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source: orxonox.OLD/branches/network/src/lib/physics/physics_engine.cc @ 5889

Last change on this file since 5889 was 5779, checked in by bensch, 19 years ago

orxonox/trunk: ClassList is now in std::list style
ShellCommand is now in std::list style

File size: 6.5 KB
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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 "list.h"
22#include "tinyxml.h"
23#include "factory.h"
24#include "load_param.h"
25
26using namespace std;
27
28
29/**
30 *  standard constructor
31*/
32PhysicsEngine::PhysicsEngine()
33{
34  this->setClassID(CL_PHYSICS_ENGINE, "PhysicsEngine");
35  this->setName("PhysicsEngine");
36  this->interfaces = NULL;
37}
38
39/**
40 *  the singleton reference to this class
41*/
42PhysicsEngine* PhysicsEngine::singletonRef = NULL;
43
44/**
45 *  standard deconstructor
46
47*/
48PhysicsEngine::~PhysicsEngine()
49{
50  // delete all PhysicsConnections that are still in existence
51  while (this->connections.size() > 0)
52  {
53    PhysicsConnection* connection = this->connections.front();
54    this->connections.pop_front();
55    delete connection;
56  }
57//
58//   // delete all PhysicsInterfaces, still in existence (this could be dangerous)
59//   tIterator<PhysicsInterface>* itPI = this->interfaces->getIterator();
60//   PhysicsInterface* enumPI = itPI->firstElement();
61//   while (enumPI)
62//   {
63//     delete enumPI;
64//
65//     enumPI = itPI->nextElement();
66//   }
67//   delete itPI;
68//
69//   // delete all PhysicsFields, still in existence (this could be dangerous)
70//   tIterator<Field>* itF = this->fields->getIterator();
71//   Field* enumF = itF->firstElement();
72//   while (enumF)
73//   {
74//     delete enumF;
75//
76//     enumF = itF->nextElement();
77//   }
78//   delete itF;
79
80  PhysicsEngine::singletonRef = NULL;
81}
82
83/**
84* @param root the XML-element to load settings from
85 */
86void PhysicsEngine::loadParams(const TiXmlElement* root)
87{
88  LoadParamXML(root, "Fields", this, PhysicsEngine, loadFields)
89      .describe("loads a list of fields");
90
91  LoadParamXML(root, "Connections", this, PhysicsEngine, loadConnections)
92      .describe("loads a list of fields");
93}
94
95/**
96 * @param root the XML-element to Load the PhysicsField from
97 */
98void PhysicsEngine::loadFields(const TiXmlElement* root)
99{
100  PRINTF(4)("Loading Physical Fields\n");
101
102  const TiXmlElement* element = root->FirstChildElement();
103  while (element != NULL)
104  {
105    Factory::getFirst()->fabricate(element);
106
107    element = element->NextSiblingElement();
108  }
109}
110
111/**
112 * @param root the XML-element to load the PhysicsConnection from
113 */
114void PhysicsEngine::loadConnections(const TiXmlElement* root)
115{
116  PRINTF(4)("Loading Physical Connections\n");
117
118  const TiXmlElement* element = root->FirstChildElement();
119  while (element != NULL)
120  {
121    Factory::getFirst()->fabricate(element);
122
123    element = element->NextSiblingElement();
124  }
125}
126
127/**
128* @param physicsInterfaceName the Name of the PhysicsInterface to search for
129  @returns the PhysicsInterface if found, or NULL if not
130 */
131PhysicsInterface* PhysicsEngine::getPhysicsInterfaceByName(const char* physicsInterfaceName) const
132{
133  BaseObject* interface = ClassList::getObject(physicsInterfaceName, CL_PHYSICS_INTERFACE);
134  return (interface != NULL)?  dynamic_cast<PhysicsInterface*>(interface) : NULL;
135}
136
137/**
138 *  adds a Field to the list of handeled fields
139 * @param field the field to add
140
141   this is normally done in the constructor of any Field
142*/
143void PhysicsEngine::addField(Field* field)
144{
145  this->fields.push_back(field);
146}
147
148/**
149 *  removes a Field from the list of handeled fields
150 * @param field the field to remove
151
152   this is normally done in the destructor of any Field
153*/
154void PhysicsEngine::removeField(Field* field)
155{
156  this->fields.remove(field);
157}
158
159/**
160* @param FieldName the Name of the PhysicsInterface to search for
161  @returns the Field if found, or NULL if not
162 */
163Field* PhysicsEngine::getFieldByName(const char* FieldName) const
164{
165  list<Field*>::const_iterator field;
166  for (field = this->fields.begin(); field != this->fields.end(); field++)
167    if (!strcmp(FieldName, (*field)->getName()))
168      return (*field);
169  return NULL;
170}
171
172
173
174/**
175 *  adds A Physical Connection to the List of Connections
176 * @param connection the Connection to add
177
178   Usually this is done through the constructor of PhysicshConnections
179*/
180void PhysicsEngine::addConnection(PhysicsConnection* connection)
181{
182  this->connections.push_back(connection);
183}
184
185/**
186 *  removes A Physical Connection from the List of Connections
187 * @param connection the Connection to remove
188
189   Usually this is done through the destructor of PhysicsConnections
190*/
191void PhysicsEngine::removeConnection(PhysicsConnection* connection)
192{
193  this->connections.remove(connection);
194}
195
196/**
197* @param physicsConnectionName the Name of the PhysicsInterface to search for
198  @returns the PhysicsConnection if found, or NULL if not
199 */
200PhysicsConnection* PhysicsEngine::getPhysicsConnectionByName(const char* physicsConnectionName) const
201{
202  list<PhysicsConnection*>::const_iterator pc;
203  for (pc = this->connections.begin(); pc != this->connections.end(); pc++)
204    if (!strcmp(physicsConnectionName, (*pc)->getName()))
205      delete (*pc);
206  return NULL;
207}
208
209
210
211/**
212 *  Steps through all the Connections and Ticks them
213 * @param dt The time Passed in Seconds
214
215   This function brings a flow into the whole animation
216*/
217void PhysicsEngine::tick(float dt)
218{
219  /* go through all the PhysicsInterface(s) and tick them,
220  meaning let the fields work */
221  list<PhysicsConnection*>::iterator pc;
222  for (pc = this->connections.begin(); pc != this->connections.end(); pc++)
223    (*pc)->apply();
224
225  /* actually tick all the PhysicsInterfaces. Move the objects around */
226  if (this->interfaces != NULL || (this->interfaces = ClassList::getList(CL_PHYSICS_INTERFACE)) != NULL)
227  {
228    list<BaseObject*>::const_iterator tickPhys;
229    for (tickPhys = this->interfaces->begin(); tickPhys != this->interfaces->end(); tickPhys++)
230      dynamic_cast<PhysicsInterface*>(*tickPhys)->tickPhys(dt);
231  }
232}
233
234
235
236/**
237 *  print out interesting debug information of this class
238*/
239void PhysicsEngine::debug() const
240{
241  PRINT(0)("====================================\n");
242  PRINT(0)("= Physics-Engine debug information =\n");
243  PRINT(0)("====================================\n");
244  PRINT(0)(" reference: %p\n", this);
245  if (this->interfaces != NULL)
246    PRINT(0)(" number of Interfaces: %d\n", this->interfaces->size());
247  PRINT(0)(" number of Fields: %d\n", this->fields.size());
248  PRINT(0)(" number of Connections: %d\n", this->connections.size());
249
250  PRINT(0)("==============================PHYS==\n");
251}
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