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source: orxonox.OLD/orxonox/trunk/src/story_entities/world.cc @ 3542

Last change on this file since 3542 was 3539, checked in by patrick, 20 years ago

orxonox/trunk: a little enhancement in trackmanager to turn the tracknode into the moving direction. since i have no real up-vector, it doensnt turn right into the moving direction. but almost

File size: 21.1 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 "track_manager.h"
20#include "player.h"
21#include "command_node.h"
22#include "camera.h"
23#include "environment.h"
24#include "primitive.h"
25#include "p_node.h"
26#include "null_parent.h"
27#include "helper_parent.h"
28#include "glmenu_imagescreen.h"
29#include "skysphere.h"
30#include "light.h"
31#include "fontset.h"
32#include "track_node.h"
33
34using namespace std;
35
36
37/**
38    \brief create a new World
39   
40    This creates a new empty world!
41*/
42World::World (char* name)
43{
44  this->init(name, -1);
45  printf("World::World - generating Nullparent\n");
46  NullParent* np = NullParent::getInstance();
47}
48
49/**
50   \brief creates a new World...
51   \param worldID with this ID
52*/
53World::World (int worldID)
54{
55  this->init(NULL, worldID);
56}
57
58/**
59    \brief remove the World from memory
60   
61    delete everything explicitly, that isn't contained in the parenting tree!
62    things contained in the tree are deleted automaticaly
63*/
64World::~World ()
65{
66  printf("World::~World() - deleting current world\n");
67  CommandNode* cn = Orxonox::getInstance()->getLocalInput();
68  cn->unbind(this->localPlayer);
69  cn->reset();
70
71  this->localCamera->destroy();
72  this->nullParent->destroy();
73  delete this->nullParent;
74  //delete this->skySphere;
75
76  //delete this->trackManager;
77
78  /*
79  WorldEntity* entity = entities->enumerate(); 
80  while( entity != NULL )
81    {
82      entity->destroy();
83      entity = entities->nextElement();
84    }
85  this->entities->destroy();
86  */
87
88  /* FIX the parent list has to be cleared - not possible if we got the old list also*/
89
90
91  //delete this->entities;
92  //delete this->localCamera;
93  /* this->localPlayer hasn't to be deleted explicitly, it is
94     contained in entities*/
95}
96
97/**
98   \brief initializes a new World
99*/
100void World::init(char* name, int worldID)
101{
102  this->setClassName ("World");
103
104  this->worldName = name;
105  this->debugWorldNr = worldID;
106  this->entities = new tList<WorldEntity>();
107
108  // Enable default GL stuff
109  glEnable(GL_DEPTH_TEST);
110
111}
112
113
114/**
115   \brief loads the World by initializing all resources, and set their default values.
116*/
117ErrorMessage World::load()
118{
119  //  BezierCurve* tmpCurve = new BezierCurve();
120  if(this->debugWorldNr != -1)
121    {
122      // initializing Font
123      testFont = new FontSet();
124      testFont->buildFont("../data/pictures/font.tga");
125
126      // initializing the TrackManager
127      trackManager = TrackManager::getInstance();
128      trackManager->addPoint(Vector(0,-5,0));
129      trackManager->addPoint(Vector(10,0,5));
130      trackManager->addPoint(Vector(20,0,-5));
131      trackManager->addPoint(Vector(30,0,5));
132      trackManager->addPoint(Vector(40,0,5));
133      trackManager->setDuration(4);
134      int fork11, fork12, fork13;
135      trackManager->fork(3, &fork11, &fork12, &fork13);
136      trackManager->workOn(fork11);
137      trackManager->addPoint(Vector(70, 0, -10));
138      trackManager->addPoint(Vector(100, 0, -15));
139      trackManager->addPoint(Vector(300, 0, -15));
140      trackManager->setDuration(10);
141      trackManager->workOn(fork12);
142      trackManager->addPoint(Vector(70,  0, 0));
143      trackManager->addPoint(Vector(100, 0, 0));
144      trackManager->addPoint(Vector(120,10, 0));
145      trackManager->addPoint(Vector(150,10, 0));
146      trackManager->addPoint(Vector(180,15, 0));
147      trackManager->addPoint(Vector(200,10, 0));
148      trackManager->setDuration(7);
149      trackManager->workOn(fork13);
150      trackManager->addPoint(Vector(70,  0, 10));
151      trackManager->addPoint(Vector(100, 0, 30));
152      trackManager->addPoint(Vector(120,-10, 30));
153      trackManager->addPoint(Vector(150,-10, 30));
154      trackManager->setDuration(10);
155      trackManager->join(2, fork12, fork13);
156
157      trackManager->workOn(5);
158      trackManager->addPoint(Vector(250, 20, 10));
159      trackManager->addPoint(Vector(290, 20, 10));
160      trackManager->setDuration(5);
161      trackManager->setSavePoint();
162      trackManager->addPoint(Vector(350, 20, 10));
163      trackManager->addPoint(Vector(360, 20, 10));
164      trackManager->addPoint(Vector(370, 20, 10));
165      trackManager->setDuration(5);
166
167      trackManager->join(2, 6, fork11);
168
169      trackManager->finalize();
170
171     
172      /*monitor progress*/
173      this->glmis->step();
174
175      /*
176        tmpCurve->addNode(Vector(10,  -1,  -1));
177        tmpCurve->addNode(Vector(10,  -2,   2));
178        tmpCurve->addNode(Vector(10,   3,   3));
179        tmpCurve->addNode(Vector(10,   4,  -4), 0);
180        tmpCurve->addNode(Vector(10,  -1,  -1));
181        tmpCurve->addNode(Vector(10,  -2,   2));
182        tmpCurve->addNode(Vector(10,   3,   3));
183        tmpCurve->addNode(Vector(10,   4,  -4), 0);
184        tmpCurve->debug();
185      */
186      switch(this->debugWorldNr)
187        {
188          /*
189            this loads the hard-coded debug world. this only for simplicity and will be
190            removed by a reald world-loader, which interprets a world-file.
191            if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and
192            make whatever you want...
193           */
194        case DEBUG_WORLD_0:
195          {
196            this->nullParent = NullParent::getInstance ();
197            this->nullParent->setName ("NullParent");
198
199            // !\todo old track-system has to be removed
200
201            //create helper for player
202            HelperParent* hp = new HelperParent ();
203            /* the player has to be added to this helper */
204
205            // create a player
206            WorldEntity* myPlayer = new Player ();
207            myPlayer->setName ("player");
208            this->spawn (myPlayer);
209            this->localPlayer = myPlayer;
210            /*monitor progress*/
211            this->glmis->step();           
212
213            // bind input
214            Orxonox *orx = Orxonox::getInstance ();
215            orx->getLocalInput()->bind (myPlayer);
216           
217            // bind camera
218            this->localCamera = new Camera(this);
219            this->localCamera->setName ("camera");
220            this->localCamera->bind (myPlayer);
221            /*monitor progress*/
222            this->glmis->step();           
223
224            // Create SkySphere
225            skySphere = new Skysphere("../data/pictures/sky-replace.jpg");
226            this->localCamera->addChild(this->skySphere);
227            this->skySphere->setMode(MOVEMENT);
228
229            /*monitor progress*/
230            this->glmis->step();
231
232           
233            WorldEntity* env = new Environment();
234            env->setName ("env");
235            this->spawn(env);
236
237            /*
238            Vector* es = new Vector (50, 2, 0);
239            Quaternion* qs = new Quaternion ();
240            WorldEntity* pr = new Primitive(PSPHERE);
241            pr->setName("primitive");
242            this->spawn(pr, this->localPlayer, es, qs, ROTATION);
243            */
244
245
246            /*monitor progress*/
247            this->glmis->step();
248
249            //      trackManager->setBindSlave(env);
250            TrackNode* tn = TrackNode::getInstance();
251            tn->addChild(myPlayer);
252
253            //Vector v(1.0, 0.0, 0.0);
254            //Quaternion* q = new Quaternion(90.0, v);
255            //this->relDirection = this->relDirection * q;
256           
257            //tn->setAbsDir(q);
258
259            //localCamera->setParent(TrackNode::getInstance());
260            this->localPlayer->addChild (this->localCamera);
261            //Vector* cameraOffset = new Vector (0, 5, -10);
262            Vector* cameraOffset = new Vector (-10, 5, 0);
263            this->localCamera->setRelCoor (cameraOffset);
264            trackManager->condition(1, NEAREST, myPlayer);
265
266            break;
267          }
268        case DEBUG_WORLD_1:
269          {
270            this->nullParent = NullParent::getInstance ();
271            this->nullParent->setName ("NullParent");
272
273            // create a player
274            WorldEntity* myPlayer = new Player();
275            myPlayer->setName ("player");
276            this->spawn(myPlayer);
277            this->localPlayer = myPlayer;           
278           
279            // bind input
280            Orxonox *orx = Orxonox::getInstance();
281            orx->getLocalInput()->bind (myPlayer);
282           
283            // bind camera
284            this->localCamera = new Camera (this);
285            this->localCamera->setName ("camera");
286            this->localCamera->bind (myPlayer); 
287            this->localPlayer->addChild (this->localCamera);
288
289            // Create SkySphere
290            skySphere = new Skysphere("../data/pictures/sky-replace.jpg");
291            this->localPlayer->addChild(this->skySphere);
292
293            break;
294
295
296          }
297        default:
298          printf("World::load() - no world with ID %i found", this->debugWorldNr );
299        }
300    }
301  else if(this->worldName != NULL)
302    {
303
304    }
305
306  // initialize debug coord system
307  objectList = glGenLists(1);
308  glNewList (objectList, GL_COMPILE);
309
310  glColor3f(1.0,0,0);
311
312  int sizeX = 100;
313  int sizeZ = 80;
314  float length = 1000;
315  float width = 200;
316  float widthX = float (length /sizeX);
317  float widthZ = float (width /sizeZ);
318 
319  float height [sizeX][sizeZ];
320  Vector normal_vectors[sizeX][sizeZ];
321 
322 
323  for ( int i = 0; i<sizeX-1; i+=1)
324    for (int j = 0; j<sizeZ-1;j+=1)
325      //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
326#ifdef __WIN32__
327      height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
328#else
329      height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
330#endif
331
332  //Die Huegel ein wenig glaetten
333  for (int h=1; h<2;h++)
334    for (int i=1;i<sizeX-2 ;i+=1 )
335      for(int j=1;j<sizeZ-2;j+=1)
336        height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
337 
338  //Berechnung von normalen Vektoren
339  for(int i=1;i<sizeX-2;i+=1)
340    for(int j=1;j<sizeZ-2 ;j+=1)
341      {
342        Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
343        Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
344        Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
345        Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
346        Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
347       
348        Vector c1 = v2 - v1;
349        Vector c2 = v3 - v1;
350        Vector c3=  v4 - v1;
351        Vector c4 = v5 - v1;
352        Vector zero = Vector (0,0,0);
353        normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
354        normal_vectors[i][j].normalize();
355      }
356
357  glBegin(GL_QUADS);
358  int snowheight=3;
359  for ( int i = 0; i<sizeX; i+=1)
360    for (int j = 0; j<sizeZ;j+=1)
361      {   
362        Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
363        Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
364        Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
365        Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
366        float a[3];
367        if(height[i][j]<snowheight){
368          a[0]=0;
369          a[1]=1.0-height[i][j]/10-.3;
370          a[2]=0;
371          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
372        }
373        else{
374            a[0]=1.0;
375            a[1]=1.0;
376            a[2]=1.0;
377            glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
378           
379        }
380        glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
381        glVertex3f(v1.x, v1.y, v1.z);
382        if(height[i+1][j]<snowheight){
383          a[0]=0;
384          a[1] =1.0-height[i+1][j]/10-.3;
385          a[2]=0;
386          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
387        }
388        else{
389          a[0]=1.0;
390          a[1]=1.0;
391          a[2]=1.0;
392          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
393         
394        }
395        glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
396        glVertex3f(v2.x, v2.y, v2.z);
397        if(height[i+1][j+1]<snowheight){
398          a[0]=0;
399          a[1] =1.0-height[i+1][j+1]/10-.3;
400          a[2]=0;
401          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
402        }
403        else{
404          a[0]=1.0;
405          a[1]=1.0;
406          a[2]=1.0;
407          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
408         
409         
410        }
411        glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
412        glVertex3f(v3.x, v3.y, v3.z);
413        if(height[i][j+1]<snowheight){
414          a[0]=0;
415          a[1] =1.0-height[i+1][j+1]/10-.3;
416          a[2]=0;
417          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
418        }
419        else{
420          a[0]=1.0;
421          a[1]=1.0;
422          a[2]=1.0;
423          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
424        }
425        glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
426        glVertex3f(v4.x, v4.y, v4.z);
427       
428      }
429  glEnd();
430
431  trackManager->drawGraph(.01);
432  trackManager->debug(2);
433  glEndList();
434
435
436  // LIGHT initialisation
437  light = Light::getInstance();
438  light->addLight(0);
439  light->setAttenuation(QUADRATIC, 1.0);
440  light->setAttenuation(CONSTANT, 2.0);
441  light->setAttenuation(QUADRATIC, 1.0);
442  light->setPosition(10.0, 10.0, 50.0);
443  light->setDiffuseColor(1,1,1);
444  //  light->addLight(1);
445  //  light->setPosition(20, 10, -20);
446  //  light->setDiffuseColor(0,0,0);
447  light->debug();
448
449
450}
451
452/**
453   \brief initializes a new World
454*/
455ErrorMessage World::init()
456{
457  this->bPause = false;
458  CommandNode* cn = Orxonox::getInstance()->getLocalInput();
459  cn->addToWorld(this);
460  cn->enable(true);
461
462  //glMap1f (GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, &ctrlpoints[0][0]);
463  //glEnable (GL_MAP1_VERTEX_3);
464 
465  //theNurb = gluNewNurbsRenderer ();
466  //gluNurbsProperty (theNurb, GLU_NURBS_MODE, GLU_NURBS_TESSELLATOR);
467  //gluNurbsProperty (theNurb, GLU_NURBS_VERTEX, vertexCallback );
468
469}
470
471
472/**
473   \brief starts the World
474*/
475ErrorMessage World::start()
476{
477  printf("World::start() - starting current World: nr %i\n", this->debugWorldNr);
478  this->bQuitOrxonox = false;
479  this->bQuitCurrentGame = false;
480  this->mainLoop();
481}
482
483/**
484   \brief stops the world.
485
486   This happens, when the player decides to end the Level.
487*/
488ErrorMessage World::stop()
489{
490  printf("World::stop() - got stop signal\n");
491  this->bQuitCurrentGame = true;
492}
493
494/**
495   \brief pauses the Game
496*/
497ErrorMessage World::pause()
498{
499  this->isPaused = true;
500}
501
502/**
503   \brief ends the pause Phase
504*/
505ErrorMessage World::resume()
506{
507  this->isPaused = false;
508}
509
510/**
511   \brief destroys the World
512*/
513ErrorMessage World::destroy()
514{
515  delete trackManager;
516}
517
518/**
519   \brief shows the loading screen
520*/
521void World::displayLoadScreen ()
522{
523  printf ("World::displayLoadScreen - start\n"); 
524 
525  //GLMenuImageScreen*
526  this->glmis = GLMenuImageScreen::getInstance();
527  this->glmis->init();
528  this->glmis->setMaximum(10);
529  this->glmis->draw();
530 
531  printf ("World::displayLoadScreen - end\n"); 
532}
533
534/**
535   \brief removes the loadscreen, and changes over to the game
536
537   \todo take out the delay
538*/
539void World::releaseLoadScreen ()
540{
541  printf ("World::releaseLoadScreen - start\n"); 
542  this->glmis->setValue(this->glmis->getMaximum());
543  SDL_Delay(500);
544  printf ("World::releaseLoadScreen - end\n"); 
545}
546
547
548/**
549    \brief checks for collisions
550   
551    This method runs through all WorldEntities known to the world and checks for collisions
552    between them. In case of collisions the collide() method of the corresponding entities
553    is called.
554*/
555void World::collide ()
556{
557  /*
558  List *a, *b;
559  WorldEntity *aobj, *bobj;
560   
561  a = entities;
562 
563  while( a != NULL)
564    {
565      aobj = a->nextElement();
566      if( aobj->bCollide && aobj->collisioncluster != NULL)
567        {
568          b = a->nextElement();
569          while( b != NULL )
570            {
571              bobj = b->nextElement();
572              if( bobj->bCollide && bobj->collisioncluster != NULL )
573                {
574                  unsigned long ahitflg, bhitflg;
575                  if( check_collision ( &aobj->place, aobj->collisioncluster,
576                                        &ahitflg, &bobj->place, bobj->collisioncluster,
577                                        &bhitflg) );
578                  {
579                    aobj->collide (bobj, ahitflg, bhitflg);
580                    bobj->collide (aobj, bhitflg, ahitflg);
581                  }
582                }
583              b = b->nextElement();
584            }
585        }
586      a = a->enumerate();
587    }
588  */
589}
590
591/**
592    \brief runs through all entities calling their draw() methods
593*/
594void World::draw ()
595{
596  /* draw entities */
597  WorldEntity* entity;
598  glLoadIdentity();
599
600  entity = this->entities->enumerate();
601  while( entity != NULL ) 
602    { 
603      if( entity->bDraw ) entity->draw();
604      entity = this->entities->nextElement();
605    } 
606 
607  glCallList (objectList);
608  //! \todo skysphere is a WorldEntity and should be inside of the world-entity-list.
609  skySphere->draw();
610
611  testFont->printText(0, 0, 1, "orxonox_" PACKAGE_VERSION);
612
613}
614
615
616/**
617   \brief function to put your own debug stuff into it. it can display informations about
618   the current class/procedure
619*/
620void World::debug()
621{
622  printf ("World::debug() - starting debug\n");
623  PNode* p1 = NullParent::getInstance ();
624  PNode* p2 = new PNode (new Vector(2, 2, 2), p1);
625  PNode* p3 = new PNode (new Vector(4, 4, 4), p1);
626  PNode* p4 = new PNode (new Vector(6, 6, 6), p2);
627
628  p1->debug ();
629  p2->debug ();
630  p3->debug ();
631  p4->debug ();
632
633  p1->shiftCoor (new Vector(-1, -1, -1));
634
635  printf("World::debug() - shift\n");
636  p1->debug ();
637  p2->debug ();
638  p3->debug ();
639  p4->debug ();
640 
641  p1->update (1);
642
643  printf ("World::debug() - update\n");
644  p1->debug ();
645  p2->debug ();
646  p3->debug ();
647  p4->debug ();
648
649  p2->shiftCoor (new Vector(-1, -1, -1));
650  p1->update (2);
651
652  p1->debug ();
653  p2->debug ();
654  p3->debug ();
655  p4->debug ();
656
657  p2->setAbsCoor (new Vector(1,2,3));
658
659
660 p1->update (2);
661
662  p1->debug ();
663  p2->debug ();
664  p3->debug ();
665  p4->debug ();
666
667  p1->destroy ();
668 
669 
670  /*
671  WorldEntity* entity;
672  printf("counting all entities\n");
673  printf("World::debug() - enumerate()\n");
674  entity = entities->enumerate(); 
675  while( entity != NULL )
676    {
677      if( entity->bDraw ) printf("got an entity\n");
678      entity = entities->nextElement();
679    }
680  */
681}
682
683
684/**
685  \brief main loop of the world: executing all world relevant function
686
687  in this loop we synchronize (if networked), handle input events, give the heart-beat to
688  all other member-entities of the world (tick to player, enemies etc.), checking for
689  collisions drawing everything to the screen.
690*/
691void World::mainLoop()
692{
693  this->lastFrame = SDL_GetTicks ();
694  printf("World::mainLoop() - Entering main loop\n");
695  while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* \todo implement pause */
696    {
697      // Network
698      this->synchronize ();
699      // Process input
700      this->handleInput ();
701      if( this->bQuitCurrentGame || this->bQuitOrxonox)
702        {
703          printf("World::mainLoop() - leaving loop earlier...\n");
704          break;
705        }
706      // Process time
707      this->timeSlice ();
708      // Process collision
709      this->collide ();
710      // Draw
711      this->display ();
712 
713      for( int i = 0; i < 5000000; i++) {}
714      /* \todo this is to slow down the program for openGl Software emulator computers, reimplement*/
715    }
716  printf("World::mainLoop() - Exiting the main loop\n");
717}
718
719
720/**
721   \brief synchronize local data with remote data
722*/
723void World::synchronize ()
724{
725  // Get remote input
726  // Update synchronizables
727}
728
729
730/**
731   \brief run all input processing
732
733   the command node is the central input event dispatcher. the node uses the even-queue from
734   sdl and has its own event-passing-queue.
735*/
736void World::handleInput ()
737{
738  // localinput
739  CommandNode* cn = Orxonox::getInstance()->getLocalInput();
740  cn->process();
741  // remoteinput
742}
743
744
745/**
746   \brief advance the timeline
747
748   this calculates the time used to process one frame (with all input handling, drawing, etc)
749   the time is mesured in ms and passed to all world-entities and other classes that need
750   a heart-beat.
751*/
752void World::timeSlice ()
753{
754  Uint32 currentFrame = SDL_GetTicks();
755  if(!this->bPause)
756    {
757      Uint32 dt = currentFrame - this->lastFrame;
758     
759      if(dt > 0)
760        {
761          float fps = 1000/dt;
762          printf("fps = %f\n", fps);
763        }
764      else
765        {
766          /* the frame-rate is limited to 100 frames per second, all other things are for
767             nothing.
768          */
769          printf("fps = 1000 - frame rate is adjusted\n");
770          SDL_Delay(10);
771          dt = 10;
772        }
773      //this->timeSlice (dt);
774     
775      /* function to let all entities tick (iterate through list) */
776      WorldEntity* entity;
777      float seconds = dt / 1000.0;     
778      this->nullParent->update (seconds);
779      entity = entities->enumerate(); 
780      while( entity != NULL) 
781        { 
782          entity->tick (seconds);
783          entity = entities->nextElement();
784        }
785      //skySphere->updatePosition(localCamera->absCoordinate);
786     
787      /* update tick the rest */
788      this->localCamera->timeSlice(dt);
789      this->trackManager->tick(dt);
790    }
791  this->lastFrame = currentFrame;
792}
793
794
795/**
796   \brief render the current frame
797   
798   clear all buffers and draw the world
799*/
800void World::display ()
801{
802  // clear buffer
803  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
804  // set camera
805  this->localCamera->apply ();
806  // draw world
807  this->draw();
808  // draw HUD
809  /* \todo draw HUD */
810  // flip buffers
811  SDL_GL_SwapBuffers();
812  //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();
813  //SDL_Flip (screen);
814}
815
816
817/**
818   \brief add and spawn a new entity to this world
819   \param entity to be added
820*/
821void World::spawn(WorldEntity* entity)
822{
823  this->nullParent->addChild (entity);
824  this->entities->add (entity);
825  entity->postSpawn ();
826}
827
828
829/**
830   \brief add and spawn a new entity to this world
831   \param entity to be added
832   \param absCoor At what coordinates to add this entity.
833   \param absDir In which direction should it look.
834*/
835void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir)
836{
837  this->nullParent->addChild (entity);
838  this->entities->add (entity);
839
840  entity->setAbsCoor (absCoor);
841  entity->setAbsDir (absDir);
842
843  entity->postSpawn ();
844}
845
846
847/**
848   \brief add and spawn a new entity to this world
849   \param entity to be added
850   \param entity to be added to (PNode)
851   \param At what relative  coordinates to add this entity.
852   \param In which relative direction should it look.
853*/
854void World::spawn(WorldEntity* entity, PNode* parentNode, 
855                  Vector* relCoor, Quaternion* relDir, 
856                  parentingMode mode)
857{
858
859  if( parentNode != NULL)
860    {
861      parentNode->addChild (entity);
862     
863      entity->setRelCoor (relCoor);
864      entity->setRelDir (relDir);
865     
866      this->entities->add (entity);
867     
868      entity->postSpawn ();
869    }
870}
871
872
873
874/**
875  \brief commands that the world must catch
876  \returns false if not used by the world
877*/
878bool World::command(Command* cmd)
879{
880  return false;
881}
882
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