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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