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source: code/branches/presentation/src/orxonox/objects/Scene.h @ 2494

Last change on this file since 2494 was 2485, checked in by landauf, 16 years ago

Merged objecthierarchy2 into presentation branch

Couln't merge 2 lines in Gamestate.cc and a whole block of code in GSDedicated.cc (it seems like oli implemented in both branches something like a network-tick-limiter but with different approaches)

Not yet tested in network mode and with bots
The SpaceShips movement is also not yet fully adopted to the new physics (see Engine class)

  • Property svn:eol-style set to native
File size: 5.3 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            void networkcallback_applyShadows()
79                { this->setShadow(this->bShadows_); }
80
81            Ogre::SceneManager*      sceneManager_;
82            Ogre::SceneManager*      sceneManagerDedicated_;
83            Ogre::SceneNode*         rootSceneNode_;
84
85            std::string              skybox_;
86            ColourValue              ambientLight_;
87            std::list<BaseObject*>   objects_;
88            bool                     bShadows_;
89
90
91        /////////////
92        // Physics //
93        /////////////
94
95        public:
96            inline bool hasPhysics()
97                { return this->physicalWorld_ != 0; }
98            void setPhysicalWorld(bool wantsPhysics);
99
100            void setNegativeWorldRange(const Vector3& range);
101            inline const Vector3& getNegativeWorldRange() const
102                { return this->negativeWorldRange_; }
103
104            void setPositiveWorldRange(const Vector3& range);
105            inline const Vector3& getPositiveWorldRange() const
106                { return this->positiveWorldRange_; }
107
108            void setGravity(const Vector3& gravity);
109            inline const Vector3& getGravity() const
110                { return this->gravity_; }
111
112            void addPhysicalObject(WorldEntity* object);
113            void removePhysicalObject(WorldEntity* object);
114
115        private:
116            inline void networkcallback_hasPhysics()
117                { this->setPhysicalWorld(this->bHasPhysics_); }
118            inline void networkcallback_negativeWorldRange()
119                { this->setNegativeWorldRange(this->negativeWorldRange_); }
120            inline void networkcallback_positiveWorldRange()
121                { this->setPositiveWorldRange(this->positiveWorldRange_); }
122            inline void networkcallback_gravity()
123                { this->setGravity(this->gravity_); }
124
125            // collision callback from bullet
126            static bool collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0,
127                                          int index0, const btCollisionObject* colObj1, int partId1, int index1);
128
129            // Bullet objects
130            btDiscreteDynamicsWorld*             physicalWorld_;
131            bt32BitAxisSweep3*                   broadphase_;
132            btDefaultCollisionConfiguration*     collisionConfig_;
133            btCollisionDispatcher*               dispatcher_;
134            btSequentialImpulseConstraintSolver* solver_;
135
136            std::set<WorldEntity*>               physicalObjectQueue_;
137            std::set<WorldEntity*>               physicalObjects_;
138            bool                                 bHasPhysics_;
139            Vector3                              negativeWorldRange_;
140            Vector3                              positiveWorldRange_;
141            Vector3                              gravity_;
142    };
143}
144
145#endif /* _Scene_H__ */
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