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

Last change on this file since 2518 was 2446, checked in by rgrieder, 16 years ago
  • orxonox::Scene should work properly with XMLPort and network synchronisation, no matter what input. No guarantee of course ;)
  • If you disable physics completely and then reactivate it, all rigid bodies that were removed will be added again.
  • new XML attributes: gravity, negativeWorldRange and positiveWorldRange
  • Property svn:eol-style set to native
File size: 4.9 KB
Line 
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 *      Reto Grieder (physics)
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#ifndef _Scene_H__
31#define _Scene_H__
32
33#include "OrxonoxPrereqs.h"
34
35#include "network/synchronisable/Synchronisable.h"
36#include "core/BaseObject.h"
37#include "util/Math.h"
38#include "objects/Tickable.h"
39
40namespace orxonox
41{
42    class _OrxonoxExport Scene : public BaseObject, public Synchronisable, public Tickable
43    {
44        public:
45            Scene(BaseObject* creator);
46            virtual ~Scene();
47
48            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
49            void registerVariables();
50
51            inline Ogre::SceneManager* getSceneManager() const
52                { return this->sceneManager_; }
53            inline Ogre::SceneNode* getRootSceneNode() const
54                { return this->rootSceneNode_; }
55
56            void setSkybox(const std::string& skybox);
57            inline const std::string& getSkybox() const
58                { return this->skybox_; }
59
60            void setAmbientLight(const ColourValue& colour);
61            inline const ColourValue& getAmbientLight() const
62                { return this->ambientLight_; }
63
64            void setShadow(bool bShadow);
65            inline bool getShadow() const
66                { return this->bShadows_; }
67
68            virtual void tick(float dt);
69
70        private:
71            void addObject(BaseObject* object);
72            BaseObject* getObject(unsigned int index) const;
73
74            void networkcallback_applySkybox()
75                { this->setSkybox(this->skybox_); }
76            void networkcallback_applyAmbientLight()
77                { this->setAmbientLight(this->ambientLight_); }
78
79            Ogre::SceneManager*      sceneManager_;
80            Ogre::SceneNode*         rootSceneNode_;
81
82            std::string              skybox_;
83            ColourValue              ambientLight_;
84            std::list<BaseObject*>   objects_;
85            bool                     bShadows_;
86
87
88        /////////////
89        // Physics //
90        /////////////
91
92        public:
93            inline bool hasPhysics()
94                { return this->physicalWorld_ != 0; }
95            void setPhysicalWorld(bool wantsPhysics);
96
97            void setNegativeWorldRange(const Vector3& range);
98            inline const Vector3& getNegativeWorldRange() const
99                { return this->negativeWorldRange_; }
100
101            void setPositiveWorldRange(const Vector3& range);
102            inline const Vector3& getPositiveWorldRange() const
103                { return this->positiveWorldRange_; }
104
105            void setGravity(const Vector3& gravity);
106            inline const Vector3& getGravity() const
107                { return this->gravity_; }
108
109            void addPhysicalObject(WorldEntity* object);
110            void removePhysicalObject(WorldEntity* object);
111
112        private:
113            inline void networkcallback_hasPhysics()
114                { this->setPhysicalWorld(this->bHasPhysics_); }
115            inline void networkcallback_negativeWorldRange()
116                { this->setNegativeWorldRange(this->negativeWorldRange_); }
117            inline void networkcallback_positiveWorldRange()
118                { this->setPositiveWorldRange(this->positiveWorldRange_); }
119            inline void networkcallback_gravity()
120                { this->setGravity(this->gravity_); }
121
122            // Bullet objects
123            btDiscreteDynamicsWorld*             physicalWorld_;
124            bt32BitAxisSweep3*                   broadphase_;
125            btDefaultCollisionConfiguration*     collisionConfig_;
126            btCollisionDispatcher*               dispatcher_;
127            btSequentialImpulseConstraintSolver* solver_;
128
129            std::set<WorldEntity*>               physicalObjectQueue_;
130            std::set<WorldEntity*>               physicalObjects_;
131            bool                                 bHasPhysics_;
132            Vector3                              negativeWorldRange_;
133            Vector3                              positiveWorldRange_;
134            Vector3                              gravity_;
135    };
136}
137
138#endif /* _Scene_H__ */
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