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source: orxonox.OLD/orxonox/branches/buerli/src/world.cc @ 2624

Last change on this file since 2624 was 2551, checked in by patrick, 20 years ago

orxonox/trunk: minor changes - enhanced sc controll, fixed uncontrolled rotation effect, added some debug outputs for testing purposes, reformatted some src files from win style but not all

File size: 6.2 KB
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1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12   ### File Specific:
13   main-programmer: Patrick Boenzli
14   co-programmer: Christian Meyer
15*/
16
17#include "world.h"
18#include "world_entity.h"
19#include "collision.h"
20#include "track.h"
21#include "player.h"
22#include "command_node.h"
23#include "camera.h"
24
25using namespace std;
26
27
28/**
29    \brief create a new World
30   
31    This creates a new empty world!
32*/
33World::World ()
34{
35  entities = new List<WorldEntity>();
36}
37
38/**
39    \brief remove the World from memory
40*/
41World::~World ()
42{
43  unload ();
44  delete entities;
45}
46
47/**
48    \brief checks for collisions
49   
50    This method runs through all WorldEntities known to the world and checks for collisions
51    between them. In case of collisions the collide() method of the corresponding entities
52    is called.
53*/
54void World::collide ()
55{
56  List<WorldEntity> *a, *b;
57  WorldEntity *aobj, *bobj;
58 
59  a = entities->get_next();
60 
61  while( a != NULL)
62    {
63      aobj = a->get_object();
64      if( aobj->bCollide && aobj->collisioncluster != NULL)
65        {
66          b = a->get_next();
67          while( b != NULL )
68            {
69              bobj = b->get_object();
70              if( bobj->bCollide && bobj->collisioncluster != NULL )
71                {
72                  unsigned long ahitflg, bhitflg;
73                  if( check_collision ( &aobj->place, aobj->collisioncluster, 
74                                        &ahitflg, &bobj->place, bobj->collisioncluster, 
75                                        &bhitflg) );
76                  {
77                    aobj->collide (bobj, ahitflg, bhitflg);
78                    bobj->collide (aobj, bhitflg, ahitflg);
79                  }
80                }
81              b = b->get_next();
82            }
83        }
84      a = a->get_next();
85    }
86}
87
88/**
89    \brief runs through all entities calling their draw() methods
90*/
91void World::draw ()
92{
93  // draw geometry
94 
95  // draw entities
96  List<WorldEntity> *l;
97  WorldEntity* entity;
98 
99  l = entities->get_next(); 
100  while( l != NULL ) 
101    { 
102      entity = l->get_object();
103      if( entity->bDraw ) entity->draw();
104      l = l->get_next();
105    }
106 
107 
108  // draw debug coord system
109  glLoadIdentity();
110 
111
112  glBegin(GL_LINES);
113 
114  for( float x = -128.0; x < 128.0; x += 25.0)
115    {
116      for( float y = -128.0; y < 128.0; y += 25.0)
117        {
118          glColor3f(1,0,0);
119          glVertex3f(x,y,-128.0);
120          glVertex3f(x,y,0.0);
121          glColor3f(0.5,0,0);
122          glVertex3f(x,y,0.0);
123          glVertex3f(x,y,128.0);
124        }
125    }
126  for( float y = -128.0; y < 128.0; y += 25.0)
127    {
128      for( float z = -128.0; z < 128.0; z += 25.0)
129        {
130          glColor3f(0,1,0);
131          glVertex3f(-128.0,y,z);
132          glVertex3f(0.0,y,z);
133          glColor3f(0,0.5,0);
134          glVertex3f(0.0,y,z);
135          glVertex3f(128.0,y,z);
136        }
137    }
138  for( float x = -128.0; x < 128.0; x += 25.0)
139    {
140      for( float z = -128.0; z < 128.0; z += 25.0)
141        {
142          glColor3f(0,0,1);
143          glVertex3f(x,-128.0,z);
144          glVertex3f(x,0.0,z);
145          glColor3f(0,0,0.5);
146          glVertex3f(x,0.0,z);
147          glVertex3f(x,128.0,z);
148        }
149     
150    }
151 
152  //draw track
153  glColor3f(0,1,1);
154  for( int i = 0; i < tracklen; i++)
155    {
156      glVertex3f(pathnodes[i].x,pathnodes[i].y,pathnodes[i].z);
157      glVertex3f(pathnodes[(i+1)%tracklen].x,pathnodes[(i+1)%tracklen].y,pathnodes[(i+1)%tracklen].z);
158    }
159  glEnd();
160}
161
162/**
163    \brief updates Placements and notifies entities when they left the
164    world
165   
166    This runs trough all WorldEntities and maps Locations to Placements
167    if they are bound, checks whether they left the level boundaries
168    and calls appropriate functions.
169*/
170void World::update ()
171{
172  List<WorldEntity> *l;
173  WorldEntity* entity;
174  Location* loc;
175  Placement* plc;
176  Uint32 t;
177 
178  l = entities->get_next(); 
179  while( l != NULL ) 
180    { 
181      entity = l->get_object();
182     
183      if( !entity->isFree() )
184        {
185          loc = entity->get_location();
186          plc = entity->get_placement();
187          t = loc->part;
188         
189          /* check if entity has still a legal track-id */
190          if( t >= tracklen )
191            {
192              printf("An entity is out of the game area\n");
193              entity->left_world ();
194            }
195          else
196            {
197              while( track[t].map_coords( loc, plc) )
198                {
199                  track[t].post_leave (entity);
200                  if( loc->part >= tracklen )
201                    {
202                      printf("An entity has left the game area\n");
203                      entity->left_world ();
204                      break;
205                    }
206                  track[loc->part].post_enter (entity);
207                }
208            }
209        }
210      else
211        {
212          /* TO DO: implement check whether this particular free entity
213             is out of the game area
214             TO DO: call function to notify the entity that it left
215             the game area
216          */
217        }
218     
219      l = l->get_next();
220    }
221 
222}
223
224/**
225    \brief relays the passed time since the last frame to entities and Track parts
226    \param deltaT: the time passed since the last frame in milliseconds
227*/
228void World::time_slice (Uint32 deltaT)
229{
230  List<WorldEntity> *l;
231  WorldEntity* entity;
232  float seconds = deltaT;
233 
234  seconds /= 1000;
235 
236  l = entities->get_next(); 
237  while( l != NULL) 
238    { 
239      entity = l->get_object();
240      entity->tick (seconds);
241      l = l->get_next();
242    }
243 
244  for( int i = 0; i < tracklen; i++) track[i].tick (seconds);
245}
246
247/**
248   \brief removes level data from memory
249*/
250void World::unload()
251{
252  if( pathnodes) delete []pathnodes;
253  if( track) delete []pathnodes;
254}
255
256/**
257   \brief loads a simple level for testing purposes
258*/
259void World::load_debug_level()
260{
261  // create some path nodes
262  pathnodes = new Vector[6];
263  pathnodes[0] = Vector(0, 0, 0);
264  pathnodes[1] = Vector(-100, 40, 0);
265  pathnodes[2] = Vector(-100, 140, 0);
266  pathnodes[3] = Vector(0, 180, 0);
267  pathnodes[4] = Vector(100, 140, 0);
268  pathnodes[5] = Vector(100, 40, 0);   
269 
270  // create the tracks
271  tracklen = 6;
272  track = new Track[6];
273  for( int i = 0; i < tracklen; i++)
274    {
275      track[i] = Track( i, (i+1)%tracklen, &pathnodes[i], &pathnodes[(i+1)%tracklen]);
276    }
277 
278  // create a player
279  WorldEntity* myPlayer = (WorldEntity*) spawn<Player>();
280 
281  // bind input
282  Orxonox *orx = Orxonox::getInstance();
283  orx->get_localinput()->bind (myPlayer);
284 
285  // bind camera
286  orx->get_camera()->bind (myPlayer);
287}
288
289/**
290   \brief calls the correct mapping function to convert a given "look at"-Location to a
291   Camera Placement
292*/
293void World::calc_camera_pos (Location* loc, Placement* plc)
294{
295  track[loc->part].map_camera (loc, plc);
296}
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