1 | |
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2 | /* |
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3 | orxonox - the future of 3D-vertical-scrollers |
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4 | |
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5 | Copyright (C) 2004 orx |
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6 | |
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7 | This program is free software; you can redistribute it and/or modify |
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8 | it under the terms of the GNU General Public License as published by |
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9 | the Free Software Foundation; either version 2, or (at your option) |
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10 | any later version. |
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11 | |
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12 | ### File Specific: |
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13 | main-programmer: Patrick Boenzli |
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14 | co-programmer: Christian Meyer |
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15 | */ |
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16 | |
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17 | #include "world.h" |
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18 | #include "world_entity.h" |
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19 | #include "collision.h" |
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20 | #include "player.h" |
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21 | #include "command_node.h" |
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22 | #include "camera.h" |
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23 | #include "environment.h" |
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24 | |
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25 | using namespace std; |
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26 | |
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27 | |
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28 | /** |
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29 | \brief create a new World |
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30 | |
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31 | This creates a new empty world! |
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32 | */ |
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33 | World::World (char* name) |
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34 | { |
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35 | this->worldName = name; |
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36 | this->debugWorldNr = -1; |
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37 | this->entities = new tList<WorldEntity>(); |
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38 | } |
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39 | |
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40 | World::World (int worldID) |
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41 | { |
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42 | this->debugWorldNr = worldID; |
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43 | this->worldName = NULL; |
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44 | this->entities = new tList<WorldEntity>(); |
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45 | } |
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46 | |
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47 | /** |
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48 | \brief remove the World from memory |
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49 | */ |
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50 | World::~World () |
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51 | { |
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52 | Orxonox *orx = Orxonox::getInstance(); |
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53 | orx->get_localinput()->unbind (this->localPlayer); |
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54 | delete this->entities; |
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55 | delete this->localCamera; |
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56 | } |
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57 | |
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58 | |
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59 | /** |
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60 | \brief initialize the world before use. |
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61 | */ |
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62 | Error World::init() |
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63 | { |
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64 | this->bPause = false; |
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65 | } |
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66 | |
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67 | Error World::start() |
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68 | { |
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69 | this->mainLoop(); |
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70 | } |
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71 | |
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72 | Error World::stop() |
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73 | { |
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74 | this->bQuitCurrentGame = true; |
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75 | this->localCamera->setWorld(NULL); |
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76 | this->entities->clear(); |
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77 | Orxonox::getInstance()->get_localinput()->reset(); |
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78 | this->~World(); |
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79 | } |
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80 | |
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81 | Error World::pause() |
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82 | { |
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83 | this->isPaused = true; |
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84 | } |
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85 | |
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86 | Error World::resume() |
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87 | { |
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88 | this->isPaused = false; |
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89 | } |
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90 | |
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91 | void World::load() |
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92 | { |
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93 | if(this->debugWorldNr != -1) |
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94 | { |
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95 | switch(this->debugWorldNr) |
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96 | { |
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97 | case DEBUG_WORLD_0: |
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98 | { |
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99 | // create some path nodes |
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100 | |
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101 | this->tracklen = 6; |
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102 | this->track = new Track(); |
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103 | |
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104 | track->addPoint (Vector(0, 0, 0)); |
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105 | track->addPoint (Vector(10, -5, 0)); |
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106 | track->addPoint (Vector(20, 5, 0)); |
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107 | track->addPoint (Vector(30, -5, 0)); |
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108 | track->addPoint (Vector(40, 0, 0)); |
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109 | track->addPoint (Vector(60, 0, 0)); |
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110 | |
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111 | |
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112 | // create a player |
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113 | WorldEntity* myPlayer = new Player(); |
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114 | this->spawn(myPlayer); |
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115 | this->localPlayer = myPlayer; |
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116 | |
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117 | // bind input |
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118 | Orxonox *orx = Orxonox::getInstance(); |
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119 | orx->get_localinput()->bind (myPlayer); |
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120 | |
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121 | // bind camera |
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122 | this->localCamera = new Camera(this); |
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123 | this->getCamera()->bind (myPlayer); |
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124 | |
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125 | Placement* plc = new Placement; |
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126 | plc->pos = Vector(100, 10, 10); |
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127 | plc->rot = Quaternion(); |
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128 | WorldEntity* env = new Environment(); |
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129 | this->spawn(env, plc); |
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130 | |
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131 | break; |
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132 | } |
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133 | case DEBUG_WORLD_1: |
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134 | { |
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135 | // create some path nodes |
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136 | this->pathnodes = new Vector[6]; |
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137 | this->pathnodes[0] = Vector(0, 0, 0); |
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138 | this->pathnodes[1] = Vector(20, 10, 10); |
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139 | this->pathnodes[2] = Vector(40, 0, 10); |
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140 | this->pathnodes[3] = Vector(60, 10, 0); |
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141 | this->pathnodes[4] = Vector(80, 20, 10); |
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142 | this->pathnodes[5] = Vector(30, 50, 0); |
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143 | |
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144 | // create the tracks |
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145 | this->tracklen = 6; |
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146 | this->track = new Track[6]; |
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147 | for( int i = 0; i < this->tracklen; i++) |
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148 | { |
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149 | // this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]); |
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150 | } |
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151 | |
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152 | // create a player |
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153 | //WorldEntity* myPlayer = (WorldEntity*) this->spawn<Player>(); |
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154 | WorldEntity* myPlayer = new Player(); |
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155 | this->spawn(myPlayer); |
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156 | this->localPlayer = myPlayer; |
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157 | |
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158 | // bind input |
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159 | Orxonox *orx = Orxonox::getInstance(); |
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160 | orx->get_localinput()->bind (myPlayer); |
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161 | |
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162 | // bind camera |
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163 | this->localCamera = new Camera(this); |
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164 | this->getCamera()->bind (myPlayer); |
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165 | break; |
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166 | } |
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167 | default: |
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168 | printf("World::load() - no world with ID %i found", this->debugWorldNr ); |
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169 | } |
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170 | } |
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171 | else if(this->worldName != NULL) |
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172 | { |
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173 | |
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174 | } |
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175 | |
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176 | // initialize debug coord system |
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177 | objectList = glGenLists(1); |
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178 | glNewList (objectList, GL_COMPILE); |
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179 | glLoadIdentity(); |
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180 | glColor3f(1.0,0,0); |
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181 | glBegin(GL_QUADS); |
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182 | float height [500][100]; |
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183 | float size = 2.0; |
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184 | for ( int i = 0; i<=200; i+=1) |
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185 | { |
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186 | for (int j = 0; j<=50;j+=1) |
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187 | { |
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188 | height[i][j] = rand()/200321400 + (j-25)*(j-25)/30; |
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189 | |
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190 | } |
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191 | } |
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192 | for ( int i = 0; i<=200; i+=1) |
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193 | { |
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194 | for (int j = 0; j<=50;j+=1) |
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195 | { |
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196 | Vector* v1 = new Vector (size*i, size*j-25*size, height[i][j] -20); |
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197 | Vector* v2 = new Vector (size*i+size, size*j-25*size, height[i+1][j]-20); |
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198 | Vector* v3 = new Vector (size*i+size, size*j+size-25*size, height[i+1][j+1]-20); |
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199 | Vector* v4 = new Vector (size*i, size*j+size -25*size, height[i][j+1]-20); |
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200 | |
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201 | Vector c1 = *v2 - *v1; |
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202 | Vector c2 = *v3 - *v2; |
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203 | Vector c3 = *v4 - *v3; |
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204 | Vector c4 = *v1 - *v4; |
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205 | |
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206 | c1.cross(*v4 - *v1); |
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207 | c2.cross(*v1 - *v2); |
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208 | c3.cross(*v2 - *v3); |
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209 | c4.cross(*v3 - *v4); |
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210 | |
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211 | |
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212 | glVertex3f(v1->x, v1->y, v1->z); |
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213 | |
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214 | glVertex3f(v2->x, v2->y, v2->z); |
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215 | |
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216 | glVertex3f(v3->x, v3->y, v3->z); |
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217 | glNormal3f(c4.x, c4.y, c4.z); |
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218 | glVertex3f(v4->x, v4->y, v4->z); |
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219 | |
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220 | } |
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221 | } |
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222 | glEnd(); |
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223 | /* |
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224 | glBegin(GL_LINES); |
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225 | for( float x = -128.0; x < 128.0; x += 25.0) |
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226 | { |
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227 | for( float y = -128.0; y < 128.0; y += 25.0) |
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228 | { |
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229 | glColor3f(1,0,0); |
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230 | glVertex3f(x,y,-128.0); |
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231 | glVertex3f(x,y,0.0); |
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232 | glColor3f(0.5,0,0); |
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233 | glVertex3f(x,y,0.0); |
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234 | glVertex3f(x,y,128.0); |
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235 | } |
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236 | } |
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237 | for( float y = -128.0; y < 128.0; y += 25.0) |
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238 | { |
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239 | for( float z = -128.0; z < 128.0; z += 25.0) |
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240 | { |
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241 | glColor3f(0,1,0); |
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242 | glVertex3f(-128.0,y,z); |
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243 | glVertex3f(0.0,y,z); |
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244 | glColor3f(0,0.5,0); |
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245 | glVertex3f(0.0,y,z); |
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246 | glVertex3f(128.0,y,z); |
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247 | } |
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248 | } |
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249 | for( float x = -128.0; x < 128.0; x += 25.0) |
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250 | { |
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251 | for( float z = -128.0; z < 128.0; z += 25.0) |
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252 | { |
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253 | glColor3f(0,0,1); |
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254 | glVertex3f(x,-128.0,z); |
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255 | glVertex3f(x,0.0,z); |
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256 | glColor3f(0,0,0.5); |
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257 | glVertex3f(x,0.0,z); |
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258 | glVertex3f(x,128.0,z); |
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259 | } |
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260 | |
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261 | } |
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262 | */ |
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263 | //draw track |
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264 | glBegin(GL_LINE_STRIP); |
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265 | glColor3f(0,1,1); |
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266 | for( float i = 0; i <= 1; i+=.01) |
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267 | { |
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268 | glVertex3f(track->getPos(i).x, track->getPos(i).y, track->getPos(i).z); |
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269 | } |
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270 | glEnd(); |
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271 | glEndList(); |
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272 | } |
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273 | |
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274 | |
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275 | /** |
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276 | \brief checks for collisions |
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277 | |
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278 | This method runs through all WorldEntities known to the world and checks for collisions |
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279 | between them. In case of collisions the collide() method of the corresponding entities |
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280 | is called. |
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281 | */ |
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282 | void World::collide () |
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283 | { |
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284 | /* |
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285 | List *a, *b; |
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286 | WorldEntity *aobj, *bobj; |
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287 | |
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288 | a = entities; |
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289 | |
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290 | while( a != NULL) |
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291 | { |
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292 | aobj = a->nextElement(); |
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293 | if( aobj->bCollide && aobj->collisioncluster != NULL) |
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294 | { |
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295 | b = a->nextElement(); |
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296 | while( b != NULL ) |
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297 | { |
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298 | bobj = b->nextElement(); |
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299 | if( bobj->bCollide && bobj->collisioncluster != NULL ) |
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300 | { |
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301 | unsigned long ahitflg, bhitflg; |
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302 | if( check_collision ( &aobj->place, aobj->collisioncluster, |
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303 | &ahitflg, &bobj->place, bobj->collisioncluster, |
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304 | &bhitflg) ); |
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305 | { |
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306 | aobj->collide (bobj, ahitflg, bhitflg); |
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307 | bobj->collide (aobj, bhitflg, ahitflg); |
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308 | } |
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309 | } |
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310 | b = b->nextElement(); |
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311 | } |
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312 | } |
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313 | a = a->enumerate(); |
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314 | } |
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315 | */ |
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316 | } |
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317 | |
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318 | /** |
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319 | \brief runs through all entities calling their draw() methods |
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320 | */ |
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321 | void World::draw () |
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322 | { |
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323 | // draw geometry |
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324 | |
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325 | // draw entities |
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326 | WorldEntity* entity; |
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327 | |
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328 | entity = this->entities->enumerate(); |
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329 | while( entity != NULL ) |
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330 | { |
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331 | if( entity->bDraw ) entity->draw(); |
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332 | entity = this->entities->nextElement(); |
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333 | } |
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334 | |
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335 | |
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336 | // draw debug coord system |
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337 | glCallList (objectList); |
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338 | |
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339 | |
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340 | } |
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341 | |
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342 | /** |
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343 | \brief updates Placements and notifies entities when they left the |
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344 | world |
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345 | |
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346 | This runs trough all WorldEntities and maps Locations to Placements |
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347 | if they are bound, checks whether they left the level boundaries |
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348 | and calls appropriate functions. |
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349 | */ |
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350 | void World::update () |
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351 | { |
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352 | //List<WorldEntity> *l; |
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353 | WorldEntity* entity; |
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354 | Location* loc; |
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355 | Placement* plc; |
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356 | Uint32 t; |
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357 | |
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358 | // l = entities->enumerate(); |
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359 | entity = this->entities->enumerate(); |
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360 | while( entity != NULL ) |
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361 | { |
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362 | |
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363 | |
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364 | if( !entity->isFree() ) |
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365 | { |
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366 | loc = entity->get_location(); |
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367 | plc = entity->get_placement(); |
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368 | t = loc->part; |
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369 | |
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370 | /* check if entity has still a legal track-id */ |
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371 | if( t >= tracklen ) |
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372 | { |
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373 | printf("An entity is out of the game area\n"); |
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374 | entity->left_world (); |
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375 | } |
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376 | else |
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377 | { |
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378 | while( track[t].map_coords( loc, plc) ) |
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379 | { |
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380 | track[t].post_leave (entity); |
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381 | if( loc->part >= tracklen ) |
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382 | { |
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383 | printf("An entity has left the game area\n"); |
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384 | entity->left_world (); |
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385 | break; |
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386 | } |
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387 | track[loc->part].post_enter (entity); |
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388 | } |
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389 | } |
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390 | } |
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391 | else |
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392 | { |
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393 | /* TO DO: implement check whether this particular free entity |
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394 | is out of the game area |
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395 | TO DO: call function to notify the entity that it left |
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396 | the game area |
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397 | */ |
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398 | } |
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399 | |
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400 | entity = entities->nextElement(); |
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401 | } |
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402 | |
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403 | } |
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404 | |
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405 | /** |
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406 | \brief relays the passed time since the last frame to entities and Track parts |
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407 | \param deltaT: the time passed since the last frame in milliseconds |
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408 | */ |
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409 | void World::time_slice (Uint32 deltaT) |
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410 | { |
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411 | //List<WorldEntity> *l; |
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412 | WorldEntity* entity; |
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413 | float seconds = deltaT; |
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414 | |
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415 | seconds /= 1000; |
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416 | |
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417 | entity = entities->enumerate(); |
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418 | while( entity != NULL) |
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419 | { |
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420 | entity->tick (seconds); |
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421 | entity = entities->nextElement(); |
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422 | } |
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423 | |
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424 | track->tick(seconds); |
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425 | // for( int i = 0; i < tracklen; i++) track[i].tick (seconds); |
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426 | } |
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427 | |
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428 | /** |
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429 | \brief removes level data from memory |
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430 | */ |
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431 | void World::unload() |
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432 | { |
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433 | if( pathnodes) delete []pathnodes; |
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434 | if( track) delete []pathnodes; |
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435 | } |
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436 | |
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437 | |
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438 | |
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439 | /** |
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440 | \brief calls the correct mapping function to convert a given "look at"-Location to a |
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441 | Camera Placement |
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442 | */ |
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443 | void World::calc_camera_pos (Location* loc, Placement* plc) |
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444 | { |
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445 | track[loc->part].map_camera (loc, plc); |
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446 | } |
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447 | |
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448 | |
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449 | void World::setTrackLen(Uint32 len) |
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450 | { |
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451 | this->tracklen = len; |
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452 | } |
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453 | |
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454 | int World::getTrackLen() |
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455 | { |
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456 | return this->tracklen; |
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457 | } |
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458 | |
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459 | void World::debug() |
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460 | { |
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461 | //List<WorldEntity> *l; |
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462 | WorldEntity* entity; |
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463 | |
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464 | printf("counting all entities\n"); |
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465 | printf("World::debug() - enumerate()\n"); |
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466 | entity = entities->enumerate(); |
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467 | while( entity != NULL ) |
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468 | { |
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469 | if( entity->bDraw ) printf("got an entity\n"); |
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470 | entity = entities->nextElement(); |
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471 | } |
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472 | } |
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473 | |
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474 | |
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475 | void World::mainLoop() |
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476 | { |
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477 | this->lastFrame = SDL_GetTicks(); |
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478 | this->bQuitOrxonox = false; |
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479 | this->bQuitCurrentGame = false; |
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480 | printf("World|Entering main loop\n"); |
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481 | while(!this->bQuitOrxonox && !this->bQuitCurrentGame) /* pause pause pause ?!?!?*/ |
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482 | { |
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483 | //debug routine |
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484 | //debug(); |
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485 | // Network |
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486 | synchronize(); |
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487 | // Process input |
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488 | handle_input(); |
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489 | // Process time |
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490 | time_slice(); |
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491 | // Process collision |
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492 | collision(); |
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493 | // Draw |
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494 | display(); |
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495 | |
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496 | //for(int i = 0; i < 1000000; i++){} |
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497 | |
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498 | } |
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499 | printf("World|Exiting the main loop\n"); |
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500 | } |
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501 | |
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502 | /** |
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503 | \brief synchronize local data with remote data |
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504 | */ |
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505 | void World::synchronize () |
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506 | { |
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507 | // Get remote input |
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508 | // Update synchronizables |
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509 | } |
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510 | |
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511 | /** |
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512 | \brief run all input processing |
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513 | */ |
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514 | void World::handle_input () |
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515 | { |
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516 | // localinput |
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517 | Orxonox::getInstance()->get_localinput()->process(); |
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518 | // remoteinput |
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519 | } |
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520 | |
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521 | /** |
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522 | \brief advance the timeline |
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523 | */ |
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524 | void World::time_slice () |
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525 | { |
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526 | Uint32 currentFrame = SDL_GetTicks(); |
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527 | if(!this->bPause) |
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528 | { |
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529 | Uint32 dt = currentFrame - this->lastFrame; |
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530 | |
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531 | if(dt > 0) |
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532 | { |
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533 | float fps = 1000/dt; |
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534 | printf("fps = %f\n", fps); |
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535 | } |
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536 | else |
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537 | { |
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538 | printf("fps = 1000 but 0ms!\n"); |
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539 | } |
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540 | |
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541 | this->time_slice (dt); |
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542 | this->update (); |
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543 | this->localCamera->time_slice (dt); |
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544 | } |
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545 | this->lastFrame = currentFrame; |
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546 | } |
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547 | |
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548 | /** |
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549 | \brief compute collision detection |
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550 | */ |
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551 | void World::collision () |
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552 | { |
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553 | this->collide (); |
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554 | } |
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555 | |
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556 | /** |
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557 | \brief handle keyboard commands that are not meant for WorldEntities |
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558 | \param cmd: the command to handle |
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559 | \return true if the command was handled by the system or false if it may be passed to the WorldEntities |
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560 | */ |
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561 | bool World::system_command (Command* cmd) |
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562 | { |
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563 | if( !strcmp( cmd->cmd, "quit")) |
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564 | { |
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565 | if( !cmd->bUp) this->bQuitOrxonox = true; |
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566 | return true; |
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567 | } |
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568 | return false; |
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569 | } |
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570 | |
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571 | /** |
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572 | \brief render the current frame |
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573 | */ |
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574 | void World::display () |
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575 | { |
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576 | // clear buffer |
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577 | glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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578 | // set camera |
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579 | this->localCamera->apply (); |
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580 | // draw world |
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581 | this->draw(); |
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582 | // draw HUD |
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583 | // flip buffers |
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584 | SDL_GL_SwapBuffers(); |
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585 | } |
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586 | |
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587 | Camera* World::getCamera() |
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588 | { |
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589 | return this->localCamera; |
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590 | } |
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591 | |
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592 | |
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593 | void World::spawn(WorldEntity* entity) |
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594 | { |
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595 | Location zeroloc; |
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596 | Location* loc = NULL; |
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597 | WorldEntity* owner; |
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598 | |
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599 | entities->add (entity); |
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600 | zeroloc.dist = 0; |
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601 | zeroloc.part = 0; |
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602 | zeroloc.pos = Vector(); |
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603 | zeroloc.rot = Quaternion(); |
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604 | loc = &zeroloc; |
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605 | entity->init (loc, owner); |
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606 | if (entity->bFree) |
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607 | { |
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608 | this->track[loc->part].map_coords( loc, entity->get_placement()); |
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609 | } |
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610 | entity->post_spawn (); |
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611 | } |
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612 | |
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613 | |
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614 | void World::spawn(WorldEntity* entity, Location* loc) |
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615 | { |
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616 | Location zeroLoc; |
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617 | WorldEntity* owner; |
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618 | this->entities->add (entity); |
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619 | if( loc == NULL) |
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620 | { |
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621 | zeroLoc.dist = 0; |
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622 | zeroLoc.part = 0; |
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623 | zeroLoc.pos = Vector(); |
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624 | zeroLoc.rot = Quaternion(); |
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625 | loc = &zeroLoc; |
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626 | } |
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627 | entity->init (loc, owner); |
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628 | if (entity->bFree) |
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629 | { |
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630 | this->track[loc->part].map_coords( loc, entity->get_placement()); |
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631 | } |
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632 | entity->post_spawn (); |
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633 | //return entity; |
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634 | } |
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635 | |
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636 | |
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637 | void World::spawn(WorldEntity* entity, Placement* plc) |
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638 | { |
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639 | Placement zeroPlc; |
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640 | WorldEntity* owner; |
---|
641 | if( plc == NULL) |
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642 | { |
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643 | zeroPlc.pos = Vector(); |
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644 | zeroPlc.rot = Quaternion(); |
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645 | plc = &zeroPlc; |
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646 | } |
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647 | this->entities->add (entity); |
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648 | entity->init (plc, owner); |
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649 | entity->post_spawn (); |
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650 | //return entity; |
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651 | } |
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