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source: orxonox.OLD/branches/multi_player_map/src/lib/physics/physics_engine.cc @ 8850

Last change on this file since 8850 was 7221, checked in by bensch, 19 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 6.5 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: ...
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_PHYSICS
17
18#include "physics_engine.h"
19
20#include "class_list.h"
21#include "parser/tinyxml/tinyxml.h"
22#include "util/loading/factory.h"
23#include "util/loading/load_param.h"
24
25using namespace std;
26
27
28/**
29 *  standard constructor
30*/
31PhysicsEngine::PhysicsEngine()
32{
33  this->setClassID(CL_PHYSICS_ENGINE, "PhysicsEngine");
34  this->setName("PhysicsEngine");
35  this->interfaces = NULL;
36}
37
38/**
39 *  the singleton reference to this class
40*/
41PhysicsEngine* PhysicsEngine::singletonRef = NULL;
42
43/**
44 *  standard deconstructor
45
46*/
47PhysicsEngine::~PhysicsEngine()
48{
49  // delete all PhysicsConnections that are still in existence
50  while (this->connections.size() > 0)
51  {
52    PhysicsConnection* connection = this->connections.front();
53    this->connections.pop_front();
54    delete connection;
55  }
56//
57//   // delete all PhysicsInterfaces, still in existence (this could be dangerous)
58//   tIterator<PhysicsInterface>* itPI = this->interfaces->getIterator();
59//   PhysicsInterface* enumPI = itPI->firstElement();
60//   while (enumPI)
61//   {
62//     delete enumPI;
63//
64//     enumPI = itPI->nextElement();
65//   }
66//   delete itPI;
67//
68//   // delete all PhysicsFields, still in existence (this could be dangerous)
69//   tIterator<Field>* itF = this->fields->getIterator();
70//   Field* enumF = itF->firstElement();
71//   while (enumF)
72//   {
73//     delete enumF;
74//
75//     enumF = itF->nextElement();
76//   }
77//   delete itF;
78
79  PhysicsEngine::singletonRef = NULL;
80}
81
82/**
83* @param root the XML-element to load settings from
84 */
85void PhysicsEngine::loadParams(const TiXmlElement* root)
86{
87  LoadParamXML(root, "Fields", this, PhysicsEngine, loadFields)
88      .describe("loads a list of fields");
89
90  LoadParamXML(root, "Connections", this, PhysicsEngine, loadConnections)
91      .describe("loads a list of fields");
92}
93
94/**
95 * @param root the XML-element to Load the PhysicsField from
96 */
97void PhysicsEngine::loadFields(const TiXmlElement* root)
98{
99  PRINTF(4)("Loading Physical Fields\n");
100
101  const TiXmlElement* element = root->FirstChildElement();
102  while (element != NULL)
103  {
104    Factory::fabricate(element);
105
106    element = element->NextSiblingElement();
107  }
108}
109
110/**
111 * @param root the XML-element to load the PhysicsConnection from
112 */
113void PhysicsEngine::loadConnections(const TiXmlElement* root)
114{
115  PRINTF(4)("Loading Physical Connections\n");
116
117  const TiXmlElement* element = root->FirstChildElement();
118  while (element != NULL)
119  {
120    Factory::fabricate(element);
121
122    element = element->NextSiblingElement();
123  }
124}
125
126/**
127* @param physicsInterfaceName the Name of the PhysicsInterface to search for
128  @returns the PhysicsInterface if found, or NULL if not
129 */
130PhysicsInterface* PhysicsEngine::getPhysicsInterfaceByName(const std::string& physicsInterfaceName) const
131{
132  BaseObject* interface = ClassList::getObject(physicsInterfaceName, CL_PHYSICS_INTERFACE);
133  return (interface != NULL)?  dynamic_cast<PhysicsInterface*>(interface) : NULL;
134}
135
136/**
137 *  adds a Field to the list of handeled fields
138 * @param field the field to add
139
140   this is normally done in the constructor of any Field
141*/
142void PhysicsEngine::addField(Field* field)
143{
144  this->fields.push_back(field);
145}
146
147/**
148 *  removes a Field from the list of handeled fields
149 * @param field the field to remove
150
151   this is normally done in the destructor of any Field
152*/
153void PhysicsEngine::removeField(Field* field)
154{
155  this->fields.remove(field);
156}
157
158/**
159* @param fieldName the Name of the PhysicsInterface to search for
160  @returns the Field if found, or NULL if not
161 */
162Field* PhysicsEngine::getFieldByName(const std::string& fieldName) const
163{
164  list<Field*>::const_iterator field;
165  for (field = this->fields.begin(); field != this->fields.end(); field++)
166    if (fieldName == (*field)->getName())
167      return (*field);
168  return NULL;
169}
170
171
172
173/**
174 *  adds A Physical Connection to the List of Connections
175 * @param connection the Connection to add
176
177   Usually this is done through the constructor of PhysicshConnections
178*/
179void PhysicsEngine::addConnection(PhysicsConnection* connection)
180{
181  this->connections.push_back(connection);
182}
183
184/**
185 *  removes A Physical Connection from the List of Connections
186 * @param connection the Connection to remove
187
188   Usually this is done through the destructor of PhysicsConnections
189*/
190void PhysicsEngine::removeConnection(PhysicsConnection* connection)
191{
192  this->connections.remove(connection);
193}
194
195/**
196* @param physicsConnectionName the Name of the PhysicsInterface to search for
197  @returns the PhysicsConnection if found, or NULL if not
198 */
199PhysicsConnection* PhysicsEngine::getPhysicsConnectionByName(const std::string& physicsConnectionName) const
200{
201  list<PhysicsConnection*>::const_iterator pc;
202  for (pc = this->connections.begin(); pc != this->connections.end(); pc++)
203    if (physicsConnectionName == (*pc)->getName())
204      delete (*pc);
205  return NULL;
206}
207
208
209
210/**
211 *  Steps through all the Connections and Ticks them
212 * @param dt The time Passed in Seconds
213
214   This function brings a flow into the whole animation
215*/
216void PhysicsEngine::tick(float dt)
217{
218  /* go through all the PhysicsInterface(s) and tick them,
219  meaning let the fields work */
220  list<PhysicsConnection*>::iterator pc;
221  for (pc = this->connections.begin(); pc != this->connections.end(); pc++)
222    (*pc)->apply();
223
224  /* actually tick all the PhysicsInterfaces. Move the objects around */
225  if (this->interfaces != NULL || (this->interfaces = ClassList::getList(CL_PHYSICS_INTERFACE)) != NULL)
226  {
227    list<BaseObject*>::const_iterator tickPhys;
228    for (tickPhys = this->interfaces->begin(); tickPhys != this->interfaces->end(); tickPhys++)
229      dynamic_cast<PhysicsInterface*>(*tickPhys)->tickPhys(dt);
230  }
231}
232
233
234
235/**
236 *  print out interesting debug information of this class
237*/
238void PhysicsEngine::debug() const
239{
240  PRINT(0)("====================================\n");
241  PRINT(0)("= Physics-Engine debug information =\n");
242  PRINT(0)("====================================\n");
243  PRINT(0)(" reference: %p\n", this);
244  if (this->interfaces != NULL)
245    PRINT(0)(" number of Interfaces: %d\n", this->interfaces->size());
246  PRINT(0)(" number of Fields: %d\n", this->fields.size());
247  PRINT(0)(" number of Connections: %d\n", this->connections.size());
248
249  PRINT(0)("==============================PHYS==\n");
250}
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