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source: orxonox.OLD/branches/playability/src/lib/physics/physics_engine.cc @ 10085

Last change on this file since 10085 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 6.3 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 "util/loading/factory.h"
21#include "util/loading/load_param_xml.h"
22
23
24
25ObjectListDefinition(PhysicsEngine);
26/**
27 * @brief standard constructor
28 */
29PhysicsEngine::PhysicsEngine()
30{
31  this->registerObject(this, PhysicsEngine::_objectList);
32  this->setName("PhysicsEngine");
33  this->interfaces = NULL;
34}
35
36/**
37 *  the singleton reference to this class
38*/
39PhysicsEngine* PhysicsEngine::singletonRef = NULL;
40
41/**
42 *  standard deconstructor
43
44*/
45PhysicsEngine::~PhysicsEngine()
46{
47  // delete all PhysicsConnections that are still in existence
48  while (this->connections.size() > 0)
49  {
50    PhysicsConnection* connection = this->connections.front();
51    this->connections.pop_front();
52    delete connection;
53  }
54//
55//   // delete all PhysicsInterfaces, still in existence (this could be dangerous)
56//   tIterator<PhysicsInterface>* itPI = this->interfaces->getIterator();
57//   PhysicsInterface* enumPI = itPI->firstElement();
58//   while (enumPI)
59//   {
60//     delete enumPI;
61//
62//     enumPI = itPI->nextElement();
63//   }
64//   delete itPI;
65//
66//   // delete all PhysicsFields, still in existence (this could be dangerous)
67//   tIterator<Field>* itF = this->fields->getIterator();
68//   Field* enumF = itF->firstElement();
69//   while (enumF)
70//   {
71//     delete enumF;
72//
73//     enumF = itF->nextElement();
74//   }
75//   delete itF;
76
77  PhysicsEngine::singletonRef = NULL;
78}
79
80/**
81* @param root the XML-element to load settings from
82 */
83void PhysicsEngine::loadParams(const TiXmlElement* root)
84{
85  LoadParamXML(root, "Fields", this, PhysicsEngine, loadFields)
86      .describe("loads a list of fields");
87
88  LoadParamXML(root, "Connections", this, PhysicsEngine, loadConnections)
89      .describe("loads a list of fields");
90}
91
92/**
93 * @param root the XML-element to Load the PhysicsField from
94 */
95void PhysicsEngine::loadFields(const TiXmlElement* root)
96{
97  PRINTF(4)("Loading Physical Fields\n");
98
99  const TiXmlElement* element = root->FirstChildElement();
100  while (element != NULL)
101  {
102    Factory::fabricate(element);
103
104    element = element->NextSiblingElement();
105  }
106}
107
108/**
109 * @param root the XML-element to load the PhysicsConnection from
110 */
111void PhysicsEngine::loadConnections(const TiXmlElement* root)
112{
113  PRINTF(4)("Loading Physical Connections\n");
114
115  const TiXmlElement* element = root->FirstChildElement();
116  while (element != NULL)
117  {
118    Factory::fabricate(element);
119
120    element = element->NextSiblingElement();
121  }
122}
123
124/**
125* @param physicsInterfaceName the Name of the PhysicsInterface to search for
126  @returns the PhysicsInterface if found, or NULL if not
127 */
128PhysicsInterface* PhysicsEngine::getPhysicsInterfaceByName(const std::string& physicsInterfaceName) const
129{
130  return PhysicsInterface::objectList().getObject(physicsInterfaceName);
131}
132
133/**
134 *  adds a Field to the list of handeled fields
135 * @param field the field to add
136
137   this is normally done in the constructor of any Field
138*/
139void PhysicsEngine::addField(Field* field)
140{
141  this->fields.push_back(field);
142}
143
144/**
145 *  removes a Field from the list of handeled fields
146 * @param field the field to remove
147
148   this is normally done in the destructor of any Field
149*/
150void PhysicsEngine::removeField(Field* field)
151{
152  this->fields.remove(field);
153}
154
155/**
156* @param fieldName the Name of the PhysicsInterface to search for
157  @returns the Field if found, or NULL if not
158 */
159Field* PhysicsEngine::getFieldByName(const std::string& fieldName) const
160{
161  std::list<Field*>::const_iterator field;
162  for (field = this->fields.begin(); field != this->fields.end(); field++)
163    if (fieldName == (*field)->getName())
164      return (*field);
165  return NULL;
166}
167
168
169
170/**
171 *  adds A Physical Connection to the List of Connections
172 * @param connection the Connection to add
173
174   Usually this is done through the constructor of PhysicshConnections
175*/
176void PhysicsEngine::addConnection(PhysicsConnection* connection)
177{
178  this->connections.push_back(connection);
179}
180
181/**
182 *  removes A Physical Connection from the List of Connections
183 * @param connection the Connection to remove
184
185   Usually this is done through the destructor of PhysicsConnections
186*/
187void PhysicsEngine::removeConnection(PhysicsConnection* connection)
188{
189  this->connections.remove(connection);
190}
191
192/**
193* @param physicsConnectionName the Name of the PhysicsInterface to search for
194  @returns the PhysicsConnection if found, or NULL if not
195 */
196PhysicsConnection* PhysicsEngine::getPhysicsConnectionByName(const std::string& physicsConnectionName) const
197{
198  std::list<PhysicsConnection*>::const_iterator pc;
199  for (pc = this->connections.begin(); pc != this->connections.end(); pc++)
200    if (physicsConnectionName == (*pc)->getName())
201      delete (*pc);
202  return NULL;
203}
204
205
206
207/**
208 *  Steps through all the Connections and Ticks them
209 * @param dt The time Passed in Seconds
210
211   This function brings a flow into the whole animation
212*/
213void PhysicsEngine::tick(float dt)
214{
215  /* go through all the PhysicsInterface(s) and tick them,
216  meaning let the fields work */
217  std::list<PhysicsConnection*>::iterator pc;
218  for (pc = this->connections.begin(); pc != this->connections.end(); pc++)
219    (*pc)->apply();
220
221  /* actually tick all the PhysicsInterfaces. Move the objects around */
222
223  ObjectList<PhysicsInterface>::const_iterator it;
224  for (it = PhysicsInterface::objectList().begin();
225       it != PhysicsInterface::objectList().end();
226       ++it)
227      (*it)->tickPhys(dt);
228}
229
230
231
232/**
233 *  print out interesting debug information of this class
234*/
235void PhysicsEngine::debug() const
236{
237  PRINT(0)("====================================\n");
238  PRINT(0)("= Physics-Engine debug information =\n");
239  PRINT(0)("====================================\n");
240  PRINT(0)(" reference: %p\n", this);
241  if (this->interfaces != NULL)
242    PRINT(0)(" number of Interfaces: %d\n", this->interfaces->size());
243  PRINT(0)(" number of Fields: %d\n", this->fields.size());
244  PRINT(0)(" number of Connections: %d\n", this->connections.size());
245
246  PRINT(0)("==============================PHYS==\n");
247}
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