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- /*
- 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);
- SpriteId sprite = m_render_world.create_sprite("textures/arcane_golem_1");
- unit.m_component->add_component("camera", ComponentType::CAMERA, camera);
- unit.m_component->add_component("sprite", ComponentType::SPRITE, sprite);
- 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);
- }
- //-----------------------------------------------------------------------------
- Sprite* World::lookup_sprite(SpriteId sprite)
- {
- return m_render_world.lookup_sprite(sprite);
- }
- //-----------------------------------------------------------------------------
- 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
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