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- #include "Base.h"
- #include "Game.h"
- #include "Package.h"
- #include "SceneLoader.h"
- namespace gameplay
- {
- // Static member variables.
- std::map<std::string, Properties*> SceneLoader::_propertiesFromFile;
- std::vector<SceneLoader::SceneAnimation> SceneLoader::_animations;
- std::vector<SceneLoader::SceneNodeProperty> SceneLoader::_nodeProperties;
- std::vector<std::string> SceneLoader::_nodesWithMeshRB;
- std::map<std::string, SceneLoader::MeshRigidBodyData>* SceneLoader::_meshRigidBodyData = NULL;
- Scene* SceneLoader::load(const char* filePath)
- {
- assert(filePath);
- // Load the scene properties from file.
- Properties* properties = Properties::create(filePath);
- assert(properties);
- if (properties == NULL)
- {
- WARN_VARG("Failed to load scene file: %s", filePath);
- return NULL;
- }
- // Check if the properties object is valid and has a valid namespace.
- Properties* sceneProperties = properties->getNextNamespace();
- assert(sceneProperties);
- if (!sceneProperties || !(strcmp(sceneProperties->getNamespace(), "scene") == 0))
- {
- WARN("Failed to load scene from properties object: must be non-null object and have namespace equal to 'scene'.");
- SAFE_DELETE(properties);
- return NULL;
- }
-
- // Build the node URL/property and animation reference tables and load the referenced files.
- buildReferenceTables(sceneProperties);
- loadReferencedFiles();
- // Calculate the node IDs that need to be loaded with mesh rigid body support.
- calculateNodesWithMeshRigidBodies(sceneProperties);
- // Set up for storing the mesh rigid body data.
- if (_nodesWithMeshRB.size() > 0)
- {
- // We do not currently support loading more than one scene simultaneously.
- if (_meshRigidBodyData)
- {
- WARN("Attempting to load multiple scenes simultaneously; mesh rigid bodies will not load properly.");
- }
- _meshRigidBodyData = new std::map<std::string, MeshRigidBodyData>();
- }
- // Load the main scene data from GPB and apply the global scene properties.
- Scene* scene = loadMainSceneData(sceneProperties);
- if (!scene)
- {
- SAFE_DELETE(properties);
- return NULL;
- }
- // First apply the node url properties. Following that,
- // apply the normal node properties and create the animations.
- applyNodeUrls(scene);
- applyNodeProperties(scene, sceneProperties);
- createAnimations(scene);
- // Find the physics properties object.
- Properties* physics = NULL;
- Properties* ns = NULL;
- sceneProperties->rewind();
- while (true)
- {
- Properties* ns = sceneProperties->getNextNamespace();
- if (ns == NULL || strcmp(ns->getNamespace(), "physics") == 0)
- {
- physics = ns;
- break;
- }
- }
- // Load physics properties and constraints.
- if (physics)
- loadPhysics(physics, scene);
- // Clean up all loaded properties objects.
- std::map<std::string, Properties*>::iterator iter = _propertiesFromFile.begin();
- for (; iter != _propertiesFromFile.end(); iter++)
- {
- SAFE_DELETE(iter->second);
- }
- // Clean up the .scene file's properties object.
- SAFE_DELETE(properties);
- // Clean up mesh rigid body data.
- if (_meshRigidBodyData)
- {
- std::map<std::string, MeshRigidBodyData>::iterator iter = _meshRigidBodyData->begin();
- for (; iter != _meshRigidBodyData->end(); iter++)
- {
- for (unsigned int i = 0; i < iter->second.indexData.size(); i++)
- {
- SAFE_DELETE_ARRAY(iter->second.indexData[i]);
- }
- SAFE_DELETE_ARRAY(iter->second.vertexData);
- }
- SAFE_DELETE(_meshRigidBodyData);
- }
- // Clear all temporary data stores.
- _propertiesFromFile.clear();
- _animations.clear();
- _nodeProperties.clear();
- _nodesWithMeshRB.clear();
- return scene;
- }
- void SceneLoader::addMeshRigidBodyData(std::string id, Mesh* mesh, unsigned char* vertexData, unsigned int vertexByteCount)
- {
- if (!_meshRigidBodyData)
- {
- WARN("Attempting to add mesh rigid body data outside of scene loading; ignoring request.");
- return;
- }
- (*_meshRigidBodyData)[id].mesh = mesh;
- (*_meshRigidBodyData)[id].vertexData = new unsigned char[vertexByteCount];
- memcpy((*_meshRigidBodyData)[id].vertexData, vertexData, vertexByteCount);
- }
- void SceneLoader::addMeshRigidBodyData(std::string id, unsigned char* indexData, unsigned int indexByteCount)
- {
- if (!_meshRigidBodyData)
- {
- WARN("Attempting to add mesh rigid body data outside of scene loading; ignoring request.");
- return;
- }
- unsigned char* indexDataCopy = new unsigned char[indexByteCount];
- memcpy(indexDataCopy, indexData, indexByteCount);
- (*_meshRigidBodyData)[id].indexData.push_back(indexDataCopy);
- }
- void SceneLoader::addSceneAnimation(const char* animationID, const char* targetID, const char* url)
- {
- // Calculate the file and id from the given url.
- std::string file;
- std::string id;
- splitURL(url, &file, &id);
-
- // If there is a file that needs to be loaded later, add an
- // empty entry to the properties table to signify it.
- if (file.length() > 0 && _propertiesFromFile.count(file) == 0)
- _propertiesFromFile[file] = NULL;
- // Add the animation to the list of animations to be resolved later.
- _animations.push_back(SceneAnimation(animationID, targetID, file, id));
- }
- void SceneLoader::addSceneNodeProperty(SceneNodeProperty::Type type, const char* nodeID, const char* url)
- {
- // Calculate the file and id from the given url.
- std::string file;
- std::string id;
- splitURL(url, &file, &id);
-
- // If there is a non-GPB file that needs to be loaded later, add an
- // empty entry to the properties table to signify it.
- if (file.length() > 0 && file.find(".gpb") == file.npos && _propertiesFromFile.count(file) == 0)
- _propertiesFromFile[file] = NULL;
- // Add the node property to the list of node properties to be resolved later.
- _nodeProperties.push_back(SceneNodeProperty(type, nodeID, file, id));
- }
- void SceneLoader::applyNodeProperties(const Scene* scene, const Properties* sceneProperties)
- {
- // Apply all of the remaining scene node properties except rigid body (we apply that last).
- for (unsigned int i = 0; i < _nodeProperties.size(); i++)
- {
- // If the referenced node doesn't exist in the scene, then we
- // can't do anything so we skip to the next scene node property.
- Node* node = scene->findNode(_nodeProperties[i]._nodeID);
- if (!node)
- {
- WARN_VARG("Attempting to set a property for node '%s', which does not exist in the scene.", _nodeProperties[i]._nodeID);
- continue;
- }
- if (_nodeProperties[i]._type == SceneNodeProperty::AUDIO ||
- _nodeProperties[i]._type == SceneNodeProperty::MATERIAL ||
- _nodeProperties[i]._type == SceneNodeProperty::PARTICLE ||
- _nodeProperties[i]._type == SceneNodeProperty::RIGIDBODY)
- {
- // Check to make sure the referenced properties object was loaded properly.
- Properties* p = _propertiesFromFile[_nodeProperties[i]._file];
- if (!p)
- {
- WARN_VARG("The referenced node data in file '%s' failed to load.", _nodeProperties[i]._file.c_str());
- continue;
- }
- // If a specific namespace within the file was specified, load that namespace.
- if (_nodeProperties[i]._id.size() > 0)
- {
- p = p->getNamespace(_nodeProperties[i]._id.c_str());
- if (!p)
- {
- WARN_VARG("The referenced node data at '%s#%s' failed to load.", _nodeProperties[i]._file.c_str(), _nodeProperties[i]._id.c_str());
- continue;
- }
- }
- else
- {
- // Otherwise, use the first namespace.
- p->rewind();
- p = p->getNextNamespace();
- }
- switch (_nodeProperties[i]._type)
- {
- case SceneNodeProperty::AUDIO:
- {
- AudioSource* audioSource = AudioSource::create(p);
- node->setAudioSource(audioSource);
- SAFE_RELEASE(audioSource);
- break;
- }
- case SceneNodeProperty::MATERIAL:
- if (!node->getModel())
- WARN_VARG("Attempting to set a material on node '%s', which has no model.", _nodeProperties[i]._nodeID);
- else
- {
- Material* material = Material::create(p);
- node->getModel()->setMaterial(material);
- SAFE_RELEASE(material);
- }
- break;
- case SceneNodeProperty::PARTICLE:
- {
- ParticleEmitter* particleEmitter = ParticleEmitter::create(p);
- node->setParticleEmitter(particleEmitter);
- SAFE_RELEASE(particleEmitter);
- break;
- }
- case SceneNodeProperty::RIGIDBODY:
- // Process this last in a separate loop to allow scale, translate, rotate to be applied first.
- break;
- default:
- // This cannot happen.
- break;
- }
- }
- else
- {
- Properties* np = sceneProperties->getNamespace(_nodeProperties[i]._nodeID);
- const char* name = NULL;
- switch (_nodeProperties[i]._type)
- {
- case SceneNodeProperty::TRANSLATE:
- {
- Vector3 t;
- if (np && np->getVector3("translate", &t))
- node->setTranslation(t);
- break;
- }
- case SceneNodeProperty::ROTATE:
- {
- Quaternion r;
- if (np && np->getQuaternionFromAxisAngle("rotate", &r))
- node->setRotation(r);
- break;
- }
- case SceneNodeProperty::SCALE:
- {
- Vector3 s;
- if (np && np->getVector3("scale", &s))
- node->setScale(s);
- break;
- }
- default:
- WARN_VARG("Unsupported node property type: %d.", _nodeProperties[i]._type);
- break;
- }
- }
- }
- // Process rigid body properties.
- for (unsigned int i = 0; i < _nodeProperties.size(); i++)
- {
- if (_nodeProperties[i]._type == SceneNodeProperty::RIGIDBODY)
- {
- // If the referenced node doesn't exist in the scene, then we
- // can't do anything so we skip to the next scene node property.
- Node* node = scene->findNode(_nodeProperties[i]._nodeID);
- if (!node)
- {
- WARN_VARG("Attempting to set a property for node '%s', which does not exist in the scene.", _nodeProperties[i]._nodeID);
- continue;
- }
- // Check to make sure the referenced properties object was loaded properly.
- Properties* p = _propertiesFromFile[_nodeProperties[i]._file];
- if (!p)
- {
- WARN_VARG("The referenced node data in file '%s' failed to load.", _nodeProperties[i]._file.c_str());
- continue;
- }
- // If a specific namespace within the file was specified, load that namespace.
- if (_nodeProperties[i]._id.size() > 0)
- {
- p = p->getNamespace(_nodeProperties[i]._id.c_str());
- if (!p)
- {
- WARN_VARG("The referenced node data at '%s#%s' failed to load.", _nodeProperties[i]._file.c_str(), _nodeProperties[i]._id.c_str());
- continue;
- }
- }
- else
- {
- // Otherwise, use the first namespace.
- p->rewind();
- p = p->getNextNamespace();
- }
- // If the scene file specifies a rigid body model, use it for creating the rigid body.
- Properties* np = sceneProperties->getNamespace(_nodeProperties[i]._nodeID);
- const char* name = NULL;
- if (np && (name = np->getString("rigidbodymodel")))
- {
- Node* modelNode = scene->findNode(name);
- if (!modelNode)
- WARN_VARG("Node '%s' does not exist; attempting to use its model for rigid body creation.", name);
- else
- {
- if (!modelNode->getModel())
- WARN_VARG("Node '%s' does not have a model; attempting to use its model for rigid body creation.", name);
- else
- {
- // Set the specified model during physics rigid body creation.
- Model* model = node->getModel();
- node->setModel(modelNode->getModel());
- node->setPhysicsRigidBody(p);
- node->setModel(model);
- }
- }
- }
- else if (!node->getModel())
- WARN_VARG("Attempting to set a rigid body on node '%s', which has no model.", _nodeProperties[i]._nodeID);
- else
- node->setPhysicsRigidBody(p);
- }
- }
- }
- void SceneLoader::applyNodeUrls(Scene* scene)
- {
- // Apply all URL node properties so that when we go to apply
- // the other node properties, the node is in the scene.
- for (unsigned int i = 0; i < _nodeProperties.size(); )
- {
- if (_nodeProperties[i]._type == SceneNodeProperty::URL)
- {
- // Make sure that the ID we are using to insert the node into the scene with is unique.
- if (scene->findNode(_nodeProperties[i]._nodeID) != NULL)
- WARN_VARG("Attempting to insert or rename a node to an ID that already exists: ID='%s'", _nodeProperties[i]._nodeID);
- else
- {
- // If a file was specified, load the node from file and then insert it into the scene with the new ID.
- if (_nodeProperties[i]._file.size() > 0)
- {
- Package* tmpPackage = Package::create(_nodeProperties[i]._file.c_str());
- if (!tmpPackage)
- WARN_VARG("Failed to load GPB file '%s' for node stitching.", _nodeProperties[i]._file.c_str());
- else
- {
- bool loadWithMeshRBSupport = false;
- for (unsigned int j = 0; j < _nodesWithMeshRB.size(); j++)
- {
- if (_nodeProperties[i]._id == _nodesWithMeshRB[j])
- {
- loadWithMeshRBSupport = true;
- break;
- }
- }
- Node* node = tmpPackage->loadNode(_nodeProperties[i]._id.c_str(), loadWithMeshRBSupport);
- if (!node)
- WARN_VARG("Could not load node '%s' in GPB file '%s'.", _nodeProperties[i]._id.c_str(), _nodeProperties[i]._file.c_str());
- else
- {
- node->setId(_nodeProperties[i]._nodeID);
- scene->addNode(node);
- SAFE_RELEASE(node);
- }
-
- SAFE_RELEASE(tmpPackage);
- }
- }
- else
- {
- // TODO: Should we do all nodes with this case first to allow users to stitch in nodes with
- // IDs equal to IDs that were in the original GPB file but were changed in the scene file?
- // Otherwise, the node is from the main GPB and should just be renamed.
- Node* node = scene->findNode(_nodeProperties[i]._id.c_str());
- if (!node)
- WARN_VARG("Could not find node '%s' in main scene GPB file.", _nodeProperties[i]._id.c_str());
- else
- node->setId(_nodeProperties[i]._nodeID);
- }
- }
- // Remove the node property since we are done applying it.
- _nodeProperties.erase(_nodeProperties.begin() + i);
- }
- else
- i++;
- }
- }
- void SceneLoader::buildReferenceTables(Properties* sceneProperties)
- {
- // Go through the child namespaces of the scene.
- Properties* ns;
- const char* name = NULL;
- while (ns = sceneProperties->getNextNamespace())
- {
- if (strcmp(ns->getNamespace(), "node") == 0)
- {
- if (strlen(ns->getId()) == 0)
- {
- WARN("Nodes must have an ID; skipping the current node.");
- continue;
- }
- while (name = ns->getNextProperty())
- {
- if (strcmp(name, "url") == 0)
- {
- addSceneNodeProperty(SceneNodeProperty::URL, ns->getId(), ns->getString());
- }
- else if (strcmp(name, "audio") == 0)
- {
- addSceneNodeProperty(SceneNodeProperty::AUDIO, ns->getId(), ns->getString());
- }
- else if (strcmp(name, "material") == 0)
- {
- addSceneNodeProperty(SceneNodeProperty::MATERIAL, ns->getId(), ns->getString());
- }
- else if (strcmp(name, "particle") == 0)
- {
- addSceneNodeProperty(SceneNodeProperty::PARTICLE, ns->getId(), ns->getString());
- }
- else if (strcmp(name, "rigidbody") == 0)
- {
- addSceneNodeProperty(SceneNodeProperty::RIGIDBODY, ns->getId(), ns->getString());
- }
- else if (strcmp(name, "rigidbodymodel") == 0)
- {
- // Ignore this for now. We process this when we do rigid body creation.
- }
- else if (strcmp(name, "translate") == 0)
- {
- addSceneNodeProperty(SceneNodeProperty::TRANSLATE, ns->getId());
- }
- else if (strcmp(name, "rotate") == 0)
- {
- addSceneNodeProperty(SceneNodeProperty::ROTATE, ns->getId());
- }
- else if (strcmp(name, "scale") == 0)
- {
- addSceneNodeProperty(SceneNodeProperty::SCALE, ns->getId());
- }
- else
- {
- WARN_VARG("Unsupported node property: %s = %s", name, ns->getString());
- }
- }
- }
- else if (strcmp(ns->getNamespace(), "animations") == 0)
- {
- // Load all the animations.
- Properties* animation;
- while (animation = ns->getNextNamespace())
- {
- if (strcmp(animation->getNamespace(), "animation") == 0)
- {
- const char* animationID = animation->getId();
- if (strlen(animationID) == 0)
- {
- WARN("Animations must have an ID; skipping the current animation.");
- continue;
- }
- const char* url = animation->getString("url");
- if (!url)
- {
- WARN_VARG("Animations must have a URL; skipping animation '%s'.", animationID);
- continue;
- }
- const char* targetID = animation->getString("target");
- if (!targetID)
- {
- WARN_VARG("Animations must have a target; skipping animation '%s'.", animationID);
- continue;
- }
- addSceneAnimation(animationID, targetID, url);
- }
- else
- {
- WARN_VARG("Unsupported child namespace (of 'animations'): %s", ns->getNamespace());
- }
- }
- }
- else if (strcmp(ns->getNamespace(), "physics") == 0)
- {
- // Note: we don't load physics until the whole scene file has been
- // loaded so that all node references (i.e. for constraints) can be resolved.
- }
- else
- {
- WARN_VARG("Unsupported child namespace (of 'scene'): %s", ns->getNamespace());
- }
- }
- }
- void SceneLoader::calculateNodesWithMeshRigidBodies(const Properties* sceneProperties)
- {
- const char* name = NULL;
- // Make a list of all nodes with triangle mesh rigid bodies.
- for (unsigned int i = 0; i < _nodeProperties.size(); i++)
- {
- if (_nodeProperties[i]._type == SceneNodeProperty::RIGIDBODY)
- {
- Properties* p = _propertiesFromFile[_nodeProperties[i]._file];
- if (p)
- {
- if (_nodeProperties[i]._id.size() > 0)
- {
- p = p->getNamespace(_nodeProperties[i]._id.c_str());
- }
- else
- {
- p = p->getNextNamespace();
- }
- if (p && strcmp(p->getNamespace(), "rigidbody") == 0 &&
- strcmp(p->getString("type"), "MESH") == 0)
- {
- // If the node specifies a rigidbodymodel, then use
- // that node's ID; otherwise, use its ID.
- Properties* p = sceneProperties->getNamespace(_nodeProperties[i]._nodeID);
- if (p && (name = p->getString("rigidbodymodel")))
- _nodesWithMeshRB.push_back(name);
- else
- _nodesWithMeshRB.push_back(_nodeProperties[i]._nodeID);
- }
- }
- }
- }
- }
- void SceneLoader::createAnimations(const Scene* scene)
- {
- // Create the scene animations.
- for (unsigned int i = 0; i < _animations.size(); i++)
- {
- // If the target node doesn't exist in the scene, then we
- // can't do anything so we skip to the next animation.
- Node* node = scene->findNode(_animations[i]._targetID);
- if (!node)
- {
- WARN_VARG("Attempting to create an animation targeting node '%s', which does not exist in the scene.", _animations[i]._targetID);
- continue;
- }
- // Check to make sure the referenced properties object was loaded properly.
- Properties* p = _propertiesFromFile[_animations[i]._file];
- if (!p)
- {
- WARN_VARG("The referenced animation data in file '%s' failed to load.", _animations[i]._file.c_str());
- continue;
- }
- if (_animations[i]._id.size() > 0)
- {
- p = p->getNamespace(_animations[i]._id.c_str());
- if (!p)
- {
- WARN_VARG("The referenced animation data at '%s#%s' failed to load.", _animations[i]._file.c_str(), _animations[i]._id.c_str());
- continue;
- }
- }
- Game::getInstance()->getAnimationController()->createAnimation(_animations[i]._animationID, node, p);
- }
- }
- const SceneLoader::MeshRigidBodyData* SceneLoader::getMeshRigidBodyData(std::string id)
- {
- if (!_meshRigidBodyData)
- {
- WARN("Attempting to get mesh rigid body data, but none has been loaded; ignoring request.");
- return NULL;
- }
- return (_meshRigidBodyData->count(id) > 0) ? &(*_meshRigidBodyData)[id] : NULL;
- }
- PhysicsConstraint* SceneLoader::loadGenericConstraint(const Properties* constraint, PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
- {
- PhysicsGenericConstraint* physicsConstraint;
- // Create the constraint from the specified properties.
- Quaternion roA;
- Vector3 toA;
- bool offsetSpecified = constraint->getQuaternionFromAxisAngle("rotationOffsetA", &roA);
- offsetSpecified |= constraint->getVector3("translationOffsetA", &toA);
- if (offsetSpecified)
- {
- if (rbB)
- {
- Quaternion roB;
- Vector3 toB;
- constraint->getQuaternionFromAxisAngle("rotationOffsetB", &roB);
- constraint->getVector3("translationOffsetB", &toB);
- physicsConstraint = Game::getInstance()->getPhysicsController()->createGenericConstraint(rbA, roA, toB, rbB, roB, toB);
- }
- else
- {
- physicsConstraint = Game::getInstance()->getPhysicsController()->createGenericConstraint(rbA, roA, toA);
- }
- }
- else
- {
- physicsConstraint = Game::getInstance()->getPhysicsController()->createGenericConstraint(rbA, rbB);
- }
- // Set the optional parameters that were specified.
- Vector3 v;
- if (constraint->getVector3("angularLowerLimit", &v))
- physicsConstraint->setAngularLowerLimit(v);
- if (constraint->getVector3("angularUpperLimit", &v))
- physicsConstraint->setAngularUpperLimit(v);
- if (constraint->getVector3("linearLowerLimit", &v))
- physicsConstraint->setLinearLowerLimit(v);
- if (constraint->getVector3("linearUpperLimit", &v))
- physicsConstraint->setLinearUpperLimit(v);
- return physicsConstraint;
- }
- PhysicsConstraint* SceneLoader::loadHingeConstraint(const Properties* constraint, PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
- {
- PhysicsHingeConstraint* physicsConstraint = NULL;
- // Create the constraint from the specified properties.
- Quaternion roA;
- Vector3 toA;
- constraint->getQuaternionFromAxisAngle("rotationOffsetA", &roA);
- constraint->getVector3("translationOffsetA", &toA);
- if (rbB)
- {
- Quaternion roB;
- Vector3 toB;
- constraint->getQuaternionFromAxisAngle("rotationOffsetB", &roB);
- constraint->getVector3("translationOffsetB", &toB);
- physicsConstraint = Game::getInstance()->getPhysicsController()->createHingeConstraint(rbA, roA, toB, rbB, roB, toB);
- }
- else
- {
- physicsConstraint = Game::getInstance()->getPhysicsController()->createHingeConstraint(rbA, roA, toA);
- }
- // Attempt to load the hinge limits first as a Vector3 and if that doesn't work, try loading as a Vector2.
- // We do this because the user can specify just the min and max angle, or both angle along with bounciness.
- Vector3 fullLimits;
- Vector2 angleLimits;
- if (constraint->getVector3("limits", &fullLimits))
- physicsConstraint->setLimits(MATH_DEG_TO_RAD(fullLimits.x), MATH_DEG_TO_RAD(fullLimits.y), fullLimits.z);
- else if (constraint->getVector2("limits", &angleLimits))
- physicsConstraint->setLimits(angleLimits.x, angleLimits.y);
- return physicsConstraint;
- }
- Scene* SceneLoader::loadMainSceneData(const Properties* sceneProperties)
- {
- // Load the main scene from the specified path.
- const char* path = sceneProperties->getString("path");
- Package* package = Package::create(path);
- if (!package)
- {
- WARN_VARG("Failed to load scene GPB file '%s'.", path);
- return NULL;
- }
-
- Scene* scene = package->loadScene(NULL, &_nodesWithMeshRB);
- if (!scene)
- {
- WARN_VARG("Failed to load scene from '%s'.", path);
- SAFE_RELEASE(package);
- return NULL;
- }
- // Go through the supported scene properties and apply them to the scene.
- const char* name = sceneProperties->getString("activeCamera");
- if (name)
- {
- Node* camera = scene->findNode(name);
- if (camera && camera->getCamera())
- scene->setActiveCamera(camera->getCamera());
- }
- SAFE_RELEASE(package);
- return scene;
- }
- void SceneLoader::loadPhysics(Properties* physics, Scene* scene)
- {
- // Go through the supported global physics properties and apply them.
- Vector3 gravity;
- if (physics->getVector3("gravity", &gravity))
- Game::getInstance()->getPhysicsController()->setGravity(gravity);
- Properties* constraint;
- const char* name;
- while (constraint = physics->getNextNamespace())
- {
- if (strcmp(constraint->getNamespace(), "constraint") == 0)
- {
- // Get the constraint type.
- std::string type = constraint->getString("type");
- // Attempt to load the first rigid body. If the first rigid body cannot
- // be loaded or found, then continue to the next constraint (error).
- name = constraint->getString("rigidBodyA");
- if (!name)
- {
- WARN_VARG("Missing property 'rigidBodyA' for constraint %s", constraint->getId());
- continue;
- }
- Node* rbANode = scene->findNode(name);
- if (!rbANode)
- {
- WARN_VARG("Node '%s' to be used as 'rigidBodyA' for constraint %s cannot be found.", name, constraint->getId());
- continue;
- }
- PhysicsRigidBody* rbA = rbANode->getPhysicsRigidBody();
- if (!rbA)
- {
- WARN_VARG("Node '%s' to be used as 'rigidBodyA' does not have a rigid body.", name);
- continue;
- }
- // Attempt to load the second rigid body. If the second rigid body is not
- // specified, that is usually okay (only spring constraints require both and
- // we check that below), but if the second rigid body is specified and it doesn't
- // load properly, then continue to the next constraint (error).
- name = constraint->getString("rigidBodyB");
- PhysicsRigidBody* rbB = NULL;
- if (name)
- {
- Node* rbBNode = scene->findNode(name);
- if (!rbBNode)
- {
- WARN_VARG("Node '%s' to be used as 'rigidBodyB' for constraint %s cannot be found.", name, constraint->getId());
- continue;
- }
- rbB = rbBNode->getPhysicsRigidBody();
- if (!rbB)
- {
- WARN_VARG("Node '%s' to be used as 'rigidBodyB' does not have a rigid body.", name);
- continue;
- }
- }
- PhysicsConstraint* physicsConstraint = NULL;
- // Load the constraint based on its type.
- if (type == "FIXED")
- {
- physicsConstraint = Game::getInstance()->getPhysicsController()->createFixedConstraint(rbA, rbB);
- }
- else if (type == "GENERIC")
- {
- physicsConstraint = loadGenericConstraint(constraint, rbA, rbB);
- }
- else if (type == "HINGE")
- {
- physicsConstraint = loadHingeConstraint(constraint, rbA, rbB);
- }
- else if (type == "SOCKET")
- {
- physicsConstraint = loadSocketConstraint(constraint, rbA, rbB);
- }
- else if (type == "SPRING")
- {
- physicsConstraint = loadSpringConstraint(constraint, rbA, rbB);
- }
-
- // If the constraint failed to load, continue on to the next one.
- if (!physicsConstraint)
- continue;
- // If the breaking impulse was specified, apply it to the constraint.
- if (constraint->getString("breakingImpulse"))
- physicsConstraint->setBreakingImpulse(constraint->getFloat("breakingImpulse"));
- }
- else
- {
- WARN_VARG("Unsupported child namespace (of 'physics'): %s", physics->getNamespace());
- }
- }
- }
- void SceneLoader::loadReferencedFiles()
- {
- // Load all referenced properties files.
- std::map<std::string, Properties*>::iterator iter = _propertiesFromFile.begin();
- for (; iter != _propertiesFromFile.end(); iter++)
- {
- Properties* p = Properties::create(iter->first.c_str());
- assert(p);
- if (p == NULL)
- WARN_VARG("Failed to load referenced file: %s", iter->first.c_str());
- iter->second = p;
- }
- }
- PhysicsConstraint* SceneLoader::loadSocketConstraint(const Properties* constraint, PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
- {
- PhysicsSocketConstraint* physicsConstraint = NULL;
- Vector3 toA;
- bool offsetSpecified = constraint->getVector3("translationOffsetA", &toA);
- if (offsetSpecified)
- {
- if (rbB)
- {
- Vector3 toB;
- constraint->getVector3("translationOffsetB", &toB);
- physicsConstraint = Game::getInstance()->getPhysicsController()->createSocketConstraint(rbA, toA, rbB, toB);
- }
- else
- {
- physicsConstraint = Game::getInstance()->getPhysicsController()->createSocketConstraint(rbA, toA);
- }
- }
- else
- {
- physicsConstraint = Game::getInstance()->getPhysicsController()->createSocketConstraint(rbA, rbB);
- }
- return physicsConstraint;
- }
- PhysicsConstraint* SceneLoader::loadSpringConstraint(const Properties* constraint, PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
- {
- if (!rbB)
- {
- WARN("Spring constraints require two rigid bodies.");
- return NULL;
- }
- PhysicsSpringConstraint* physicsConstraint = NULL;
- // Create the constraint from the specified properties.
- Quaternion roA, roB;
- Vector3 toA, toB;
- bool offsetsSpecified = constraint->getQuaternionFromAxisAngle("rotationOffsetA", &roA);
- offsetsSpecified |= constraint->getVector3("translationOffsetA", &toA);
- offsetsSpecified |= constraint->getQuaternionFromAxisAngle("rotationOffsetB", &roB);
- offsetsSpecified |= constraint->getVector3("translationOffsetB", &toB);
- if (offsetsSpecified)
- {
- physicsConstraint = Game::getInstance()->getPhysicsController()->createSpringConstraint(rbA, roA, toB, rbB, roB, toB);
- }
- else
- {
- physicsConstraint = Game::getInstance()->getPhysicsController()->createSpringConstraint(rbA, rbB);
- }
- // Set the optional parameters that were specified.
- Vector3 v;
- if (constraint->getVector3("angularLowerLimit", &v))
- physicsConstraint->setAngularLowerLimit(v);
- if (constraint->getVector3("angularUpperLimit", &v))
- physicsConstraint->setAngularUpperLimit(v);
- if (constraint->getVector3("linearLowerLimit", &v))
- physicsConstraint->setLinearLowerLimit(v);
- if (constraint->getVector3("linearUpperLimit", &v))
- physicsConstraint->setLinearUpperLimit(v);
- if (constraint->getString("angularDampingX"))
- physicsConstraint->setAngularDampingX(constraint->getFloat("angularDampingX"));
- if (constraint->getString("angularDampingY"))
- physicsConstraint->setAngularDampingY(constraint->getFloat("angularDampingY"));
- if (constraint->getString("angularDampingZ"))
- physicsConstraint->setAngularDampingZ(constraint->getFloat("angularDampingZ"));
- if (constraint->getString("angularStrengthX"))
- physicsConstraint->setAngularStrengthX(constraint->getFloat("angularStrengthX"));
- if (constraint->getString("angularStrengthY"))
- physicsConstraint->setAngularStrengthY(constraint->getFloat("angularStrengthY"));
- if (constraint->getString("angularStrengthZ"))
- physicsConstraint->setAngularStrengthZ(constraint->getFloat("angularStrengthZ"));
- if (constraint->getString("linearDampingX"))
- physicsConstraint->setLinearDampingX(constraint->getFloat("linearDampingX"));
- if (constraint->getString("linearDampingY"))
- physicsConstraint->setLinearDampingY(constraint->getFloat("linearDampingY"));
- if (constraint->getString("linearDampingZ"))
- physicsConstraint->setLinearDampingZ(constraint->getFloat("linearDampingZ"));
- if (constraint->getString("linearStrengthX"))
- physicsConstraint->setLinearStrengthX(constraint->getFloat("linearStrengthX"));
- if (constraint->getString("linearStrengthY"))
- physicsConstraint->setLinearStrengthY(constraint->getFloat("linearStrengthY"));
- if (constraint->getString("linearStrengthZ"))
- physicsConstraint->setLinearStrengthZ(constraint->getFloat("linearStrengthZ"));
- return physicsConstraint;
- }
- void SceneLoader::splitURL(const char* url, std::string* file, std::string* id)
- {
- if (!url)
- return;
- std::string urlString = url;
- // Check if the url references a file (otherwise, it only references a node within the main GPB).
- unsigned int loc = urlString.rfind(".");
- if (loc != urlString.npos)
- {
- // If the url references a specific namespace within the file,
- // set the id out parameter appropriately. Otherwise, set the id out
- // parameter to the empty string so we know to load the first namespace.
- loc = urlString.rfind("#");
- if (loc != urlString.npos)
- {
- *file = urlString.substr(0, loc);
- *id = urlString.substr(loc + 1);
- }
- else
- {
- *file = url;
- *id = std::string();
- }
- }
- else
- {
- *file = std::string();
- *id = url;
- }
- }
- }
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