/* 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_camera_pool(default_allocator(), MAX_CAMERAS, sizeof(Camera), CE_ALIGNOF(Camera)) , m_unit_to_sound(default_allocator()) { } //----------------------------------------------------------------------------- UnitId World::spawn_unit(const char* name, const Vector3& pos, const Quaternion& rot) { // Fetch resource UnitResource* ur = (UnitResource*) device()->resource_manager()->lookup(UNIT_EXTENSION, name); // Create a new scene graph SceneGraph* graph = m_graph_manager.create_scene_graph(); // Allocate memory for unit Unit* unit = CE_NEW(m_unit_pool, Unit)(*this, *graph, ur, Matrix4x4(rot, pos)); // Create Id for the unit const UnitId unit_id = m_units.create(unit); unit->set_id(unit_id); return unit_id; } //----------------------------------------------------------------------------- void World::destroy_unit(UnitId id) { CE_ASSERT(m_units.has(id), "Unit does not exist"); Unit* unit = m_units.lookup(id); // Destory unit's scene graph m_graph_manager.destroy_scene_graph(&unit->m_scene_graph); unit->destroy(); CE_DELETE(m_unit_pool, unit); m_units.destroy(id); } //----------------------------------------------------------------------------- uint32_t World::num_units() const { return m_units.size(); } //----------------------------------------------------------------------------- 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* parent_unit = lookup_unit(parent); parent_unit->link_node(0, node); } //----------------------------------------------------------------------------- void World::unlink_unit(UnitId child) { CE_ASSERT(m_units.has(child), "Child unit does not exist"); } //----------------------------------------------------------------------------- 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_cameras.has(camera), "Camera does not exist"); return m_cameras.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(float /*dt*/) { // Update scene graphs m_graph_manager.update(); } //----------------------------------------------------------------------------- void World::render(Camera* camera) { m_render_world.update(camera->world_pose(), camera->m_projection, camera->m_view_x, camera->m_view_y, camera->m_view_width, camera->m_view_height); } //----------------------------------------------------------------------------- RenderWorld& World::render_world() { return m_render_world; } //----------------------------------------------------------------------------- CameraId World::create_camera(SceneGraph& sg, int32_t node) { // Allocate memory for camera Camera* camera = CE_NEW(m_camera_pool, Camera)(sg, node); // Create Id for the camera const CameraId camera_id = m_cameras.create(camera); return camera_id; } //----------------------------------------------------------------------------- void World::destroy_camera(CameraId id) { CE_ASSERT(m_cameras.has(id), "Camera does not exist"); Camera* camera = m_cameras.lookup(id); CE_DELETE(m_camera_pool, camera); } //----------------------------------------------------------------------------- MeshId World::create_mesh(ResourceId id, SceneGraph& sg, int32_t node) { return m_render_world.create_mesh(id, sg, node); } //----------------------------------------------------------------------------- void World::destroy_mesh(MeshId id) { m_render_world.destroy_mesh(id); } //----------------------------------------------------------------------------- SpriteId World::create_sprite(ResourceId id, SceneGraph& sg, int32_t node) { return m_render_world.create_sprite(id, sg, node); } //----------------------------------------------------------------------------- void World::destroy_sprite(SpriteId id) { m_render_world.destroy_sprite(id); } //----------------------------------------------------------------------------- SoundId 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); SoundRenderer* sr = device()->sound_renderer(); const SoundSourceId source = sr->create_sound_source(); Sound s; s.buffer = sound->m_id; s.source = source; s.world = Matrix4x4(Quaternion::IDENTITY, pos); s.volume = volume; s.range = range; s.loop = loop; s.playing = false; SoundId id = m_sounds.create(s); sr->bind_buffer(s.buffer, s.source); sr->set_sound_loop(s.source, s.loop); sr->set_sound_gain(s.source, s.volume); sr->set_sound_max_distance(s.source, s.range); sr->set_sound_position(s.source, s.world.translation()); sr->play_sound(s.source); return id; } //----------------------------------------------------------------------------- void World::stop_sound(SoundId id) { CE_ASSERT(m_sounds.has(id), "Sound does not exists"); const Sound& s = m_sounds.lookup(id); SoundRenderer* sr = device()->sound_renderer(); sr->pause_sound(s.source); sr->unbind_buffer(s.source); sr->destroy_sound_source(s.source); m_sounds.destroy(id); } //----------------------------------------------------------------------------- void World::link_sound(SoundId id, Unit* unit, int32_t node) { //CE_ASSERT(m_units.has(unit), "Unit does not exists"); CE_ASSERT(m_sounds.has(id), "Sound does not exists"); UnitToSound uts; uts.sound = id; uts.unit = unit->m_id; uts.node = node; m_unit_to_sound.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(SoundId id, const Vector3& pos) { CE_ASSERT(m_sounds.has(id), "Sound does not exists"); Sound& sound = m_sounds.lookup(id); sound.world = Matrix4x4(Quaternion::IDENTITY, pos); } //----------------------------------------------------------------------------- void World::set_sound_range(SoundId id, const float range) { CE_ASSERT(m_sounds.has(id), "Sound does not exists"); Sound& sound = m_sounds.lookup(id); sound.range = range; } //----------------------------------------------------------------------------- void World::set_sound_volume(SoundId id, const float vol) { CE_ASSERT(m_sounds.has(id), "Sound does not exists"); Sound& sound = m_sounds.lookup(id); sound.volume = vol; } } // namespace crown