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- #include "Base.h"
- #include "Game.h"
- #include "Bundle.h"
- #include "SceneLoader.h"
- namespace gameplay
- {
- std::map<std::string, Properties*> SceneLoader::_properties;
- std::vector<SceneLoader::SceneAnimation> SceneLoader::_animations;
- std::vector<SceneLoader::SceneNode> SceneLoader::_sceneNodes;
- std::string SceneLoader::_gpbPath;
- std::string SceneLoader::_path;
- Scene* SceneLoader::load(const char* url)
- {
- // Get the file part of the url that we are loading the scene from.
- std::string urlStr = url ? url : "";
- std::string id;
- splitURL(urlStr, &_path, &id);
- // Load the scene properties from file.
- Properties* properties = Properties::create(url);
- if (properties == NULL)
- {
- GP_ERROR("Failed to load scene file '%s'.", url);
- return NULL;
- }
- // Check if the properties object is valid and has a valid namespace.
- Properties* sceneProperties = (strlen(properties->getNamespace()) > 0) ? properties : properties->getNextNamespace();
- if (!sceneProperties || !(strcmp(sceneProperties->getNamespace(), "scene") == 0))
- {
- GP_ERROR("Failed to load scene from properties object: must be non-null object and have namespace equal to 'scene'.");
- SAFE_DELETE(properties);
- return NULL;
- }
- // Get the path to the main GPB.
- _gpbPath = sceneProperties->getString("path");
- // Build the node URL/property and animation reference tables and load the referenced files/store the inline properties objects.
- buildReferenceTables(sceneProperties);
- loadReferencedFiles();
- // Load the main scene data from GPB and apply the global scene properties.
- Scene* scene = loadMainSceneData(sceneProperties);
- if (!scene)
- {
- GP_ERROR("Failed to load main scene from bundle.");
- SAFE_DELETE(properties);
- return NULL;
- }
- // First apply the node url properties. Following that,
- // apply the normal node properties and create the animations.
- // We apply physics properties after all other node properties
- // so that the transform (SRT) properties get applied before
- // processing physics collision objects.
- applyNodeUrls(scene);
- applyNodeProperties(scene, sceneProperties,
- SceneNodeProperty::AUDIO |
- SceneNodeProperty::MATERIAL |
- SceneNodeProperty::PARTICLE |
- SceneNodeProperty::ROTATE |
- SceneNodeProperty::SCALE |
- SceneNodeProperty::TRANSLATE |
- SceneNodeProperty::TRANSPARENT |
- SceneNodeProperty::DYNAMIC);
- applyNodeProperties(scene, sceneProperties, SceneNodeProperty::COLLISION_OBJECT);
- 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 = _properties.begin();
- for (; iter != _properties.end(); iter++)
- {
- if (iter->first.find(_path) == iter->first.npos)
- SAFE_DELETE(iter->second);
- }
- // Clean up the .scene file's properties object.
- SAFE_DELETE(properties);
- // Clear all temporary data stores.
- _properties.clear();
- _animations.clear();
- _sceneNodes.clear();
- return scene;
- }
- void SceneLoader::addSceneAnimation(const char* animationID, const char* targetID, const char* url)
- {
- std::string urlStr = url ? url : "";
- // If there is a file that needs to be loaded later, add an
- // empty entry to the properties table to signify it.
- if (urlStr.length() > 0 && _properties.count(urlStr) == 0)
- _properties[urlStr] = NULL;
- // Add the animation to the list of animations to be resolved later.
- _animations.push_back(SceneAnimation(animationID, targetID, urlStr));
- }
- void SceneLoader::addSceneNodeProperty(SceneNode& sceneNode, SceneNodeProperty::Type type, const char* url, int index)
- {
- std::string urlStr = url ? url : "";
- // 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 (urlStr.length() > 0 && urlStr.find(".gpb") == urlStr.npos && _properties.count(urlStr) == 0)
- _properties[urlStr] = NULL;
- // Add the node property to the list of node properties to be resolved later.
- sceneNode._properties.push_back(SceneNodeProperty(type, urlStr, index));
- }
- void SceneLoader::applyNodeProperties(const Scene* scene, const Properties* sceneProperties, unsigned int typeFlags)
- {
- for (unsigned int i = 0, ncount = _sceneNodes.size(); i < ncount; ++i)
- {
- SceneNode& sceneNode = _sceneNodes[i];
- GP_ASSERT(sceneNode._nodeID);
- // Find the node matching the specified ID.
- Node* node = scene->findNode(sceneNode._nodeID);
- if (!node)
- {
- GP_ERROR("Failed to set property for node '%s', which does not exist in the scene.", sceneNode._nodeID);
- continue;
- }
- for (unsigned int j = 0, pcount = sceneNode._properties.size(); j < pcount; ++j)
- {
- SceneNodeProperty& snp = sceneNode._properties[j];
- if (typeFlags & snp._type)
- applyNodeProperty(sceneNode, node, sceneProperties, snp, scene);
- }
- }
- }
- void SceneLoader::applyNodeProperty(SceneNode& sceneNode, Node* node, const Properties* sceneProperties, const SceneNodeProperty& snp, const Scene* scene)
- {
- if (snp._type == SceneNodeProperty::AUDIO ||
- snp._type == SceneNodeProperty::MATERIAL ||
- snp._type == SceneNodeProperty::PARTICLE ||
- snp._type == SceneNodeProperty::COLLISION_OBJECT)
- {
- // Check to make sure the referenced properties object was loaded properly.
- Properties* p = _properties[snp._url];
- if (!p)
- {
- GP_ERROR("The referenced node data at url '%s' failed to load.", snp._url.c_str());
- return;
- }
- switch (snp._type)
- {
- case SceneNodeProperty::AUDIO:
- {
- AudioSource* audioSource = AudioSource::create(p);
- node->setAudioSource(audioSource);
- SAFE_RELEASE(audioSource);
- break;
- }
- case SceneNodeProperty::MATERIAL:
- if (!node->getModel())
- {
- GP_ERROR("Attempting to set a material on node '%s', which has no model.", sceneNode._nodeID);
- return;
- }
- else
- {
- Material* material = Material::create(p);
- node->getModel()->setMaterial(material, snp._index);
- SAFE_RELEASE(material);
- }
- break;
- case SceneNodeProperty::PARTICLE:
- {
- ParticleEmitter* particleEmitter = ParticleEmitter::create(p);
- node->setParticleEmitter(particleEmitter);
- SAFE_RELEASE(particleEmitter);
- break;
- }
- case SceneNodeProperty::COLLISION_OBJECT:
- {
- // Check to make sure the type of the namespace used to load the physics collision object is correct.
- if (snp._type == SceneNodeProperty::COLLISION_OBJECT && strcmp(p->getNamespace(), "collisionObject") != 0)
- {
- GP_ERROR("Attempting to set a physics collision object on a node using a '%s' definition.", p->getNamespace());
- return;
- }
- else
- {
- // If the scene file specifies a rigid body model, use it for creating the collision object.
- Properties* np = sceneProperties->getNamespace(sceneNode._nodeID);
- const char* name = NULL;
- if (np && (name = np->getString("rigidBodyModel")))
- {
- GP_ASSERT(scene);
- Node* modelNode = scene->findNode(name);
- if (!modelNode)
- {
- GP_ERROR("Node '%s' does not exist; attempting to use its model for collision object creation.", name);
- return;
- }
- else
- {
- if (!modelNode->getModel())
- {
- GP_ERROR("Node '%s' does not have a model; attempting to use its model for collision object creation.", name);
- }
- else
- {
- // Temporarily set rigidBody model on model so it's used during collision object creation.
- Model* model = node->getModel();
-
- // Up ref count to prevent node from releasing the model when we swap it.
- if (model)
- model->addRef();
-
- // Create collision object with new rigidBodyModel set.
- node->setModel(modelNode->getModel());
- node->setCollisionObject(p);
- // Restore original model.
- node->setModel(model);
-
- // Decrement temporarily added reference.
- if (model)
- model->release();
- }
- }
- }
- else
- node->setCollisionObject(p);
- }
- break;
- }
- default:
- GP_ERROR("Unsupported node property type (%d).", snp._type);
- break;
- }
- }
- else
- {
- // Handle scale, rotate and translate.
- Properties* np = sceneProperties->getNamespace(sceneNode._nodeID);
- const char* name = NULL;
- switch (snp._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;
- }
- case SceneNodeProperty::TRANSPARENT:
- {
- node->setTransparent(true);
- break;
- }
- case SceneNodeProperty::DYNAMIC:
- {
- node->setDynamic(true);
- break;
- }
- default:
- GP_ERROR("Unsupported node property type (%d).", snp._type);
- break;
- }
- }
- }
- void SceneLoader::applyNodeUrls(Scene* scene)
- {
- GP_ASSERT(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, ncount = _sceneNodes.size(); i < ncount; ++i)
- {
- SceneNode& sceneNode = _sceneNodes[i];
- // Iterate backwards over the properties list so we can remove properties as we go
- // without danger of indexing out of bounds.
- for (int j = sceneNode._properties.size() - 1; j >= 0; --j)
- {
- SceneNodeProperty& snp = sceneNode._properties[j];
- if (snp._type != SceneNodeProperty::URL)
- continue;
- std::string file;
- std::string id;
- splitURL(snp._url, &file, &id);
- if (file.empty())
- {
- // The node is from the main GPB and should just be renamed.
- // 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?
- Node* node = scene->findNode(id.c_str());
- if (node)
- {
- node->setId(sceneNode._nodeID);
- }
- else
- {
- GP_ERROR("Could not find node '%s' in main scene GPB file.", id.c_str());
- }
- }
- else
- {
- // An external file was referenced, so load the node from file and then insert it into the scene with the new ID.
- // TODO: Revisit this to determine if we should cache Bundle objects for the duration of the scene
- // load to prevent constantly creating/destroying the same externally referenced bundles each time
- // a url with a file is encountered.
- Bundle* tmpBundle = Bundle::create(file.c_str());
- if (tmpBundle)
- {
- Node* node = tmpBundle->loadNode(id.c_str(), scene);
- if (node)
- {
- node->setId(sceneNode._nodeID);
- scene->addNode(node);
- SAFE_RELEASE(node);
- }
- else
- {
- GP_ERROR("Could not load node '%s' from GPB file '%s'.", id.c_str(), file.c_str());
- }
- SAFE_RELEASE(tmpBundle);
- }
- else
- {
- GP_ERROR("Failed to load GPB file '%s' for node stitching.", file.c_str());
- }
- }
- // Remove the node property since we are done applying it.
- sceneNode._properties.erase(sceneNode._properties.begin() + j);
- }
- }
- }
- void SceneLoader::buildReferenceTables(Properties* sceneProperties)
- {
- // Go through the child namespaces of the scene.
- Properties* ns;
- const char* name = NULL;
- while ((ns = sceneProperties->getNextNamespace()) != NULL)
- {
- if (strcmp(ns->getNamespace(), "node") == 0)
- {
- if (strlen(ns->getId()) == 0)
- {
- GP_ERROR("Attempting to load a node without an ID.");
- continue;
- }
- // Add a SceneNode to the end of the list.
- _sceneNodes.resize(_sceneNodes.size() + 1);
- SceneNode& sceneNode = _sceneNodes[_sceneNodes.size()-1];
- sceneNode._nodeID = ns->getId();
- // Parse the node's sub-namespaces.
- Properties* subns;
- std::string propertyUrl = _path + "#" + ns->getId() + "/";
- while ((subns = ns->getNextNamespace()) != NULL)
- {
- if (strcmp(subns->getNamespace(), "audio") == 0)
- {
- propertyUrl += "audio/" + std::string(subns->getId());
- addSceneNodeProperty(sceneNode, SceneNodeProperty::AUDIO, propertyUrl.c_str());
- _properties[propertyUrl] = subns;
- }
- else if (strcmp(subns->getNamespace(), "material") == 0)
- {
- propertyUrl += "material/" + std::string(subns->getId());
- addSceneNodeProperty(sceneNode, SceneNodeProperty::MATERIAL, propertyUrl.c_str());
- _properties[propertyUrl] = subns;
- }
- else if (strcmp(subns->getNamespace(), "particle") == 0)
- {
- propertyUrl += "particle/" + std::string(subns->getId());
- addSceneNodeProperty(sceneNode, SceneNodeProperty::PARTICLE, propertyUrl.c_str());
- _properties[propertyUrl] = subns;
- }
- else if (strcmp(subns->getNamespace(), "collisionObject") == 0)
- {
- propertyUrl += "collisionObject/" + std::string(subns->getId());
- addSceneNodeProperty(sceneNode, SceneNodeProperty::COLLISION_OBJECT, propertyUrl.c_str());
- _properties[propertyUrl] = subns;
- }
- else
- {
- GP_ERROR("Unsupported child namespace '%s' of 'node' namespace.", subns->getNamespace());
- }
- }
- // Parse the node's attributes.
- while ((name = ns->getNextProperty()) != NULL)
- {
- if (strcmp(name, "url") == 0)
- {
- addSceneNodeProperty(sceneNode, SceneNodeProperty::URL, ns->getString());
- }
- else if (strcmp(name, "audio") == 0)
- {
- addSceneNodeProperty(sceneNode, SceneNodeProperty::AUDIO, ns->getString());
- }
- else if (strncmp(name, "material", 8) == 0)
- {
- int materialIndex = -1;
- name = strchr(name, '[');
- if (name && strlen(name) >= 3)
- {
- std::string indexString(name);
- indexString = indexString.substr(1, indexString.size()-2);
- materialIndex = (unsigned int)atoi(indexString.c_str());
- }
- addSceneNodeProperty(sceneNode, SceneNodeProperty::MATERIAL, ns->getString(), materialIndex);
- }
- else if (strcmp(name, "particle") == 0)
- {
- addSceneNodeProperty(sceneNode, SceneNodeProperty::PARTICLE, ns->getString());
- }
- else if (strcmp(name, "collisionObject") == 0)
- {
- addSceneNodeProperty(sceneNode, SceneNodeProperty::COLLISION_OBJECT, 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(sceneNode, SceneNodeProperty::TRANSLATE);
- }
- else if (strcmp(name, "rotate") == 0)
- {
- addSceneNodeProperty(sceneNode, SceneNodeProperty::ROTATE);
- }
- else if (strcmp(name, "scale") == 0)
- {
- addSceneNodeProperty(sceneNode, SceneNodeProperty::SCALE);
- }
- else if (strcmp(name, "transparent") == 0)
- {
- addSceneNodeProperty(sceneNode, SceneNodeProperty::TRANSPARENT);
- }
- else if (strcmp(name, "dynamic") == 0)
- {
- addSceneNodeProperty(sceneNode, SceneNodeProperty::DYNAMIC);
- }
- else
- {
- GP_ERROR("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()) != NULL)
- {
- if (strcmp(animation->getNamespace(), "animation") == 0)
- {
- const char* animationID = animation->getId();
- if (strlen(animationID) == 0)
- {
- GP_ERROR("Attempting to load an animation without an ID.");
- continue;
- }
- const char* url = animation->getString("url");
- if (!url)
- {
- GP_ERROR("Attempting to load animation '%s' without a URL.", animationID);
- continue;
- }
- const char* targetID = animation->getString("target");
- if (!targetID)
- {
- GP_ERROR("Attempting to load animation '%s' without a target.", animationID);
- continue;
- }
- addSceneAnimation(animationID, targetID, url);
- }
- else
- {
- GP_ERROR("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
- {
- // TODO: Should we ignore these items? They could be used for generic properties file inheritance.
- GP_ERROR("Unsupported child namespace (of 'scene'): %s", ns->getNamespace());
- }
- }
- }
- void SceneLoader::createAnimations(const Scene* scene)
- {
- // Create the scene animations.
- for (unsigned int i = 0, count = _animations.size(); i < count; 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)
- {
- GP_ERROR("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 = _properties[_animations[i]._url];
- if (!p)
- {
- GP_ERROR("The referenced animation data at url '%s' failed to load.", _animations[i]._url.c_str());
- continue;
- }
- node->createAnimation(_animations[i]._animationID, p);
- }
- }
- PhysicsConstraint* SceneLoader::loadGenericConstraint(const Properties* constraint, PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
- {
- GP_ASSERT(rbA);
- GP_ASSERT(constraint);
- GP_ASSERT(Game::getInstance()->getPhysicsController());
- PhysicsGenericConstraint* physicsConstraint = NULL;
- // 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);
- }
- GP_ASSERT(physicsConstraint);
- // 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)
- {
- GP_ASSERT(rbA);
- GP_ASSERT(constraint);
- GP_ASSERT(Game::getInstance()->getPhysicsController());
- 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);
- }
- // Load the hinge angle limits (lower and upper) and the hinge bounciness (if specified).
- const char* limitsString = constraint->getString("limits");
- if (limitsString)
- {
- float lowerLimit, upperLimit;
- int scanned;
- scanned = sscanf(limitsString, "%f,%f", &lowerLimit, &upperLimit);
- if (scanned == 2)
- {
- physicsConstraint->setLimits(MATH_DEG_TO_RAD(lowerLimit), MATH_DEG_TO_RAD(upperLimit));
- }
- else
- {
- float bounciness;
- scanned = sscanf(limitsString, "%f,%f,%f", &lowerLimit, &upperLimit, &bounciness);
- if (scanned == 3)
- {
- physicsConstraint->setLimits(MATH_DEG_TO_RAD(lowerLimit), MATH_DEG_TO_RAD(upperLimit), bounciness);
- }
- else
- {
- GP_ERROR("Failed to parse 'limits' attribute for hinge constraint '%s'.", constraint->getId());
- }
- }
- }
- return physicsConstraint;
- }
- Scene* SceneLoader::loadMainSceneData(const Properties* sceneProperties)
- {
- GP_ASSERT(sceneProperties);
- // Load the main scene from the specified path.
- Bundle* bundle = Bundle::create(_gpbPath.c_str());
- if (!bundle)
- {
- GP_ERROR("Failed to load scene GPB file '%s'.", _gpbPath.c_str());
- return NULL;
- }
- // TODO: Support loading a specific scene from a GPB file using the URL syntax (i.e. "res/scene.gpb#myscene").
- Scene* scene = bundle->loadScene(NULL);
- if (!scene)
- {
- GP_ERROR("Failed to load scene from '%s'.", _gpbPath.c_str());
- SAFE_RELEASE(bundle);
- 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(bundle);
- return scene;
- }
- void SceneLoader::loadPhysics(Properties* physics, Scene* scene)
- {
- GP_ASSERT(physics);
- GP_ASSERT(scene);
- GP_ASSERT(Game::getInstance()->getPhysicsController());
- // 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()) != NULL)
- {
- 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)
- {
- GP_ERROR("Missing property 'rigidBodyA' for constraint '%s'.", constraint->getId());
- continue;
- }
- Node* rbANode = scene->findNode(name);
- if (!rbANode)
- {
- GP_ERROR("Node '%s' to be used as 'rigidBodyA' for constraint '%s' cannot be found.", name, constraint->getId());
- continue;
- }
- if (!rbANode->getCollisionObject() || rbANode->getCollisionObject()->getType() != PhysicsCollisionObject::RIGID_BODY)
- {
- GP_ERROR("Node '%s' to be used as 'rigidBodyA' does not have a rigid body.", name);
- continue;
- }
- PhysicsRigidBody* rbA = static_cast<PhysicsRigidBody*>(rbANode->getCollisionObject());
- // 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)
- {
- GP_ERROR("Node '%s' to be used as 'rigidBodyB' for constraint '%s' cannot be found.", name, constraint->getId());
- continue;
- }
- if (!rbBNode->getCollisionObject() || rbBNode->getCollisionObject()->getType() != PhysicsCollisionObject::RIGID_BODY)
- {
- GP_ERROR("Node '%s' to be used as 'rigidBodyB' does not have a rigid body.", name);
- continue;
- }
- rbB = static_cast<PhysicsRigidBody*>(rbBNode->getCollisionObject());
- }
- 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);
- }
- else
- {
- GP_ERROR("Unsupported physics constraint type '%s'.", type.c_str());
- }
-
- // If the constraint failed to load, continue on to the next one.
- if (!physicsConstraint)
- {
- GP_ERROR("Failed to create physics constraint.");
- continue;
- }
- // If the breaking impulse was specified, apply it to the constraint.
- if (constraint->exists("breakingImpulse"))
- physicsConstraint->setBreakingImpulse(constraint->getFloat("breakingImpulse"));
- }
- else
- {
- GP_ERROR("Unsupported 'physics' child namespace '%s'.", physics->getNamespace());
- }
- }
- }
- void SceneLoader::loadReferencedFiles()
- {
- // Load all referenced properties files.
- std::map<std::string, Properties*>::iterator iter = _properties.begin();
- for (; iter != _properties.end(); iter++)
- {
- if (iter->second == NULL)
- {
- Properties* p = Properties::create(iter->first.c_str());
- if (p == NULL)
- GP_ERROR("Failed to load referenced file '%s'.", iter->first.c_str());
- iter->second = p;
- }
- }
- }
- PhysicsConstraint* SceneLoader::loadSocketConstraint(const Properties* constraint, PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
- {
- GP_ASSERT(rbA);
- GP_ASSERT(constraint);
- GP_ASSERT(Game::getInstance()->getPhysicsController());
- 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)
- {
- GP_ASSERT(rbA);
- GP_ASSERT(constraint);
- GP_ASSERT(Game::getInstance()->getPhysicsController());
- if (!rbB)
- {
- GP_ERROR("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);
- }
- GP_ASSERT(physicsConstraint);
- // 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 std::string& url, std::string* file, std::string* id)
- {
- if (url.empty())
- {
- // This is allowed since many scene node properties do not use the URL.
- return;
- }
- // Check if the url references a file (otherwise, it only references a node within the main GPB).
- unsigned int loc = url.rfind(".");
- if (loc != url.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 = url.rfind("#");
- if (loc != url.npos)
- {
- *file = url.substr(0, loc);
- *id = url.substr(loc + 1);
- }
- else
- {
- *file = url;
- *id = std::string();
- }
- }
- else
- {
- *file = std::string();
- *id = url;
- }
- }
- }
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