1 | /**
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2 | \file
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3 | SceneContentGenerator.cpp
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4 | \brief
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5 | Creates content for a scene.
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6 | */
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7 | #include "OgreSceneContentGenerator.h"
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8 |
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9 | // limit for failed attempts to create objects (to avoids infinite loop)
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10 | #define MAX_FAILED_ATTEMPTS 500000
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11 |
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12 | namespace Ogre {
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13 |
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14 | /*************************************************************/
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15 | /* SceneContentGenerator implementation */
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16 | /*************************************************************/
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17 |
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18 | //-----------------------------------------------------------------------
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19 | SceneContentGenerator::SceneContentGenerator(SceneManager *sm):
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20 | mSceneMgr(sm),
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21 | mMinPos(Vector3(-70.0f, -70.0f, 0.0f)),
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22 | mMaxPos(Vector3(70.0f, 70.0f, 600.0f)),
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23 | mMinAngle(Vector3(0.0f, 0.0f, 0.0f)),
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24 | mMaxAngle(Vector3(360, 360, 360)),
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25 | mScale(0.1, 0.1, 0.1)//, mObjectCount(0)
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26 | {
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27 | }
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28 | //----------------------------------------------------------------------- |
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29 | void SceneContentGenerator::GenerateScene(int numObjects, const String &objName) |
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30 | { |
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31 | int new_size = GetObjectCount() + numObjects; |
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32 | int failed_attempts = 0; // counter used to avoid invinite loop |
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33 | |
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34 | //-- create random values between zero and one |
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35 | while ((GetObjectCount() < new_size) && |
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36 | (failed_attempts < MAX_FAILED_ATTEMPTS)) |
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37 | { |
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38 | // Setup the ray scene query
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39 | Vector3 rotation = Vector3(Math::RangeRandom(mMinAngle.x, mMaxAngle.x), |
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40 | Math::RangeRandom(mMinAngle.y, mMaxAngle.y), |
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41 | Math::RangeRandom(mMinAngle.z, mMaxAngle.z)); |
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42 | |
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43 | Vector3 position = Vector3(Math::RangeRandom(mMinPos.x, mMaxPos.x),
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44 | Math::RangeRandom(mMinPos.y, mMaxPos.y),
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45 | Math::RangeRandom(mMinPos.z, mMaxPos.z));
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46 | |
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47 | // failed to generate new object |
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48 | if (!GenerateSceneObject(position, rotation, objName)) |
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49 | ++ failed_attempts; |
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50 | } |
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51 | }
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52 | //-----------------------------------------------------------------------
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53 | SceneNode *SceneContentGenerator::GenerateSceneObject(const Vector3 &position, |
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54 | const Quaternion &orientation, const String& objName)
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55 | {
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56 | char name[25];
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57 |
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58 | sprintf(name, "%s Entity%d", objName.c_str(), GetObjectCount());
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59 |
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60 | Entity *ent = mSceneMgr->createEntity(name, objName + ".mesh");
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61 | ent->setCastShadows(true);
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62 |
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63 | SceneNode *node = mSceneMgr->getRootSceneNode()->
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64 | createChildSceneNode(String(name) + "Node", position);
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65 |
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66 | //ent->setCastShadows(false);
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67 | node->attachObject(ent);
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68 | node->setScale(mScale);
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69 | node->setOrientation(orientation);
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70 |
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71 | // store pointer to node and object
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72 | mSceneNodes.push_back(node);
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73 | mEntities.push_back(ent);
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74 |
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75 | return node;
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76 | }
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77 | //-----------------------------------------------------------------------
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78 | SceneNode *SceneContentGenerator::GenerateSceneObject(const Vector3 &position, |
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79 | const Vector3 &rotation, const String& objName)
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80 | {
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81 | Matrix3 mat;
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82 | mat.FromEulerAnglesYXZ(Degree(rotation.x), Degree(rotation.y),
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83 | Degree(rotation.z));
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84 |
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85 | return GenerateSceneObject(position, Quaternion(mat), objName);
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86 | }
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87 | //-----------------------------------------------------------------------
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88 | void SceneContentGenerator::SetMinAngle(Vector3 minAngle)
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89 | {
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90 | mMinAngle = minAngle;
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91 | }
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92 | //-----------------------------------------------------------------------
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93 | void SceneContentGenerator::SetMaxAngle(Vector3 maxAngle)
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94 | {
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95 | mMaxAngle = maxAngle;
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96 | }
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97 | //-----------------------------------------------------------------------
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98 | void SceneContentGenerator::SetMinPos(Vector3 minPos)
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99 | {
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100 | mMinPos = minPos;
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101 | }
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102 | //-----------------------------------------------------------------------
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103 | void SceneContentGenerator::SetMaxPos(Vector3 maxPos)
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104 | {
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105 | mMaxPos = maxPos;
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106 | }
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107 | //-----------------------------------------------------------------------
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108 | int SceneContentGenerator::GetObjectCount()
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109 | {
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110 | return (int)mSceneNodes.size();
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111 | }
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112 | //-----------------------------------------------------------------------
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113 | void SceneContentGenerator::SetScale(Vector3 scale)
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114 | {
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115 | mScale = scale;
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116 | }
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117 | //-----------------------------------------------------------------------
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118 | bool SceneContentGenerator::WriteObjects(const std::string &filename)
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119 | {
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120 | std::ofstream ofstr(filename.c_str());
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121 | std::vector<SceneNode *>::const_iterator it, it_end;
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122 |
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123 | it_end = mSceneNodes.end();
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124 |
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125 | if(!ofstr.is_open())
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126 | return false;
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127 |
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128 | char str[100];
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129 |
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130 | for(it = mSceneNodes.begin(); it < it_end; ++it)
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131 | {
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132 | SceneNode *node = (*it);
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133 | sscanf(node->getName().c_str(), "%s ", str); // write name of mesh
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134 |
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135 | ofstr << str << " "
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136 | << StringConverter::toString(node->getPosition()) << " "
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137 | << StringConverter::toString(node->getOrientation()) << " "
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138 | << StringConverter::toString(node->getScale()) << "\n";
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139 | }
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140 | ofstr.close();
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141 |
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142 | return true;
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143 | }
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144 | //-----------------------------------------------------------------------
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145 | bool SceneContentGenerator::LoadObjects(const std::string &filename)
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146 | {
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147 | std::ifstream ifstr(filename.c_str());
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148 |
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149 | char line[256];
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150 |
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151 | Vector3 position;
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152 | Quaternion orientation;
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153 | char objName[100];
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154 |
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155 | if (!ifstr.is_open())
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156 | return false;
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157 |
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158 | //mSceneNodes.clear(); // reset list of objects
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159 |
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160 | while (!ifstr.eof())
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161 | {
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162 | ifstr.getline(line, 256);
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163 | sscanf(line, "%s %f %f %f %f %f %f %f %f %f %f", objName,
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164 | &position.x, &position.y, &position.z,
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165 | &orientation.w, &orientation.x, &orientation.y, &orientation.z,
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166 | &mScale.x, &mScale.y, &mScale.z);
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167 |
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168 | GenerateSceneObject(position, orientation, objName);
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169 |
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170 | //std::stringstream d; d << StringConverter::toString(position) << " " << StringConverter::toString(orientation);
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171 | //LogManager::getSingleton().logMessage(d.str());
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172 | }
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173 | ifstr.close();
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174 |
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175 | return true;
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176 | }
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177 | //-----------------------------------------------------------------------
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178 | SceneNodeList *SceneContentGenerator::GetGeneratedSceneNodes()
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179 | {
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180 | return &mSceneNodes;
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181 | }
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182 | //-----------------------------------------------------------------------
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183 | EntityList *SceneContentGenerator::GetGeneratedEntities()
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184 | {
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185 | return &mEntities;
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186 | }
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187 | //-----------------------------------------------------------------------
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188 | void SceneContentGenerator::RemoveGeneratedObjects()
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189 | {
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190 | //-- destroy scene nodes and detach entities
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191 | while (!mSceneNodes.empty())
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192 | {
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193 | SceneNode *node = mSceneNodes.back();
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194 | mSceneNodes.pop_back();
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195 |
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196 | //node->detachAllObjects();
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197 | mSceneMgr->destroySceneNode(node->getName());
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198 | }
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199 | //-- remove and destroy entities
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200 | while (!mEntities.empty())
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201 | {
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202 | Entity *ent = mEntities.back();
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203 | mEntities.pop_back();
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204 |
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205 | mSceneMgr->removeEntity(ent);
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206 | }
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207 | }
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208 | } // namespace Ogre |
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