/* 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_allocator(default_allocator(), 1024 * 1024) , m_is_init(false) , m_units(default_allocator()) , m_camera(default_allocator()) { } //----------------------------------------------------------------------------- void World::init() { } //----------------------------------------------------------------------------- void World::shutdown() { } //----------------------------------------------------------------------------- UnitId World::spawn_unit(const char* /*name*/, const Vector3& pos, const Quaternion& rot) { const UnitId unit_id = m_unit_table.create(); Unit unit; unit.create(*this, m_scene_graph[unit_id.index], m_component[unit_id.index], unit_id, pos, rot); // Test stuff int32_t cam_node = unit.m_scene_graph->create_node(unit.m_root_node, pos, rot); CameraId camera = create_camera(unit_id, cam_node); MeshId mesh = m_render_world.create_mesh("monkey"); unit.m_component->add_component("camera", ComponentType::CAMERA, camera); unit.m_component->add_component("mesh", ComponentType::MESH, mesh); m_units.push_back(unit); return unit_id; } //----------------------------------------------------------------------------- void World::kill_unit(UnitId unit) { CE_ASSERT(m_unit_table.has(unit), "Unit does not exist"); (void)unit; } //----------------------------------------------------------------------------- void World::link_unit(UnitId child, UnitId parent) { CE_ASSERT(m_unit_table.has(child), "Child unit does not exist"); CE_ASSERT(m_unit_table.has(parent), "Parent unit does not exist"); } //----------------------------------------------------------------------------- void World::unlink_unit(UnitId child, UnitId parent) { CE_ASSERT(m_unit_table.has(child), "Child unit does not exist"); CE_ASSERT(m_unit_table.has(parent), "Parent unit does not exist"); } //----------------------------------------------------------------------------- Unit* World::lookup_unit(UnitId unit) { CE_ASSERT(m_unit_table.has(unit), "Unit does not exist"); return &m_units[unit.index]; } //----------------------------------------------------------------------------- Camera* World::lookup_camera(CameraId camera) { CE_ASSERT(m_camera_table.has(camera), "Camera does not exist"); return &m_camera[camera.index]; } //----------------------------------------------------------------------------- Mesh* World::lookup_mesh(MeshId mesh) { return m_render_world.lookup_mesh(mesh); } //----------------------------------------------------------------------------- void World::update(Camera& camera, float dt) { // Feed the scene graph with camera local pose for (uint cc = 0; cc < m_camera.size(); cc++) { Camera& cam = m_camera[cc]; SceneGraph& graph = m_scene_graph[cam.m_unit.index]; graph.set_local_pose(cam.m_node, cam.m_local_pose); } // Update all the units for (uint32_t uu = 0; uu < m_units.size(); uu++) { Unit& unit = m_units[uu]; SceneGraph& graph = m_scene_graph[unit.m_id.index]; // Update unit's scene graph graph.update(); } // Fetch the camera world poses from scene graph for (uint32_t cc = 0; cc < m_camera.size(); cc++) { Camera& cam = m_camera[cc]; SceneGraph& graph = m_scene_graph[cam.m_unit.index]; cam.m_world_pose = graph.world_pose(cam.m_node); } // Update render world m_render_world.update(camera, dt); } //----------------------------------------------------------------------------- RenderWorld& World::render_world() { return m_render_world; } //----------------------------------------------------------------------------- CameraId World::create_camera(UnitId unit, int32_t node, const Vector3& pos, const Quaternion& rot) { CameraId camera_id = m_camera_table.create(); Camera camera; camera.create(unit, node, pos, rot); m_camera.push_back(camera); return camera_id; } //----------------------------------------------------------------------------- void World::destroy_camera(CameraId camera) { m_camera_table.destroy(camera); } //----------------------------------------------------------------------------- SoundInstanceId World::play_sound(const char* name, const bool loop, const float volume, const Vector3& pos, const float range) { SoundInstanceId id = m_sound_table.create(); SoundResource* sound = (SoundResource*)device()->resource_manager()->lookup(SOUND_EXTENSION, name); m_sound[id.index].m_sound = sound->m_id; device()->sound_renderer()->set_sound_loop(m_sound[id.index].m_sound, loop); device()->sound_renderer()->set_sound_gain(m_sound[id.index].m_sound, volume); device()->sound_renderer()->set_sound_position(m_sound[id.index].m_sound, pos); device()->sound_renderer()->set_sound_max_distance(m_sound[id.index].m_sound, range); device()->sound_renderer()->play_sound(m_sound[id.index].m_sound); return id; } //----------------------------------------------------------------------------- void World::pause_sound(SoundInstanceId sound) { CE_ASSERT(m_sound_table.has(sound), "SoundInstance does not exists"); device()->sound_renderer()->pause_sound(m_sound[sound.index].m_sound); } //----------------------------------------------------------------------------- void World::link_sound(SoundInstanceId sound, UnitId unit) { CE_ASSERT(m_unit_table.has(unit), "Unit does not exists"); CE_ASSERT(m_sound_table.has(sound), "SoundInstance does not exists"); Vector3 pos = m_units[unit.index].world_position(); device()->sound_renderer()->set_sound_position(m_sound[sound.index].m_sound, pos); } //----------------------------------------------------------------------------- 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 sound, const Vector3& pos) { CE_ASSERT(m_sound_table.has(sound), "SoundInstance does not exists"); device()->sound_renderer()->set_sound_position(m_sound[sound.index].m_sound, pos); } //----------------------------------------------------------------------------- void World::set_sound_range(SoundInstanceId sound, const float range) { CE_ASSERT(m_sound_table.has(sound), "SoundInstance does not exists"); device()->sound_renderer()->set_sound_max_distance(m_sound[sound.index].m_sound, range); } //----------------------------------------------------------------------------- void World::set_sound_volume(SoundInstanceId sound, const float vol) { CE_ASSERT(m_sound_table.has(sound), "SoundInstance does not exists"); device()->sound_renderer()->set_sound_gain(m_sound[sound.index].m_sound, vol); } } // namespace crown