/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html You may use this sample code for anything you like, it is not covered by the LGPL like the rest of the engine. ----------------------------------------------------------------------------- */ /* * This file was taken from RakNet 4.082. * Please see licenses/RakNet license.txt for the underlying license and related copyright. * * Modified work: Copyright (c) 2017-2020, SLikeSoft UG (haftungsbeschränkt) * * Modifications in this file are free to be used for anything you like. * Alternatively you are permitted to license the modifications under the MIT license, if you so desire. The * license can be found in the license.txt file in the root directory of this source tree. */ /* ----------------------------------------------------------------------------- Filename: BspCollision.cpp Description: Somewhere to play in the sand... ----------------------------------------------------------------------------- */ #include "OgreReferenceAppLayer.h" #include "ExampleRefAppApplication.h" #include "OgreStringConverter.h" // Hacky globals ApplicationObject *ball; SceneNode* targetNode; RaySceneQuery* rsq = 0; static const int num_rows = 3; // RakNet: Logger includes. #include "SQLiteClientLoggerPlugin.h" #include "slikenet/PacketizedTCP.h" #include "Ogre3D_DX9_BackbufferGrabber.h" #include "slikenet/time.h" #include "slikenet/GetTime.h" // Event handler to add ability to alter curvature class BspCollisionListener : public ExampleRefAppFrameListener { protected: // RakNet: For logging video PacketizedTCP packetizedTCP; SLNet::SQLiteClientLoggerPlugin loggerPlugin; Ogre3D_DX9_BackbufferGrabber backbufferGrabber; SLNet::TimeMS lastScreenshotTime; // Also save the world * so we can log it out World* mWorld; public: BspCollisionListener(RenderWindow* win, CollideCamera* cam, World* world) : ExampleRefAppFrameListener(win, cam) { // RakNet: Connect to server using TCP, for logging video packetizedTCP.AttachPlugin(&loggerPlugin); packetizedTCP.Start(0,0); loggerPlugin.SetServerParameters(packetizedTCP.Connect("127.0.0.1", 38123, true), "ogrevideo.sqlite"); // For testing, I'm using 512x512 with a huge memory constraint at 30 FPS // For a real game, you probably want to limit this to 256x256, with a 8MB memory constraint, at 15-20 FPS loggerPlugin.SetMemoryConstraint(128000000); backbufferGrabber.InitBackbufferGrabber(mWindow, 512, 512); lastScreenshotTime=0; mWorld=world; } bool frameEnded(const FrameEvent& evt) { // local just to stop toggles flipping too fast static Real timeUntilNextToggle = 0; // Deal with time delays that are too large // If we exceed this limit, we ignore static const Real MAX_TIME_INCREMENT = 0.5f; if (evt.timeSinceLastEvent > MAX_TIME_INCREMENT) { return true; } if (timeUntilNextToggle >= 0) timeUntilNextToggle -= evt.timeSinceLastFrame; // Call superclass bool ret = ExampleRefAppFrameListener::frameEnded(evt); if (mKeyboard->isKeyDown(OIS::KC_SPACE) && timeUntilNextToggle <= 0) { timeUntilNextToggle = 2; ball->setPosition(mCamera->getPosition() + mCamera->getDirection() * mCamera->getNearClipDistance() * 2); ball->setLinearVelocity(mCamera->getDirection() * 200); ball->setAngularVelocity(Vector3::ZERO); // RakNet: Log events, which in this case is only firing the ball. Give the event a color so we can plot it rakSqlLog("EventData", "x,y,z,name,color", (mCamera->getPosition().x, mCamera->getPosition().y, mCamera->getPosition().z, "Fired Ball", "green")); } // Move the targeter rsq->setRay(mCamera->getRealCamera()->getCameraToViewportRay(0.5, 0.5)); RaySceneQueryResult& rsqResult = rsq->execute(); RaySceneQueryResult::iterator ri = rsqResult.begin(); if (ri != rsqResult.end()) { RaySceneQueryResultEntry& res = *ri; targetNode->setPosition(rsq->getRay().getPoint(res.distance)); } // RakNet: Send screenshot and FPS info to server if connected, at most once every 30 milliseconds // This is constrained so we don't overflow the server with screenshots // Also only do it if we connected to the server SLNet::TimeMS timeSinceLastLog= SLNet::GetTimeMS()-lastScreenshotTime; if (packetizedTCP.GetConnectionCount()>0 && timeSinceLastLog>30) { SLNet::RGBImageBlob blob; backbufferGrabber.LockBackbufferCopy(&blob); RakAssert(blob.data!=0); // RakNet: Log frame data, including screenshot and FPS SLNet::SQLLogResult logResult = rakSqlLog("FrameData", "screenshot,averageFPS,lastFPS,bestFPS,worstFPS,numTris,DebugText", ( &blob,mWindow->getAverageFPS(),mWindow->getLastFPS(),mWindow->getBestFPS(),mWindow->getWorstFPS(),(int) mWindow->getTriangleCount(),mDebugText.c_str() )); // Release backbuffer as soon as possible, after sending frame data backbufferGrabber.ReleaseBackbufferCopy(); if ( logResult== SLNet::SQLLR_WOULD_EXCEED_MEMORY_CONSTRAINT ) { /// Sending too large of screenshots, or can't transfer data fast enough. See loggerPlugin.SetMemoryConstraint } // Also log out position of all world objects Entity *entity; SceneNode *sceneNode; entity = mWorld->getSceneManager()->getEntity("ball"); sceneNode = entity->getParentSceneNode(); // RakNet: Log object position data over time rakSqlLog("ObjectData", "x,y,z,name,color", (sceneNode->getPosition().x, sceneNode->getPosition().y, sceneNode->getPosition().z, entity->getName().c_str(), "blue")); for (int row = 0; row < num_rows; ++row) { for (int i = 0; i < (num_rows-row); ++i) { String name = "box"; name += StringConverter::toString((row*num_rows) + i); entity = mWorld->getSceneManager()->getEntity(name); sceneNode = entity->getParentSceneNode(); rakSqlLog("ObjectData", "x,y,z,name,color", (sceneNode->getPosition().x, sceneNode->getPosition().y, sceneNode->getPosition().z, entity->getName().c_str(), "red")); } } lastScreenshotTime= SLNet::GetTimeMS(); } return ret; } }; class BspCollisionApplication : public ExampleRefAppApplication { public: BspCollisionApplication() { } ~BspCollisionApplication() { delete rsq; } protected: void chooseSceneManager(void) { mSceneMgr = mRoot->createSceneManager("BspSceneManager"); } void createWorld(void) { // Create BSP-specific world mWorld = new World(mSceneMgr, World::WT_REFAPP_BSP); } void createScene(void) { mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_MODULATIVE); // Set ambient light mSceneMgr->setAmbientLight(ColourValue(0.2, 0.2, 0.2)); // Create a point light Light* l = mSceneMgr->createLight("MainLight"); l->setPosition(-100,50,100); l->setAttenuation(8000,1,0,0); // Setup World mWorld->setGravity(Vector3(0, 0, -60)); mWorld->getSceneManager()->setWorldGeometry("ogretestmap.bsp"); // modify camera for close work mCamera->setNearClipDistance(10); mCamera->setFarClipDistance(20000); // Also change position, and set Quake-type orientation // Get random player start point ViewPoint vp = mSceneMgr->getSuggestedViewpoint(true); mCamera->setPosition(vp.position); mCamera->pitch(Degree(90)); // Quake uses X/Y horizon, Z up mCamera->rotate(vp.orientation); // Don't yaw along variable axis, causes leaning mCamera->setFixedYawAxis(true, Vector3::UNIT_Z); // Look at the boxes mCamera->lookAt(-150,40,30); ball = mWorld->createBall("ball", 7, vp.position + Vector3(0,0,80)); ball->setDynamicsEnabled(true); ball->getEntity()->setMaterialName("Ogre/Eyes"); OgreRefApp::Box* box = mWorld->createBox("shelf", 75, 125, 5, Vector3(-150, 40, 30)); box->getEntity()->setMaterialName("Examples/Rocky"); static const Real BOX_SIZE = 15.0f; for (int row = 0; row < num_rows; ++row) { for (int i = 0; i < (num_rows-row); ++i) { Real row_size = (num_rows - row) * BOX_SIZE * 1.25; String name = "box"; name += StringConverter::toString((row*num_rows) + i); box = mWorld->createBox(name, BOX_SIZE,BOX_SIZE,BOX_SIZE , Vector3(-150, 40 - (row_size * 0.5) + (i * BOX_SIZE * 1.25) , 32.5 + (BOX_SIZE / 2) + (row * BOX_SIZE))); box->setDynamicsEnabled(false, true); box->getEntity()->setMaterialName("Examples/10PointBlock"); } } mCamera->setCollisionEnabled(false); mCamera->getRealCamera()->setQueryFlags(0); // Create the targeting sphere Entity* targetEnt = mSceneMgr->createEntity("testray", "sphere.mesh"); MaterialPtr mat = MaterialManager::getSingleton().create("targeter", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); Pass* pass = mat->getTechnique(0)->getPass(0); TextureUnitState* tex = pass->createTextureUnitState(); tex->setColourOperationEx(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, ColourValue::Red); pass->setLightingEnabled(false); pass->setSceneBlending(SBT_ADD); pass->setDepthWriteEnabled(false); targetEnt->setMaterialName("targeter"); targetEnt->setCastShadows(false); targetEnt->setQueryFlags(0); targetNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); targetNode->scale(0.025, 0.025, 0.025); targetNode->attachObject(targetEnt); rsq = mSceneMgr->createRayQuery(Ray()); rsq->setSortByDistance(true, 1); rsq->setWorldFragmentType(SceneQuery::WFT_SINGLE_INTERSECTION); } // Create new frame listener void createFrameListener(void) { mFrameListener= new BspCollisionListener(mWindow, mCamera, mWorld); mRoot->addFrameListener(mFrameListener); } public: }; #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 #define WIN32_LEAN_AND_MEAN #include "windows.h" INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT ) #else int main(int argc, char **argv) #endif { // Create application object BspCollisionApplication app; try { app.go(); } catch( Exception& e ) { #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 MessageBox(nullptr, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL); #else std::cerr << "An exception has occured: " << e.getFullDescription(); #endif } return 0; }