| 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of the OGRE Reference Application, a layer built |
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| 4 | on top of OGRE(Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __REFAPP_WORLD_H__ |
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| 30 | #define __REFAPP_WORLD_H__ |
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| 31 | |
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| 32 | #include "OgreRefAppPrerequisites.h" |
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| 33 | #include "OgreRefAppJoint.h" |
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| 34 | #include <OgreSingleton.h> |
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| 35 | |
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| 36 | namespace OgreRefApp { |
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| 37 | |
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| 38 | class _OgreRefAppExport World : public Singleton<World> |
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| 39 | { |
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| 40 | public: |
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| 41 | /// World type, you'll want to extend this for your own apps |
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| 42 | enum WorldType { |
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| 43 | WT_REFAPP_GENERIC, |
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| 44 | WT_REFAPP_BSP |
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| 45 | }; |
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| 46 | protected: |
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| 47 | /// Pointer to OGRE's scene manager |
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| 48 | SceneManager* mSceneMgr; |
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| 49 | |
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| 50 | typedef std::map<String, ApplicationObject*> ObjectMap; |
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| 51 | /// Main list of objects |
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| 52 | ObjectMap mObjects; |
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| 53 | |
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| 54 | typedef std::map<String, Joint*> JointMap; |
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| 55 | JointMap mJoints; |
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| 56 | |
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| 57 | typedef std::set<ApplicationObject*> ObjectSet; |
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| 58 | /// Set of dynamics objects (those to perform physics on) |
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| 59 | ObjectSet mDynamicsObjects; |
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| 60 | |
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| 61 | // ODE world object |
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| 62 | dWorld* mOdeWorld; |
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| 63 | |
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| 64 | /// Contact joint group |
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| 65 | dJointGroup* mOdeContactGroup; |
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| 66 | |
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| 67 | Vector3 mGravity; |
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| 68 | |
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| 69 | IntersectionSceneQuery* mIntersectionQuery; |
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| 70 | |
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| 71 | /// The step size of the collision / physics simulation |
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| 72 | Real mSimulationStepSize; |
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| 73 | |
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| 74 | /// The type of world we're dealing with |
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| 75 | WorldType mWorldType; |
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| 76 | |
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| 77 | public: |
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| 78 | /** Creates an instance of the world. |
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| 79 | @param sceneMgr Pointer to the scene manager which will manage the scene |
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| 80 | @param worldType The type of world being used |
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| 81 | */ |
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| 82 | World(SceneManager* sceneMgr, WorldType worldType = WT_REFAPP_GENERIC); |
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| 83 | ~World(); |
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| 84 | |
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| 85 | /// Get the scene manager for this world |
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| 86 | SceneManager* getSceneManager(void); |
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| 87 | |
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| 88 | /** Create an OGRE head object. */ |
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| 89 | OgreHead* createOgreHead(const String& name, const Vector3& pos = Vector3::ZERO, |
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| 90 | const Quaternion& orientation = Quaternion::IDENTITY); |
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| 91 | |
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| 92 | /** Create a plane object. */ |
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| 93 | FinitePlane* createPlane(const String& name, Real width, Real height, const Vector3& pos = Vector3::ZERO, |
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| 94 | const Quaternion& orientation = Quaternion::IDENTITY); |
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| 95 | |
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| 96 | /** Create a ball object. */ |
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| 97 | Ball* createBall(const String& name, Real radius, const Vector3& pos = Vector3::ZERO, |
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| 98 | const Quaternion& orientation = Quaternion::IDENTITY); |
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| 99 | |
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| 100 | /** Create a box object. */ |
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| 101 | Box* createBox(const String& name, Real width, Real height, Real depth, |
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| 102 | const Vector3& pos = Vector3::ZERO, |
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| 103 | const Quaternion& orientation = Quaternion::IDENTITY); |
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| 104 | |
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| 105 | /** Create a camera which interacts with the world. */ |
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| 106 | CollideCamera* createCamera(const String& name, |
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| 107 | const Vector3& pos = Vector3::ZERO, |
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| 108 | const Quaternion& orientation = Quaternion::IDENTITY); |
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| 109 | |
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| 110 | /** Clears the scene. */ |
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| 111 | void clear(void); |
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| 112 | |
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| 113 | dWorld* getOdeWorld(void); |
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| 114 | dJointGroup* getOdeContactJointGroup(void); |
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| 115 | |
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| 116 | /** Detects all the collisions in the world and acts on them. |
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| 117 | @remarks |
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| 118 | This method performs the appropriate queries to detect all the colliding objects |
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| 119 | in the world, tells the objects about it and adds the appropriate physical simulation |
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| 120 | constructs required to apply collision response when applyDynamics is called. |
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| 121 | @par This method is called automatically by World::simulationStep() |
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| 122 | */ |
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| 123 | void _applyCollision(void); |
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| 124 | |
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| 125 | /** Updates the world simulation. |
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| 126 | @par This method is called automatically by World::simulationStep() |
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| 127 | */ |
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| 128 | void _applyDynamics(Real timeElapsed); |
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| 129 | |
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| 130 | /** Internal method for notifying the world of a change in the dynamics status of an object. */ |
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| 131 | void _notifyDynamicsStateForObject(ApplicationObject* obj, bool dynamicsEnabled); |
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| 132 | |
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| 133 | /** Sets the gravity vector, units are in m/s^2. |
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| 134 | @remarks |
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| 135 | The world defaults to no gravity. |
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| 136 | Tip: Earth gravity is Vector3(0, -9.81, 0); |
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| 137 | */ |
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| 138 | void setGravity(const Vector3& vec); |
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| 139 | |
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| 140 | /** Gets the gravity vector. */ |
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| 141 | const Vector3& getGravity(void); |
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| 142 | |
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| 143 | /** Creates a Joint object for linking objects together in the world. |
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| 144 | @param name The name of the Joint. |
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| 145 | @param jtype The type of joint, see Joint::JointType. |
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| 146 | @param obj1 The first object to attach, or NULL to attach to the static world. |
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| 147 | @param obj2 The second object to attach, or NULL to attach to the static world. |
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| 148 | */ |
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| 149 | Joint* createJoint(const String& name, Joint::JointType jtype, |
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| 150 | ApplicationObject* obj1, ApplicationObject* obj2); |
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| 151 | |
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| 152 | /** Sets the step size of the simulation. |
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| 153 | @remarks |
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| 154 | This parameter allows you to alter the accuracy of the simulation. |
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| 155 | This is the interval at which collision and physics are performed, |
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| 156 | such that in high frame rate scenarios these operations are |
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| 157 | not done every single frame, and in low frame rate situations more |
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| 158 | steps are performed per frame to ensure the stability of the |
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| 159 | simulation. |
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| 160 | @par |
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| 161 | The default value for this parameter is 0.01s. |
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| 162 | */ |
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| 163 | void setSimulationStepSize(Real step); |
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| 164 | /** Returns the size of the simulation step. */ |
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| 165 | Real getSimulationStepSize(void); |
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| 166 | |
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| 167 | /** Performs a simulation step, ie applies collision and physics. |
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| 168 | @remarks |
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| 169 | Collision events will cause callbacks to your ApplicationObject |
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| 170 | instances to notify them of the collisions; this is for information, |
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| 171 | dynamics are applied automatically if turned on for the objects so you |
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| 172 | do not need to handle physics yourself if you do not wish to. |
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| 173 | @par |
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| 174 | Note that if the timeElapsed parameter is greater than the simulation |
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| 175 | step size (as set using setSimulationStepSize), more than one collision |
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| 176 | and dynamics step will take place during this call. Similarly, no step |
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| 177 | may occur if the time elapsed has not reached the simulation step |
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| 178 | size yet. |
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| 179 | */ |
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| 180 | void simulationStep(Real timeElapsed); |
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| 181 | /** Override standard Singleton retrieval. |
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| 182 | @remarks |
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| 183 | Why do we do this? Well, it's because the Singleton |
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| 184 | implementation is in a .h file, which means it gets compiled |
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| 185 | into anybody who includes it. This is needed for the |
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| 186 | Singleton template to work, but we actually only want it |
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| 187 | compiled into the implementation of the class based on the |
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| 188 | Singleton, not all of them. If we don't change this, we get |
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| 189 | link errors when trying to use the Singleton-based class from |
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| 190 | an outside dll. |
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| 191 | @par |
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| 192 | This method just delegates to the template version anyway, |
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| 193 | but the implementation stays in this single compilation unit, |
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| 194 | preventing link errors. |
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| 195 | */ |
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| 196 | static World& getSingleton(void); |
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| 197 | /** Override standard Singleton retrieval. |
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| 198 | @remarks |
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| 199 | Why do we do this? Well, it's because the Singleton |
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| 200 | implementation is in a .h file, which means it gets compiled |
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| 201 | into anybody who includes it. This is needed for the |
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| 202 | Singleton template to work, but we actually only want it |
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| 203 | compiled into the implementation of the class based on the |
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| 204 | Singleton, not all of them. If we don't change this, we get |
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| 205 | link errors when trying to use the Singleton-based class from |
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| 206 | an outside dll. |
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| 207 | @par |
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| 208 | This method just delegates to the template version anyway, |
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| 209 | but the implementation stays in this single compilation unit, |
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| 210 | preventing link errors. |
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| 211 | */ |
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| 212 | static World* getSingletonPtr(void); |
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| 213 | |
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| 214 | }; |
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| 215 | |
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| 216 | |
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| 217 | } |
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| 218 | |
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| 219 | #endif |
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| 220 | |
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