/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "Assert.h" #include "World.h" #include "Allocator.h" #include "Device.h" #include "ResourceManager.h" #include "SoundRenderer.h" #include "SoundResource.h" namespace crown { //----------------------------------------------------------------------------- World::World() : m_unit_pool(default_allocator(), MAX_UNITS, sizeof(Unit), CE_ALIGNOF(Unit)) , m_units(default_allocator()) , m_camera(default_allocator()) , m_sounds(default_allocator()) , m_unit_to_camera(default_allocator()) , m_unit_to_sound_instance(default_allocator()) , m_unit_to_sprite(default_allocator()) { } //----------------------------------------------------------------------------- UnitId World::spawn_unit(const char* name, const Vector3& pos, const Quaternion& rot) { // Allocate memory for unit Unit* unit = CE_NEW(m_unit_pool, Unit)(); // Fetch resource UnitResource* ur = (UnitResource*) device()->resource_manager()->lookup(UNIT_EXTENSION, name); // Create Id for the unit const UnitId unit_id = m_units.create(unit); unit->create(*this, ur, unit_id, pos, rot); return unit_id; } //----------------------------------------------------------------------------- void World::destroy_unit(UnitId unit) { CE_ASSERT(m_units.has(unit), "Unit does not exist"); } //----------------------------------------------------------------------------- void World::destroy_unit(Unit* unit) { CE_ASSERT_NOT_NULL(unit); CE_DELETE(m_unit_pool, unit); } //----------------------------------------------------------------------------- void World::link_unit(UnitId child, UnitId parent, int32_t node) { CE_ASSERT(m_units.has(child), "Child unit does not exist"); CE_ASSERT(m_units.has(parent), "Parent unit does not exist"); Unit* child_unit = lookup_unit(child); Unit* parent_unit = lookup_unit(parent); parent_unit->link_node(child_unit->m_root_node, node); } //----------------------------------------------------------------------------- void World::unlink_unit(UnitId child) { CE_ASSERT(m_units.has(child), "Child unit does not exist"); } //----------------------------------------------------------------------------- void World::link_camera(CameraId camera, UnitId unit, int32_t node) { UnitToCamera* utc = NULL; for (uint32_t i = 0; i < m_unit_to_camera.size(); i++) { if (m_unit_to_camera[i].camera == camera && m_unit_to_camera[i].unit == unit) { utc = &m_unit_to_camera[i]; } } if (utc != NULL) { utc->node = node; } else { UnitToCamera new_utc; new_utc.camera = camera; new_utc.unit = unit; new_utc.node = node; m_unit_to_camera.push_back(new_utc); } } //----------------------------------------------------------------------------- void World::unlink_camera(CameraId camera) { (void)camera; } //----------------------------------------------------------------------------- void World::link_sprite(SpriteId sprite, UnitId unit, int32_t node) { UnitToSprite* uts = NULL; for (uint32_t i = 0; i < m_unit_to_sprite.size(); i++) { if (m_unit_to_sprite[i].sprite == sprite && m_unit_to_sprite[i].unit == unit) { uts = &m_unit_to_sprite[i]; } } if (uts != NULL) { uts->node = node; } else { UnitToSprite new_uts; new_uts.sprite = sprite; new_uts.unit = unit; new_uts.node = node; m_unit_to_sprite.push_back(new_uts); } } //----------------------------------------------------------------------------- void World::unlink_sprite(SpriteId sprite) { (void)sprite; } //----------------------------------------------------------------------------- Unit* World::lookup_unit(UnitId unit) { CE_ASSERT(m_units.has(unit), "Unit does not exist"); return m_units.lookup(unit); } //----------------------------------------------------------------------------- Camera* World::lookup_camera(CameraId camera) { CE_ASSERT(m_camera.has(camera), "Camera does not exist"); return &m_camera.lookup(camera); } //----------------------------------------------------------------------------- Mesh* World::lookup_mesh(MeshId mesh) { return m_render_world.lookup_mesh(mesh); } //----------------------------------------------------------------------------- Sprite* World::lookup_sprite(SpriteId sprite) { return m_render_world.lookup_sprite(sprite); } //----------------------------------------------------------------------------- void World::update(Camera& camera, float dt) { // Update all the units for (uint32_t uu = 0; uu < m_units.m_objects.size(); uu++) { Unit& unit = *m_units.m_objects[uu]; SceneGraph& graph = unit.m_scene_graph; // Update unit's scene graph graph.update(); } // Update camera poses for (uint32_t i = 0; i < m_unit_to_camera.size(); i++) { const UnitToCamera& utc = m_unit_to_camera[i]; Camera& cam = m_camera.lookup(utc.camera); Unit* unit = m_units.lookup(utc.unit); cam.m_world_pose = unit->m_scene_graph.world_pose(utc.node); } // Updates sound poses for (uint32_t i = 0; i < m_unit_to_sound_instance.size(); i++) { const UnitToSoundInstance& uts = m_unit_to_sound_instance[i]; SoundInstance& sound = m_sounds.lookup(uts.sound); Unit* unit = m_units.lookup(uts.unit); sound.world = unit->m_scene_graph.world_pose(uts.node); } // Update sprites for (uint32_t i = 0; i < m_unit_to_sprite.size(); i++) { const UnitToSprite& uts = m_unit_to_sprite[i]; Unit* unit = lookup_unit(uts.unit); Sprite* sprite = lookup_sprite(uts.sprite); sprite->m_world_pose = unit->m_scene_graph.world_pose(uts.node); } // Update render world m_render_world.update(camera.m_world_pose, camera.m_projection, camera.m_view_x, camera.m_view_y, camera.m_view_width, camera.m_view_height, dt); // Update sounds List& sounds = m_sounds.m_objects; for (uint32_t i = 0; i < sounds.size(); i++) { SoundInstance& sound = sounds[i]; device()->sound_renderer()->set_sound_loop(sound.sound, sound.loop); device()->sound_renderer()->set_sound_gain(sound.sound, sound.volume); device()->sound_renderer()->set_sound_max_distance(sound.sound, sound.range); device()->sound_renderer()->set_sound_position(sound.sound, sound.world.translation()); if (!sound.playing) { device()->sound_renderer()->play_sound(sound.sound); sound.playing = true; } } } //----------------------------------------------------------------------------- RenderWorld& World::render_world() { return m_render_world; } //----------------------------------------------------------------------------- CameraId World::create_camera(int32_t node, const Vector3& pos, const Quaternion& rot) { Camera camera; camera.create(node, pos, rot); return m_camera.create(camera); } //----------------------------------------------------------------------------- void World::destroy_camera(CameraId camera) { m_camera.destroy(camera); } //----------------------------------------------------------------------------- MeshId World::create_mesh(ResourceId id, int32_t node, const Vector3& pos, const Quaternion& rot) { return m_render_world.create_mesh(id, node, pos, rot); } //----------------------------------------------------------------------------- void World::destroy_mesh(MeshId id) { m_render_world.destroy_mesh(id); } //----------------------------------------------------------------------------- SpriteId World::create_sprite(ResourceId id, int32_t node, const Vector3& pos, const Quaternion& rot) { return m_render_world.create_sprite(id, node, pos, rot); } //----------------------------------------------------------------------------- void World::destroy_sprite(SpriteId id) { m_render_world.destroy_sprite(id); } //----------------------------------------------------------------------------- SoundInstanceId World::play_sound(const char* name, const bool loop, const float volume, const Vector3& pos, const float range) { SoundResource* sound = (SoundResource*)device()->resource_manager()->lookup(SOUND_EXTENSION, name); SoundInstance s; s.sound = sound->m_id; s.world = Matrix4x4(Quaternion::IDENTITY, pos); s.volume = volume; s.range = range; s.loop = loop; s.playing = false; SoundInstanceId id = m_sounds.create(s); return id; } //----------------------------------------------------------------------------- void World::pause_sound(SoundInstanceId id) { CE_ASSERT(m_sounds.has(id), "SoundInstance does not exists"); const SoundInstance& sound = m_sounds.lookup(id); device()->sound_renderer()->pause_sound(sound.sound); } //----------------------------------------------------------------------------- void World::link_sound(SoundInstanceId id, Unit* unit, int32_t node) { //CE_ASSERT(m_units.has(unit), "Unit does not exists"); CE_ASSERT(m_sounds.has(id), "SoundInstance does not exists"); UnitToSoundInstance uts; uts.sound = id; uts.unit = unit->m_id; uts.node = node; m_unit_to_sound_instance.push_back(uts); } //----------------------------------------------------------------------------- void World::set_listener(const Vector3& pos, const Vector3& vel, const Vector3& or_up, const Vector3& or_at) { device()->sound_renderer()->set_listener(pos, vel, or_up, or_at); } //----------------------------------------------------------------------------- void World::set_sound_position(SoundInstanceId id, const Vector3& pos) { CE_ASSERT(m_sounds.has(id), "SoundInstance does not exists"); SoundInstance& sound = m_sounds.lookup(id); sound.world = Matrix4x4(Quaternion::IDENTITY, pos); } //----------------------------------------------------------------------------- void World::set_sound_range(SoundInstanceId id, const float range) { CE_ASSERT(m_sounds.has(id), "SoundInstance does not exists"); SoundInstance& sound = m_sounds.lookup(id); sound.range = range; } //----------------------------------------------------------------------------- void World::set_sound_volume(SoundInstanceId id, const float vol) { CE_ASSERT(m_sounds.has(id), "SoundInstance does not exists"); SoundInstance& sound = m_sounds.lookup(id); sound.volume = vol; } } // namespace crown