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openrw/framework2/GTAEngine.cpp
Daniel Evans 946b9926ff Refactored in preperation for pedestrians
- Moved Rendering code around to reduce duplication
- Added data for pedestrians
2013-07-22 04:39:58 +01:00

296 lines
8.8 KiB
C++

#include <renderwure/engine/GTAEngine.hpp>
#include <renderwure/loaders/LoaderIPL.hpp>
#include <renderwure/loaders/LoaderIDE.hpp>
GTAEngine::GTAEngine(const std::string& path)
: itemCount(0), gameData(path), gameTime(0.f), randomEngine(rand())
{
gameData.engine = this;
}
bool GTAEngine::load()
{
collisionConfig = new btDefaultCollisionConfiguration;
collisionDispatcher = new btCollisionDispatcher(collisionConfig);
broadphase = new btDbvtBroadphase();
solver = new btSequentialImpulseConstraintSolver;
dynamicsWorld = new btDiscreteDynamicsWorld(collisionDispatcher, broadphase, solver, collisionConfig);
gameData.load();
// Loade all of the IDEs.
for(std::map<std::string, std::string>::iterator it = gameData.ideLocations.begin();
it != gameData.ideLocations.end();
++it) {
defineItems(it->second);
}
// Load the .zon IPLs since we want to have the zones loaded
for(std::map<std::string, std::string>::iterator it = gameData.iplLocations.begin();
it != gameData.iplLocations.end();
++it) {
loadZone(it->second);
placeItems(it->second);
}
return true;
}
void GTAEngine::logInfo(const std::string& info)
{
log.push_back({LogEntry::Info, gameTime, info});
}
void GTAEngine::logError(const std::string& error)
{
log.push_back({LogEntry::Error, gameTime, error});
}
void GTAEngine::logWarning(const std::string& warning)
{
log.push_back({LogEntry::Warning, gameTime, warning});
}
bool GTAEngine::defineItems(const std::string& name)
{
auto i = gameData.ideLocations.find(name);
std::string path = name;
if( i != gameData.ideLocations.end()) {
path = i->second;
}
else {
std::cout << "IDE not pre-listed" << std::endl;
}
LoaderIDE idel;
if(idel.load(path)) {
for( size_t o = 0; o < idel.OBJSs.size(); ++o) {
objectTypes.insert({
idel.OBJSs[o].ID,
std::shared_ptr<LoaderIDE::OBJS_t>(new LoaderIDE::OBJS_t(idel.OBJSs[o]))
});
}
for( size_t v = 0; v < idel.CARSs.size(); ++v) {
std::cout << "Vehicle ID " << idel.CARSs[v].ID << ": " << idel.CARSs[v].gameName << std::endl;
vehicleTypes.insert({
idel.CARSs[v].ID,
std::shared_ptr<LoaderIDE::CARS_t>(new LoaderIDE::CARS_t(idel.CARSs[v]))
});
}
for( size_t v = 0; v < idel.PEDSs.size(); ++v) {
pedestrianTypes.insert({
idel.PEDSs[v].ID,
std::shared_ptr<LoaderIDE::PEDS_t>(new LoaderIDE::PEDS_t(idel.PEDSs[v]))
});
}
}
else {
std::cerr << "Failed to load IDE " << path << std::endl;
}
return false;
}
bool GTAEngine::placeItems(const std::string& name)
{
auto i = gameData.iplLocations.find(name);
std::string path = name;
if(i != gameData.iplLocations.end())
{
path = i->second;
}
else
{
std::cout << "IPL not pre-listed" << std::endl;
}
LoaderIPL ipll;
if(ipll.load(path))
{
// Find the object.
for( size_t i = 0; i < ipll.m_instances.size(); ++i) {
LoaderIPLInstance& inst = ipll.m_instances[i];
auto oi = objectTypes.find(inst.id);
if( oi != objectTypes.end()) {
// Make sure the DFF and TXD are loaded
if(! oi->second->modelName.empty()) {
gameData.loadDFF(oi->second->modelName + ".dff");
}
if(! oi->second->textureName.empty()) {
gameData.loadTXD(oi->second->textureName + ".txd");
}
static size_t bodycount = 0;
btRigidBody* body = nullptr;
auto phyit = gameData.collisions.find(oi->second->modelName);
if( phyit != gameData.collisions.end()) {
btCompoundShape* cmpShape = new btCompoundShape;
btDefaultMotionState* msta = new btDefaultMotionState;
msta->setWorldTransform(btTransform(
btQuaternion(
inst.rotX, inst.rotY, inst.rotZ, inst.rotW
),
btVector3(
inst.posX, inst.posY, inst.posZ
)
));
btRigidBody::btRigidBodyConstructionInfo info(0.f, msta, cmpShape);
CollisionInstance& physInst = *phyit->second.get();
// Boxes
for( size_t i = 0; i < physInst.boxes.size(); ++i ) {
CollTBox& box = physInst.boxes[i];
auto size = (box.max - box.min) / 2.f;
auto mid = (box.min + box.max) / 2.f;
btCollisionShape* bshape = new btBoxShape( btVector3(size.x, size.y, size.z) );
btTransform t(btQuaternion(0.f, 0.f, 0.f, 1.f), btVector3(mid.x, mid.y, mid.z));
cmpShape->addChildShape(t, bshape);
bodycount++;
}
// Spheres
for( size_t i = 0; i < physInst.spheres.size(); ++i ) {
CollTSphere& sphere = physInst.spheres[i];
btCollisionShape* sshape = new btSphereShape(sphere.radius);
btTransform t(btQuaternion(0.f, 0.f, 0.f, 1.f), btVector3(sphere.center.x, sphere.center.y, sphere.center.z));
cmpShape->addChildShape(t, sshape);
bodycount++;
}
if( physInst.triangles.size() > 0 ) {
btTriangleIndexVertexArray* vertarray = new btTriangleIndexVertexArray(
physInst.triangles.size(),
(int*) physInst.triangles.data(),
sizeof(CollTFaceTriangle),
physInst.vertices.size(),
&(physInst.vertices[0].x),
sizeof(glm::vec3)
);
btBvhTriangleMeshShape* trishape = new btBvhTriangleMeshShape(vertarray, false);
cmpShape->addChildShape(
btTransform(btQuaternion(0.f, 0.f, 0.f, 1.f), btVector3(0.f, 0.f, 0.f)),
trishape
);
bodycount++;
}
// Todo: other shapes.
body = new btRigidBody(info);
//body->setWorldTransform();
dynamicsWorld->addRigidBody(body);
}
objectInstances.push_back({ inst, oi->second });
}
else {
std::cerr << "No object for instance " << inst.id << " (" << path << ")" << std::endl;
}
}
itemCentroid += ipll.centroid;
itemCount += ipll.m_instances.size();
return true;
}
else
{
std::cerr << "Failed to load IPL: " << path << std::endl;
return false;
}
return false;
}
bool GTAEngine::loadZone(const std::string& path)
{
LoaderIPL ipll;
if( ipll.load(path)) {
if( ipll.zones.size() > 0) {
zones.insert(zones.begin(), ipll.zones.begin(), ipll.zones.end());
std::cout << "Loaded " << ipll.zones.size() << " zones" << std::endl;
return true;
}
}
else {
std::cerr << "Failed to load IPL " << path << std::endl;
}
return false;
}
void GTAEngine::createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot)
{
auto vti = vehicleTypes.find(id);
if(vti != vehicleTypes.end()) {
std::cout << "Creating Vehicle ID " << id << " (" << vti->second->gameName << ")" << std::endl;
if(! vti->second->modelName.empty()) {
gameData.loadDFF(vti->second->modelName + ".dff");
}
if(! vti->second->textureName.empty()) {
gameData.loadTXD(vti->second->textureName + ".txd");
}
glm::vec3 prim = glm::vec3(1.f), sec = glm::vec3(0.5f);
auto palit = gameData.vehiclePalettes.find(vti->second->modelName); // modelname is conveniently lowercase (usually)
if(palit != gameData.vehiclePalettes.end() && palit->second.size() > 0 ) {
std::uniform_int_distribution<int> uniform(0, palit->second.size()-1);
int set = uniform(randomEngine);
prim = gameData.vehicleColours[palit->second[set].first];
sec = gameData.vehicleColours[palit->second[set].second];
}
else {
logWarning("No colour palette for vehicle " + vti->second->modelName);
}
auto wi = objectTypes.find(vti->second->wheelModelID);
if( wi != objectTypes.end()) {
if(! wi->second->textureName.empty()) {
gameData.loadTXD(wi->second->textureName + ".txd");
}
}
std::unique_ptr<Model> &model = gameData.models[vti->second->modelName];
if(model) {
if( vti->second->wheelPositions.size() == 0 ) {
for( size_t f = 0; f < model->frames.size(); ++f) {
if( model->frameNames.size() > f) {
std::string& name = model->frameNames[f];
if( name.substr(0, 5) == "wheel" ) {
vti->second->wheelPositions.push_back(model->frames[f].position);
}
}
}
}
}
vehicleInstances.push_back({ vti->second, pos, rot, prim, sec });
}
}
void GTAEngine::createPedestrian(const uint16_t id, const glm::vec3 &pos, const glm::quat& rot)
{
auto pti = pedestrianTypes.find(id);
if( pti != pedestrianTypes.end() ) {
auto& pt = pti->second;
// Ensure the relevant data is loaded.
if(! pt->modelName.empty()) {
gameData.loadDFF(pt->modelName + ".dff");
}
if(! pt->textureName.empty()) {
gameData.loadTXD(pt->textureName + ".txd");
}
pedestrians.push_back({ pt, pos, rot });
}
}