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source: code/branches/physics/src/orxonox/objects/Scene.h @ 2518

Last change on this file since 2518 was 2374, checked in by rgrieder, 16 years ago

Trying to synchronise phyiscs over the network.

  • Removed derivation of CollisionShape from WorldEntity (BaseObject instead).
  • Property svn:eol-style set to native
File size: 3.5 KB
RevLine 
[2072]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Scene_H__
30#define _Scene_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "network/Synchronisable.h"
35#include "core/BaseObject.h"
36#include "util/Math.h"
[2292]37#include "objects/Tickable.h"
[2072]38
39namespace orxonox
40{
[2292]41    class _OrxonoxExport Scene : public BaseObject, public network::Synchronisable, public Tickable
[2072]42    {
43        public:
44            Scene(BaseObject* creator);
45            virtual ~Scene();
46
47            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
48            void registerVariables();
49
50            inline Ogre::SceneManager* getSceneManager() const
51                { return this->sceneManager_; }
52            inline Ogre::SceneNode* getRootSceneNode() const
53                { return this->rootSceneNode_; }
54
[2192]55            inline btDiscreteDynamicsWorld* getPhysicalWorld() const
[2292]56                { return this->physicalWorld_; }
[2192]57
[2072]58            void setSkybox(const std::string& skybox);
59            inline const std::string& getSkybox() const
60                { return this->skybox_; }
61
62            void setAmbientLight(const ColourValue& colour);
63            inline const ColourValue& getAmbientLight() const
64                { return this->ambientLight_; }
65
66            void setShadow(bool bShadow);
67            inline bool getShadow() const
68                { return this->bShadows_; }
69
[2292]70            inline bool hasPhysics()
71                { return this->physicalWorld_ != 0; }
[2374]72            void setPhysicalWorld(bool wantsPhysics);//, const Vector3& worldAabbMin, const Vector3& worldAabbMax);
[2292]73
[2313]74            void addRigidBody(btRigidBody* body);
75            void removeRigidBody(btRigidBody* body);
76
[2292]77            void tick(float dt);
78
[2072]79        private:
80            void addObject(BaseObject* object);
81            BaseObject* getObject(unsigned int index) const;
82
83            void networkcallback_applySkybox()
84                { this->setSkybox(this->skybox_); }
85            void networkcallback_applyAmbientLight()
86                { this->setAmbientLight(this->ambientLight_); }
[2374]87            void networkcallback_hasPhysics()
88                { this->setPhysicalWorld(this->bHasPhysics_); }
[2072]89
[2374]90            Ogre::SceneManager*      sceneManager_;
91            Ogre::SceneNode*         rootSceneNode_;
[2192]92
[2292]93            btDiscreteDynamicsWorld* physicalWorld_;
[2313]94            std::set<btRigidBody*>   physicsQueue_;
[2374]95            bool                     bHasPhysics_;
[2192]96
[2374]97            std::string              skybox_;
98            ColourValue              ambientLight_;
99            std::list<BaseObject*>   objects_;
100            bool                     bShadows_;
[2072]101    };
102}
103
104#endif /* _Scene_H__ */
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