventrecv = new MyEventReceiver();
device->setEventReceiver(eventrecv);
eventrecv->mouse.wheel = MAX_CAM_DISTANCE;
camera = new MCameraFPS(smgr);
camera->setNearValue(0.1f);
f32 farclip = instance->GetConf()->farclip;
if(farclip < 50)
farclip = TILESIZE;
f32 fov = instance->GetConf()->fov;
if(!iszero(fov))
{
logdetail("Camera: Field of view (FOV) = %.3f",fov);
camera->setFOV(fov);
}
camera->setFarValue(farclip);
debugText = guienv->addStaticText(L"< debug text >",rect<s32>(0,0,driver->getScreenSize().Width,30),true,true,0,-1,true);
envBasicColor = video::SColor(0,100,101,190);
smgr->setShadowColor(); // set shadow to default color
sky = NULL;
selectedNode = oldSelectedNode = NULL;
//sky = smgr->addSkyDomeSceneNode(driver->getTexture("data/misc/sky.jpg"),64,64,1.0f,2.0f);
/* // TODO: for now let irrlicht draw the skybox
sky->grab(); // if the camera clip is set too short, the sky will not be rendered properly.
sky->remove(); // thus we grab the sky node while removing it from rendering.
*/
f32 fogfar = instance->GetConf()->fogfar;
if(fogfar < 30)
fogfar = farclip * 0.7f;
f32 fognear = instance->GetConf()->fognear;
if(fognear < 10)
fognear = fogfar * 0.75f;
logdetail("GUI: Using farclip=%.2f fogfar=%.2f fognear=%.2f", farclip, fogfar, fognear);
driver->setFog(envBasicColor, true, fognear, fogfar, 0.02f);
// setup cursor
// shlainn: The cursor contrpller is a horrible hack.
// TODO: Replace cursor controller as soon as Irrlicht 1.8 comes out
cursor->setOSCursorVisible(false);
cursor->addMouseCursorTexture("data/misc/cursor.png", true);
cursor->setVisible(true);
InitTerrain();
UpdateTerrain();
RelocateCameraBehindChar();
DEBUG(logdebug("SceneWorld: Init done!"));
}
void SceneWorld::OnUpdate(s32 timediff)
{
static position2d<s32> mouse_pos;
UpdateTerrain();
mouse_pressed_left = eventrecv->mouse.left_pressed();
mouse_pressed_right = eventrecv->mouse.right_pressed();
float timediff_f = timediff / 1000.0f;
if( (mouse_pressed_right || mouse_pressed_left) && cursor->isVisible())
{
// TODO: if mouse is hovering over a gui element, do not hide
cursor->setVisible(false);
}
else if( !(mouse_pressed_right || mouse_pressed_left) && !cursor->isVisible())
{
cursor->setVisible(true);
}
// object focused - only check if mouse moved, saves CPU
// TODO: check if camera moved, also (maybe from external source)
/*if(mouse_pos != cursor->getMousePos())
{
focusedNode = smgr->getSceneCollisionManager()->getSceneNodeFromScreenCoordinatesBB(cursor->getMousePos());
if(focusedNode && mouse_pressed_left)
selectedNode = focusedNode;
}*/ // i'll continue working on this - [FG]
// maybe it is better to replace the sin() and cos() with some irr::core::matrix4 calcualtions... not sure what is more efficient
if(eventrecv->key.pressed(KEY_KEY_W) || (mouse_pressed_left && mouse_pressed_right))
{
if(_freeCameraMove)
camera->moveForward(50 * timediff_f);
else
{
f32 speedfactor = timediff_f * mychar->GetSpeed(MOVE_RUN);
movemgr->SetMoveMode(MOVEMODE_MANUAL);
movemgr->MoveStartForward();
WorldPosition wp = mychar->GetPosition();
_CalcXYMoveVect(wp.o);
wp.x += (xyCharMovement.X * speedfactor);
wp.y += (xyCharMovement.Y * speedfactor);
wp.z = terrain->getHeight(WPToIrr(wp));
mychar->SetPosition(wp);
}
}
if(eventrecv->key.pressed(KEY_KEY_S))
{
if(_freeCameraMove)
camera->moveBack(50 * timediff_f);
else
{
f32 speedfactor = timediff_f * mychar->GetSpeed(MOVE_WALKBACK);
movemgr->SetMoveMode(MOVEMODE_MANUAL);
movemgr->MoveStartBackward();
WorldPosition wp = mychar->GetPosition();
_CalcXYMoveVect(wp.o);
wp.x -= (xyCharMovement.X * speedfactor);
wp.y -= (xyCharMovement.Y * speedfactor);
wp.z = terrain->getHeight(WPToIrr(wp));
mychar->SetPosition(wp);
}
}
// if right mouse button pressed, move in axis, if not, turn camera
if(eventrecv->key.pressed(KEY_KEY_D))
{
if(mouse_pressed_right)
{
if(_freeCameraMove)
camera->moveRight(50 * timediff_f);
else
{
// TODO: strafe case
}
}
else
{
if(_freeCameraMove)
camera->turnRight(timediff_f * M_PI * 25);
else
{
movemgr->SetMoveMode(MOVEMODE_MANUAL);
movemgr->MoveStartTurnRight();
WorldPosition wp = mychar->GetPosition();
wp.z = terrain->getHeight(WPToIrr(wp));
wp.o -= (timediff_f * mychar->GetSpeed(MOVE_TURN));
wp.o = RAD_FIX(wp.o);
mychar->SetPosition(wp);
_CalcXYMoveVect(wp.o);
}
}
}
if(eventrecv->key.pressed(KEY_KEY_A))
{
if(mouse_pressed_right)
{
if(_freeCameraMove)
camera->moveLeft(50 * timediff_f);
else
{
// TODO: strafe case
}
}
else
{
if(_freeCameraMove)
camera->turnLeft(timediff_f * M_PI * 25);
else
{
movemgr->SetMoveMode(MOVEMODE_MANUAL);
movemgr->MoveStartTurnLeft();
WorldPosition wp = mychar->GetPosition();
wp.z = terrain->getHeight(WPToIrr(wp));
wp.o += (timediff_f * mychar->GetSpeed(MOVE_TURN));
wp.o = RAD_FIX(wp.o);
mychar->SetPosition(wp);
_CalcXYMoveVect(wp.o);
}
}
}
if(eventrecv->key.pressed(KEY_KEY_E))
{
if(_freeCameraMove)
camera->moveRight(50 * timediff_f);
else
{/*
f32 speedfactor = timediff_f * mychar->GetSpeed(MOVE_RUN);
movemgr->SetMoveMode(MOVEMODE_MANUAL);
movemgr->MoveStartStrafeRight();
WorldPosition wp = mychar->GetPosition();
_CalcXYMoveVect(wp.o);
wp.x -= (xyCharMovement.X * speedfactor);
wp.y -= (xyCharMovement.Y * speedfactor);
wp.z = terrain->getHeight(WPToIrr(wp));
mychar->SetPosition(wp);
*/}
}
if(eventrecv->key.pressed(KEY_KEY_Q))
{
if(_freeCameraMove)
camera->moveLeft(50 * timediff_f);
else
{/*
f32 speedfactor = timediff_f * mychar->GetSpeed(MOVE_RUN);
movemgr->SetMoveMode(MOVEMODE_MANUAL);
movemgr->MoveStartStrafeLeft();
WorldPosition wp = mychar->GetPosition();
_CalcXYMoveVect(wp.o);
wp.x -= (xyCharMovement.X * speedfactor);
wp.y -= (xyCharMovement.Y * speedfactor);
wp.z = terrain->getHeight(WPToIrr(wp));
mychar->SetPosition(wp);
*/}
}
/*if(eventrecv->key.pressed(KEY_SPACE))
{
movemgr->SetMoveMode(MOVEMODE_MANUAL);
movemgr->MoveJump();
}*/
// listen to *not* pressed keys only if manually moving
if(movemgr->GetMoveMode() == MOVEMODE_MANUAL)
{
if (!eventrecv->key.pressed(KEY_KEY_D) && !eventrecv->key.pressed(KEY_KEY_A))
{
movemgr->MoveStopTurn();
}
if (!eventrecv->key.pressed(KEY_KEY_W) && !eventrecv->key.pressed(KEY_KEY_S) && !(mouse_pressed_left && mouse_pressed_right))
{
movemgr->MoveStop();
}
// TODO: add strafe case
}
// if we moved, relocate MyCharacter
/*if(movemgr->IsMoved())
{
MyCharacter *my = wsession->GetMyChar();
if(my)
{
WorldPosition newpos = GetWorldPosition();
my->SetPosition(newpos);
}
else
{
logerror("SceneWorld: Can't move MyCharacter, not found!");
}
}*/
if(eventrecv->key.pressed_once(KEY_HOME))
{
_freeCameraMove = !_freeCameraMove;
// TODO: uncomment this as soon as the camera isn't adjusted anymore every single frame
//if(!_freeCameraMove)
// RelocateCameraBehindChar();
//TODO: this will not be needed anymore with the above code uncommented
// make player always visble when switching to freefly mode
scene::ISceneNode *charnode = GetMyCharacterSceneNode(); // NOTE: this call is absolutely not optimized!
if(charnode)
charnode->setVisible(true);
}
if(eventrecv->key.pressed_once(KEY_BACK))
{
debugmode = !debugmode;
// -- rendering with all debug flags uses WAY too much CPU to leave it turned on
E_DEBUG_SCENE_TYPE dflags = E_DEBUG_SCENE_TYPE(debugmode ? (EDS_BBOX | EDS_BBOX_BUFFERS | EDS_SKELETON) : EDS_OFF);
const core::list<scene::ISceneNode*>& nodelist = smgr->getRootSceneNode()->getChildren();
for(core::list<scene::ISceneNode*>::ConstIterator it = nodelist.begin(); it != nodelist.end(); it++)
{
(*it)->setDebugDataVisible(dflags);
}
// only terrain is especially useful with all debug flags enabled
terrain->setDebugDataVisible(debugmode ? EDS_FULL : 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();
}
}
// this fixes the camera getting screwed up by noob user; resets it back to a usable position if someone managed to flip it over
if(camera->getPitch() < 270 && camera->getPitch() > 90)
camera->turnUp(90);
// camera distance control
if (eventrecv->mouse.wheel < 0)
eventrecv->mouse.wheel = 0;
if(eventrecv->mouse.wheel > MAX_CAM_DISTANCE)
eventrecv->mouse.wheel = MAX_CAM_DISTANCE;
if(mouse_pressed_left || mouse_pressed_right)
{
if(mouse_pos != cursor->getMousePos())
{
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);
// rotate character if right mouse button pressed.
if(mouse_pressed_right && !_freeCameraMove)
{
mychar->GetPositionPtr()->o = PI*3/2 - DEG_TO_RAD(camera->getHeading());
// send update to server only if we turned by some amount and not always when we turn
if(!equals(old_char_o, mychar->GetO(), MOVE_TURN_UPDATE_DIFF))
{
old_char_o = mychar->GetO();
movemgr->MoveSetFacing();
}
}
}
}
else
{
mouse_pos = device->getCursorControl()->getPosition();
}
// TODO: check if the cam really has to be relocated; might save some CPU but not sure...
if(_freeCameraMove)
{
camera->setHeight( terrain->getHeight(camera->getPosition()) + 4 );
}
else
{
RelocateCameraBehindChar();
}
core::stringw str = L"";
DEBUG(
WorldPosition wp = GetWorldPosition();
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 += IRR_TO_O(camera->getHeading());
str += L" Pos: ";
str += wp.x;
str += L" | ";
str += wp.y;
str += L" | ";
str += wp.z;
str += L" | OR:";
str += wp.o;
// str += ((((((str + wp.x) + L" | ") + wp.y) + L" | ") + wp.z) + L" | OR:") + wp.o;// WTF?
str += L" -- Terrain: Sectors: ";
str += (int)terrain->getSectorsRendered();
str += L" / ";
str += (int)terrain->getSectorCount();
str += L" (";
str += (u32)(((f32)terrain->getSectorsRendered()/(f32)terrain->getSectorCount())*100.0f);
str += L"%)";
str += L" mwheel=";
str += eventrecv->mouse.wheel;
str += L"\n";
const core::list<scene::ISceneNode*>& nodelist = smgr->getRootSceneNode()->getChildren();
str += L"Scene nodes: total: ";
str += nodelist.getSize();
str += L" visible: ";
u32 vis = 0;
for(core::list<scene::ISceneNode*>::ConstIterator it = nodelist.begin(); it != nodelist.end(); it++)
if((*it)->isVisible())
vis++;
str += vis;
str += L"\n";
); // END DEBUG;
str += driver->getFPS();
str += L" FPS";
debugText->setText(str.c_str());
gui->domgr.Update(); // iterate over DrawObjects, draw them and clean up
}
void SceneWorld::OnDrawBegin(void)
{
// TODO: this does work, but looks like the skybox is moving unsynced with the rest of the scene
/*
// this is the custom skybox/skydome render pass, done before anything else is drawn
f32 clip = camera->getFarValue(); // store old farclip
camera->setFarValue(50000); // set it so some incredible value, the sky is withoin these bounds for sure
camera->getNode()->render(); // set the farclip in the driver
//sky->OnRegisterSceneNode(); // process sky rendering
sky->OnAnimate(0);
sky->render();
camera->setFarValue(clip); // restore old farclip
*/
}
void SceneWorld::OnDraw(void)
{
cursor->render();
}
void SceneWorld::OnDelete(void)
{
DEBUG(logdebug("~SceneWorld()"));
_doodads.clear();
_sound_emitters.clear();
gui->domgr.Clear();
delete camera;
delete eventrecv;
//sky->drop();
}
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;
}
s32 mapsize = (8 * 16 * 3) - 1; // 9-1 height floats in 16 chunks per tile per axis in 3 MapTiles
// terrain rendering settings
u32 rendersize = instance->GetConf()->terrainrendersize;
if(!rendersize)
rendersize = camera->getFarValue() / 3.0f;
u32 sectors = instance->GetConf()->terrainsectors;
if(!sectors)
sectors = 5;
u32 step = instance->GetConf()->terrainupdatestep;
if(!step || step > 50)
step = 1;
logdetail("Terrain: Using %ux%u sectors, rendersize=%u, updatestep=%u",sectors,sectors,rendersize,step);
terrain = new ShTlTerrainSceneNode(smgr,mapsize,mapsize,UNITSIZE,rendersize,sectors);
terrain->drop();
terrain->setStep(step);
terrain->follow(camera->getNode());
terrain->getMaterial(0).setTexture(1,driver->getTexture("data/misc/dirt_test.jpg"));
terrain->getMaterial(0).setFlag(video::EMF_LIGHTING, true);
terrain->getMaterial(0).setFlag(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);
logdebug("SceneWorld: ... maps done loading");
}
// 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;
}
UpdateMapSceneNodes(_doodads); // drop doodads on maps not loaded anymore. no maptile pointers are dereferenced here, so it can be done before acquiring the mutex
UpdateMapSceneNodes(_sound_emitters); // same with sound emitters
UpdateMapSceneNodes(_wmos);
mutex.acquire(); // prevent other threads from deleting maptiles
// 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);
vector3df tpos(0,0,0); // height already managed when building up terrain (-> Y = always 0)
if(maptile)
{
tpos.X = -maptile->GetBaseX();
tpos.Z = -maptile->GetBaseY();
}
else if(maptile = mapmgr->GetCurrentTile()) // this is tile (0, 0) in relative coords
{
logdebug("SceneWorld: Using alternative coords due to missing MapTile");
tpos.X = -(maptile->GetBaseX() + TILESIZE);
tpos.Z = -(maptile->GetBaseY() + TILESIZE);
}
logdebug("SceneWorld: Setting position of terrain (x:%.2f y:%.2f z:%.2f)", tpos.X, tpos.Y, tpos.Z);
terrain->setPosition(tpos);
logdebug("SceneWorld: Displaying MapTiles near grids x:%u y:%u",mapmgr->GetGridX(),mapmgr->GetGridY());
logdebug("Loaded maps: %u: %s",mapmgr->GetLoadedMapsCount(), mapmgr->GetLoadedTilesString().c_str());
for(s32 tiley = 0; tiley < 3; tiley++)
{
for(s32 tilex = 0; tilex < 3; tilex++)
{
MapTile *maptile = mapmgr->GetNearTile(tilex - 1, tiley - 1);
uint32 tile_real_x = mapmgr->GetGridX() + tilex - 1;
uint32 tile_real_y = mapmgr->GetGridY() + tiley - 1;
if(maptile)
{
// apply map height data
logdebug("Applying height data for tile (%u, %u)", tile_real_x, tile_real_y);
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);
}
}
}
}
// create doodads
logdebug("Loading %u doodads for tile (%u, %u)", maptile->GetDoodadCount(), tile_real_x, tile_real_y);
for(uint32 i = 0; i < maptile->GetDoodadCount(); i++)
{
Doodad *d = maptile->GetDoodad(i);
if(_doodads.find(d->uniqueid) == _doodads.end()) // only add doodads that dont exist yet
{
std::string filename;
filename= d->model.c_str();//This is a hack and needs fixing at some point.
//Actually the point at which this will be fixed is when all art assets are loaded together
//because there is no point in loading them separately
// logdebug("loading Doodad %s",filename.c_str());
scene::IAnimatedMesh *mesh;
if(!smgr->getMeshCache()->isMeshLoaded(filename.c_str()))
{
io::IReadFile* modelfile = io::IrrCreateIReadFileBasic(device, filename.c_str());
if (!modelfile)
{
logerror("Error! modelfile not found: %s", filename.c_str());
continue;
}
mesh = smgr->getMesh(modelfile);
modelfile->drop();
}
else
{
mesh = smgr->getMeshCache()->getMeshByFilename(filename.c_str());
}
if(mesh)
{
scene::IAnimatedMeshSceneNode *doodad = smgr->addAnimatedMeshSceneNode(mesh);
if(doodad)
{
for(u32 m = 0; m < doodad->getMaterialCount(); m++)
{
doodad->getMaterial(m).setFlag(EMF_FOG_ENABLE, true);
}
doodad->setAutomaticCulling(EAC_BOX);
// this is causing the framerate to drop to ~1. better leave it disabled for now :/
//doodad->addShadowVolumeSceneNode();
doodad->setPosition(core::vector3df(-d->x, d->z, -d->y));
// Rotation problems
// MapTile.cpp - changed to
// d.ox = mddf.c; d.oy = mddf.b; d.oz = mddf.a;
// its nonsense to do d.oy = mddf.b-90; and rotation with -d->oy-90 = -(mddf.b-90)-90 = -mddf.b
// here:
// doodad->setRotation(core::vector3df(-d->ox,0,-d->oz)); // rotated axes looks good
// doodad->setRotation(core::vector3df(0,-d->oy,0)); // same here
doodad->setRotation(core::vector3df(-d->ox,-d->oy,-d->oz)); // very ugly with some rotations, |ang|>360?
doodad->setScale(core::vector3df(d->scale, d->scale, d->scale));
// smgr->addTextSceneNode(this->device->getGUIEnvironment()->getBuiltInFont(), (irr::core::stringw(L"")+(float)d->uniqueid).c_str() , irr::video::SColor(255,255,255,255),doodad, irr::core::vector3df(0,5,0));
SceneNodeWithGridPos gp;
gp.gx = mapmgr->GetGridX() + tilex - 1;
gp.gy = mapmgr->GetGridY() + tiley - 1;
gp.scenenode = doodad;
_doodads[d->uniqueid] = gp;
}
}
else
{
logerror("No mesh provided");
}
}
}
// create WorldMapObjects (WMOs)
logdebug("Loading %u WMOs for tile (%u, %u)", maptile->GetWMOCount(), tile_real_x, tile_real_y);
for(uint32 i = 0; i < maptile->GetWMOCount(); i++)
{
WorldMapObject *wmo = maptile->GetWMO(i);
if(_wmos.find(wmo->uniqueid) == _wmos.end()) // only add wmos that dont exist yet
{
std::string filename;
if(instance->GetConf()->useMPQ)
{
filename= wmo->MPQpath.c_str();
}
else
{
filename= wmo->model.c_str();
}
scene::IAnimatedMesh *mesh;
if(!smgr->getMeshCache()->isMeshLoaded(filename.c_str()))
{
io::IReadFile* modelfile = io::IrrCreateIReadFileBasic(device, filename.c_str());
if (!modelfile)
{
logerror("Error! modelfile not found: %s", filename.c_str());
continue;
}
mesh = smgr->getMesh(modelfile);
modelfile->drop();
}
else
{
mesh = smgr->getMeshCache()->getMeshByFilename(filename.c_str());
}
if(mesh)
{
scene::IAnimatedMeshSceneNode *wmo_node = smgr->addAnimatedMeshSceneNode(mesh);
if(wmo_node)
{
for(u32 m = 0; m < wmo_node->getMaterialCount(); m++)
{
wmo_node->getMaterial(m).setFlag(EMF_FOG_ENABLE, true);
}
wmo_node->setAutomaticCulling(EAC_BOX);
// this is causing the framerate to drop to ~1. better leave it disabled for now :/
//doodad->addShadowVolumeSceneNode();
wmo_node->setPosition(core::vector3df(-wmo->x, wmo->z, -wmo->y));
// Rotation problems
// MapTile.cpp - changed to
// d.ox = mddf.c; d.oy = mddf.b; d.oz = mddf.a;
// its nonsense to do d.oy = mddf.b-90; and rotation with -d->oy-90 = -(mddf.b-90)-90 = -mddf.b
// here:
// doodad->setRotation(core::vector3df(-d->ox,0,-d->oz)); // rotated axes looks good
// doodad->setRotation(core::vector3df(0,-d->oy,0)); // same here
wmo_node->setRotation(core::vector3df(-wmo->oz,-wmo->oy,-wmo->ox)); // very ugly with some rotations, |ang|>360?
//wmo_node->setScale(core::vector3df(5,5,5));
// smgr->addTextSceneNode(this->device->getGUIEnvironment()->getBuiltInFont(), (irr::core::stringw(L"")+(float)d->uniqueid).c_str() , irr::video::SColor(255,255,255,255),doodad, irr::core::vector3df(0,5,0));
SceneNodeWithGridPos gp;
gp.gx = mapmgr->GetGridX() + tilex - 1;
gp.gy = mapmgr->GetGridY() + tiley - 1;
gp.scenenode = wmo_node;
_wmos[wmo->uniqueid] = gp;
}
}
}
}
// create sound emitters
logdebug("Loading %u sound emitters for tile (%u, %u)", maptile->GetSoundEmitterCount(), tile_real_x, tile_real_y);
uint32 fieldId[10]; // SCP: file1 - file10 (index 0 not used)
char fieldname_t[10];
SCPDatabase *sounddb = gui->GetInstance()->dbmgr.GetDB("sound");
if(sounddb)
{
for(uint32 i = 0; i < 10; i++)
{
sprintf(fieldname_t,"file%lu",i + 1); // starts with "file1"
fieldId[i] = sounddb->GetFieldId(fieldname_t);
}
for(uint32 i = 0; i < maptile->GetSoundEmitterCount(); i++)
{
MCSE_chunk *snd = maptile->GetSoundEmitter(i);
if(_sound_emitters.find(snd->soundPointID) == _sound_emitters.end())
{
CIrrKlangSceneNode *snode = new CIrrKlangSceneNode(soundengine, smgr->getRootSceneNode(), smgr, snd->soundPointID);
snode->drop();
snode->setPosition(core::vector3df(-snd->x, snd->z, -snd->y));
snode->getDebugCube()->setPosition(snode->getPosition());
snode->setMinMaxSoundDistance(snd->minDistance,snd->maxDistance);
bool exists = sounddb->GetRowByIndex(snd->soundNameID);
if(exists)
{
for(uint32 s = 0; s < 10; s++)
{
u32 offs = sounddb->GetInt(snd->soundNameID, fieldId[s]);
if(fieldId[s] != SCP_INVALID_INT && offs && offs != SCP_INVALID_INT)
{
std::string fn = "data/sound/";
fn += sounddb->GetString(snd->soundNameID, fieldId[s]);
snode->addSoundFileName(fn.c_str());
}
}
snode->setLoopingStreamMode();
}
core::stringw txt;
txt += (exists ? sounddb->GetString(snd->soundNameID, "name") : "[NA SoundEmitter]");
txt += L" (";
txt += u32(snd->soundNameID);
txt += L")";
snode->getDebugText()->setPosition(snode->getPosition());
snode->getDebugText()->setText(txt.c_str());
SceneNodeWithGridPos gp;
gp.gx = mapmgr->GetGridX() + tilex - 1;
gp.gy = mapmgr->GetGridY() + tiley - 1;
gp.scenenode = snode;
_sound_emitters[snd->soundPointID] = gp;
}
}
}
}
else
{
logerror("SceneWorld: MapTile (%u, %u) not loaded!", tile_real_x, tile_real_y);
}
}
}
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));
}
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!
RelocateCameraBehindChar();
}
// drop unneeded map SceneNodes from the map
void SceneWorld::UpdateMapSceneNodes(std::map<uint32,SceneNodeWithGridPos>& node_map)
{
uint32 s = node_map.size();
std::set<uint32> tmp; // temporary storage for all doodad unique ids
// too bad erasing from a map causes pointer invalidation, so first store all unique ids, and then erase
for(std::map<uint32,SceneNodeWithGridPos>::iterator it = node_map.begin(); it != node_map.end(); it++ )
if(!mapmgr->GetTile(it->second.gx, it->second.gy))
tmp.insert(it->first);
for(std::set<uint32>::iterator it = tmp.begin(); it != tmp.end(); it++)
{
node_map[*it].scenenode->remove();
node_map.erase(*it);
}
logdebug("SceneWorld: MapSceneNodes cleaned up, before: %u, after: %u, dropped: %u", s, node_map.size(), s - node_map.size());
}
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() - RAD_TO_DEG(PI*3/2 - my->GetO()));
}
else
{
logerror("SceneWorld: Relocating camera to MyCharacter - not found!");
}
}
// TODO: call this func only when really needed, and not in every loop?
void SceneWorld::RelocateCameraBehindChar(void)
{
if(mychar)
{
float distance = (MAX_CAM_DISTANCE / 5.0f) - (eventrecv->mouse.wheel / 5.0f);
//DEBUG(logdebug("SceneWorld: Relocating camera behind MyCharacter, dist %.2f",distance));
// TODO: partial transparency for near character zoom (TEST) [fg]
// didnt work at all, so if somebody knows how to set a model transparent please fix this!
/*
if(distance <= 4)
{
scene::ISceneNode *charnode = GetMyCharacterSceneNode(); // NOTE: this call is absolutely not optimized!
if(charnode)
{
charnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
charnode->getMaterial(0).AmbientColor.setAlpha(distance * 50);
charnode->getMaterial(0).DiffuseColor.setAlpha(distance * 50);
}
}
*/
// WORKAROUND: if camera is too near, just make our player invisible
scene::ISceneNode *charnode = GetMyCharacterSceneNode(); // NOTE: this call is absolutely not optimized!
if(charnode)
{
if(distance <= 0.25f)
charnode->setVisible(false);
else
charnode->setVisible(true);
}
if(mouse_pressed_left)
{
camera->setPosition(vector3df(-mychar->GetX(), mychar->GetZ() + distance + 1.5f, -mychar->GetY()));
camera->moveBack(distance);
}
else
{
camera->setPosition(vector3df(-mychar->GetX(), mychar->GetZ() + distance + 1.5f, -mychar->GetY()));
camera->turnLeft(camera->getHeading() - RAD_TO_DEG(PI*3/2 - mychar->GetO()));
camera->moveBack(distance);
}
}
else
{
logerror("SceneWorld: Relocating camera behind 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
return IrrToWP(camera->getPosition(), DEG_TO_RAD(camera->getHeading()));
}
video::SColor SceneWorld::GetBackgroundColor(void)
{
return envBasicColor;
}
void SceneWorld::_CalcXYMoveVect(float o)
{
xyCharMovement.X = cos(o);
xyCharMovement.Y = sin(o);
}
scene::ISceneNode *SceneWorld::GetMyCharacterSceneNode(void)
{
DrawObject *d = gui->domgr.Get(mychar->GetGUID());
return d ? d->GetSceneNode() : NULL;
}