void AIManager::SetEnabled(bool state) { if (state) { LOG_F_MSG("ai", "AI Engine enabled"); } else { LOG_F_MSG("ai", "AI Engine disabled"); } mEnabled = state; }
/** * Load this object from a template * @param objTemplate template to load from * @return true if success */ bool SceneObject::LoadFromTemplate( ObjectTemplatePtr objTemplate, const SimEntityData& data ) { if( !objTemplate ) return false; Assert( objTemplate->mpSimFactory ); // cast to object template to the type we expect mSceneObjectTemplate = static_pointer_cast< SceneObjectTemplate, ObjectTemplate>( objTemplate ); IrrFactory& irrFactory = mSceneObjectTemplate->mpSimFactory->getIrrFactory(); // are we an animated mesh? if( mSceneObjectTemplate->mAniMesh ) { mAniSceneNode = irrFactory.addAnimatedMeshSceneNode( mSceneObjectTemplate->mAniMesh.get() ); if (mSceneObjectTemplate->mCastsShadow) { mAniSceneNode->addShadowVolumeSceneNode(); } mFPSCamera = mSceneObjectTemplate->mFPSCamera; // reminder to attach camera later mAniSceneNode->setAnimationSpeed(0); mStartFrame = mAniSceneNode->getStartFrame(); mEndFrame = mAniSceneNode->getEndFrame(); mAniSceneNode->setFrameLoop(0,0); mAniSceneNode->setCurrentFrame(0); mSceneNode = mAniSceneNode; } // are we a terrain? else if( mSceneObjectTemplate->mHeightmap != "" ) { mTerrSceneNode = irrFactory.addTerrainSceneNode( mSceneObjectTemplate->mHeightmap.c_str() ); mSceneNode = mTerrSceneNode; mTerrSceneNode->scaleTexture( mSceneObjectTemplate->mScaleTexture.X, mSceneObjectTemplate->mScaleTexture.Y ); } // are we a particle system? else if( mSceneObjectTemplate->mParticleSystem != "" ) { mParticleSystemNode = irrFactory.addParticleSystemNode( mSceneObjectTemplate->mParticleSystem ); mSceneNode = mParticleSystemNode; // don't add a triangle selector for a particle node } if( mSceneNode ) { // assign the textures for( uint32_t i = 0; i < (uint32_t)mSceneObjectTemplate->mTextures.size(); ++i ) mSceneNode->setMaterialTexture( i, mSceneObjectTemplate->mTextures[i].get() ); // set the material flags std::vector<IrrMaterialFlag>::const_iterator flagItr = mSceneObjectTemplate->mMaterialFlags.begin(); std::vector<IrrMaterialFlag>::const_iterator flagEnd = mSceneObjectTemplate->mMaterialFlags.end(); for( ; flagItr != flagEnd; ++flagItr ) mSceneNode->setMaterialFlag( flagItr->mFlag, flagItr->mValue ); // set the material type mSceneNode->setMaterialType( mSceneObjectTemplate->mMaterialType ); // set the node scale Vector3f scale = mSceneObjectTemplate->mScale; /// we can optionally multiply by a custom scale scale.X = scale.X * data.GetScale().X; scale.Y = scale.Y * data.GetScale().Y; scale.Z = scale.Z * data.GetScale().Z; mSceneNode->setScale( ConvertNeroToIrrlichtPosition(scale) ); // make the id of the scene node the same as the SimId of our object mSceneNode->setID(ConvertSimIdToSceneId(data.GetId(), data.GetType())); // set the position of the object SetPosition( data.GetPosition() ); // set the rotation of the object SetRotation( data.GetRotation() ); // set up the triangle selector for this object //if (data.GetType() > 0) { { ITriangleSelector_IPtr tri_selector = GetTriangleSelector(); if (!tri_selector) { LOG_F_WARNING("collision", "could not create triangle selector for collisions with object " << GetId()); } } //} // additionally, add a collision response animator if (canCollide()) { // the world will return the triangles that match the type mask ITriangleSelector* world = new CollideByTypeTriangleSelector(mSceneObjectTemplate->mCollisionMask); // get the axis-aligned bounding box for the node BBoxf box = mSceneNode->getBoundingBox(); // use the aabbox to make the ellipsoid for the collision response animator Vector3f ellipsoid_radius = box.MaxEdge - box.getCenter(); // TODO: might add gravity here Vector3f gravity(0,0,0); // ellipsoid translation relative to object coordinates Vector3f ellipsoid_translation(0,0,0); mCollider = GetSceneManager()->createCollisionResponseAnimator( world, mSceneNode.get(), ellipsoid_radius, gravity, ellipsoid_translation); if (!mCollider) { LOG_F_ERROR("collision", "could not create Collision Response Animator for object id: " << data.GetId()); } else { SafeIrrDrop(world); // we don't need the handle mSceneNode->addAnimator(mCollider.get()); LOG_F_DEBUG("collision", "added collision response animator for object id: " << data.GetId() << " of type: " << data.GetType() << " for collision with mask: " << mSceneObjectTemplate->mCollisionMask << " with bounding ellipsoid: " << ellipsoid_radius); } } #if SCENEOBJECT_ENABLE_STATS // debug information if( mTerrSceneNode ) { const aabbox3df& bbox = mTerrSceneNode->getBoundingBox(); vector3df dim = bbox.MaxEdge - bbox.MinEdge; float32_t vol = dim.X * dim.Y * dim.Z; vol = (vol<0) ? -vol : vol; LOG_F_MSG( "render", "Added terrain with heightmap: " << mSceneObjectTemplate->mHeightmap ); LOG_F_MSG( "render", " Dim: (" << dim.X << ", " << dim.Y << ", " << dim.Z << ")" ); LOG_F_MSG( "render", " Volume: " << vol ); } #endif // end SCENEOBJECT_ENABLE_STATS } return true; }
/// constructor SceneObjectTemplate::SceneObjectTemplate( SimFactoryPtr factory, const PropertyMap& propMap ) : ObjectTemplate( factory, propMap ), mScaleTexture(1,1), mTextures(), mMaterialFlags(), mMaterialType( EMT_SOLID ), mHeightmap(), mParticleSystem(), mAniMesh(NULL), mCastsShadow(false), mDrawBoundingBox(false), mDrawLabel(false), mFPSCamera(), mAnimationSpeed(25.0f), mCollisionMask(0) { AssertMsg( factory, "Invalid sim factory" ); std::string val, aniMeshFile; IrrFactory& irrFac = factory->getIrrFactory(); // get the mesh (possibly) if( propMap.getValue( aniMeshFile, "Template.Render.AniMesh" ) ) { mAniMesh = irrFac.LoadAniMesh( aniMeshFile.c_str() ); } if( propMap.hasSection( "Template.Render.CastsShadow" ) ) { propMap.getValue( mCastsShadow, "Template.Render.CastsShadow" ); } if( propMap.hasSection( "Template.Render.DrawBoundingBox" ) ) { propMap.getValue( mDrawBoundingBox, "Template.Render.DrawBoundingBox" ); } if( propMap.hasSection( "Template.Render.DrawLabel" ) ) { propMap.getValue( mDrawLabel, "Template.Render.DrawLabel" ); } if (propMap.hasSection( "Template.Render.FPSCamera" ) ) { mFPSCamera.reset(new FPSCameraTemplate("Template.Render.FPSCamera", propMap)); LOG_F_DEBUG( "render", "object uses an FPS camera " << mFPSCamera ); } if (propMap.hasSection( "Template.Render.AnimationSpeed" ) ) { propMap.getValue( mAnimationSpeed, "Template.Render.AnimationSpeed" ); LOG_F_DEBUG( "render", "object animation speed: " << mAnimationSpeed ); } if (propMap.hasSection( "Template.Render.Collision" )) { propMap.getValue( mCollisionMask, "Template.Render.Collision" ); } // get the heightmap (possibly) propMap.getValue( mHeightmap, "Template.Render.Terrain" ); // get the particle system (possibly) propMap.getValue( mParticleSystem, "Template.Render.ParticleSystem" ); PropertyMap::ChildPropVector renderProps; propMap.getPropChildren( renderProps, "Template.Render" ); PropertyMap::ChildPropVector::const_iterator itr = renderProps.begin(); PropertyMap::ChildPropVector::const_iterator end = renderProps.end(); // get all the properties of Render for( ; itr != end; ++itr ) { // if it starts with the word "Texture" in it (ex: Texture0, Texture1, ...) if( itr->first.find("Texture") == 0 ) { ITexture* tex = irrFac.LoadTexture( itr->second ); if( tex ) { mTextures.push_back( ITexture_IPtr(tex) ); } } // if it contains the word "MaterialFlag" in it( ex: MaterialFlagLighting, ... ) if( itr->first.find("MaterialFlag") != std::string::npos ) { IrrMaterialFlag flag; IrrMaterialFlagConverter c( itr->first.substr(12) ); c( flag, itr->second ); if( flag.mFlag != (E_MATERIAL_FLAG)-1 ) mMaterialFlags.push_back( flag ); } } // get the material type propMap.getValue( mMaterialType, "Template.Render.MaterialType", IrrMaterialTypeConverter(factory) ); // get the scale and texture scale propMap.getValue( mScale, "Template.Render.Scale" ); propMap.getValue( mScaleTexture, "Template.Render.ScaleTexture" ); #if SCENEOBJECT_ENABLE_STATS // display debug scene object info if( mAniMesh ) { const aabbox3df& bbox = mAniMesh->getBoundingBox(); vector3df dim = bbox.MaxEdge - bbox.MinEdge; dim.X *= mScale.X; dim.Y *= mScale.Y; dim.Z *= mScale.Z; float32_t vol = dim.X * dim.Y * dim.Z; vol = (vol<0) ? -vol : vol; LOG_F_MSG( "render", "Loaded animated mesh " << aniMeshFile << " with custom scale (" << mScale << ")" ); LOG_F_MSG( "render", " Dim: (" << dim.X << ", " << dim.Y << ", " << dim.Z << ")" ); LOG_F_MSG( "render", " Volume: " << vol ); } #endif // SCENEOBJECT_ENABLE_STATS }