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source: orxonox.OLD/trunk/src/story_entities/game_world.cc @ 9115

Last change on this file since 9115 was 9110, checked in by bensch, 18 years ago

orxonox/trunk: merged the Presentation back

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[6352]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: Patrick Boenzli
13   co-programmer: Christian Meyer
14   co-programmer: Benjamin Grauer
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD
18
[6358]19#include "game_world.h"
[6402]20#include "game_world_data.h"
[6352]21
[7287]22#include "util/loading/resource_manager.h"
[6352]23#include "state.h"
[6404]24#include "class_list.h"
[6352]25
[7193]26#include "util/loading/game_loader.h"
[7919]27#include "util/timer.h"
[6404]28
[6352]29#include "player.h"
30#include "camera.h"
31#include "environment.h"
32#include "terrain.h"
[7287]33#include "test_entity.h"
34#include "terrain.h"
[6404]35#include "playable.h"
[7785]36#include "environments/mapped_water.h"
[6404]37
[6352]38#include "light.h"
[6404]39
[7193]40#include "util/loading/factory.h"
[7368]41#include "util/loading/load_param.h"
[6404]42#include "fast_factory.h"
43#include "shell_command.h"
[6352]44
45#include "graphics_engine.h"
[7810]46#include "effects/atmospheric_engine.h"
[6404]47#include "event_handler.h"
48#include "sound_engine.h"
49#include "cd_engine.h"
50#include "network_manager.h"
[6352]51#include "physics_engine.h"
[7287]52#include "fields.h"
[6352]53
54#include "glmenu_imagescreen.h"
[6404]55#include "shell.h"
[6352]56
57#include "ogg_player.h"
[6404]58#include "shader.h"
[6352]59
[7369]60#include "animation_player.h"
61
[7035]62#include "game_rules.h"
[6352]63
[6404]64using namespace std;
[6352]65
[9110]66#include "script_class.h"
67CREATE_SCRIPTABLE_CLASS(GameWorld, CL_GAME_WORLD,
68                        addMethod("setPlaymode", ExecutorLua1<GameWorld,const std::string&>(&GameWorld::setPlaymode))
69                       );
[6352]70
[7412]71SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level");
72SHELL_COMMAND(playmode, GameWorld, setPlaymode)
[7723]73->describe("Set the Playmode of the current Level")
74->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount));
[7412]75
[7739]76SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
77SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility);
[6352]78
79
80
[6989]81GameWorld::GameWorld()
[6402]82    : StoryEntity()
[6352]83{
[6368]84  this->setClassID(CL_GAME_WORLD, "GameWorld");
85  this->setName("Preloaded World - no name yet");
86
87  this->gameTime = 0.0f;
[6370]88  this->setSpeed(1.0f);
[6368]89  this->shell = NULL;
90
91  this->showPNodes = false;
92  this->showBV = false;
[7739]93  this->showBVLevel = 3;
[6368]94
[6845]95  this->dataXML = NULL;
[7391]96  this->gameRules = NULL;
[6352]97}
98
99/**
[6358]100 *  remove the GameWorld from memory
[6352]101 *
102 *  delete everything explicitly, that isn't contained in the parenting tree!
103 *  things contained in the tree are deleted automaticaly
104 */
[6358]105GameWorld::~GameWorld ()
[6352]106{
[6408]107  PRINTF(4)("Deleted GameWorld\n");
[7283]108
[6352]109}
110
111
112
113/**
[6358]114 * loads the parameters of a GameWorld from an XML-element
[6352]115 * @param root the XML-element to load from
116 */
[6358]117void GameWorld::loadParams(const TiXmlElement* root)
[6352]118{
[6512]119  StoryEntity::loadParams(root);
[6352]120
[6376]121  PRINTF(4)("Loaded GameWorld specific stuff\n");
[6352]122}
123
[6368]124
[6352]125/**
126 * this is executed just before load
127 *
128 * since the load function sometimes needs data, that has been initialized
129 * before the load and after the proceeding storyentity has finished
130*/
[6370]131ErrorMessage GameWorld::init()
[6352]132{
133  /* init the world interface */
[7374]134  this->shell = new OrxShell::Shell();
[6352]135
[6498]136  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
[6407]137  this->dataTank->init();
[7369]138
139  /* initialize some engines and graphical elements */
140  AnimationPlayer::getInstance();
141  PhysicsEngine::getInstance();
[8190]142  CREngine::getInstance();
[8408]143
144  State::setScriptManager(&this->scriptManager);
145
[8717]146  return ErrorMessage();
[6352]147}
148
149/**
[6358]150 *  loads the GameWorld by initializing all resources, and set their default values.
[6352]151 */
[6372]152ErrorMessage GameWorld::loadData()
[6352]153{
[8408]154  this->displayLoadScreen();  State::setScriptManager(&this->scriptManager);
[6370]155
[8408]156
[6407]157  PRINTF(0)("Loading the GameWorld\n");
158
[7677]159  PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str());
[8717]160//  TiXmlElement* element;
161//  GameLoader* loader = GameLoader::getInstance();
[6352]162
[7221]163  if( getLoadFile().empty())
[6402]164  {
[6634]165    PRINTF(1)("GameWorld has no path specified for loading\n");
[8717]166    return (ErrorMessage(213,"Path not specified","GameWorld::load()"));
[6402]167  }
[6352]168
[7287]169  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
[6402]170  // load the xml world file for further loading
[7287]171  if( !XMLDoc->LoadFile())
[6352]172  {
[7287]173    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
174    delete XMLDoc;
[8717]175    return ErrorMessage(213,"XML File parsing error","GameWorld::load()");
[6352]176  }
177  // check basic validity
[7287]178  TiXmlElement* root = XMLDoc->RootElement();
[6352]179  assert( root != NULL);
180  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
181  {
[6402]182    // report an error
183    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
[7287]184    delete XMLDoc;
[8717]185    return ErrorMessage(213,"Path not a WorldDataFile","GameWorld::load()");
[6352]186  }
[6402]187  /* the whole loading process for the GameWorld */
[6407]188  this->dataTank->loadData(root);
[6845]189  this->dataXML = (TiXmlElement*)root->Clone();
[6352]190
[8408]191  //remove this after finished testing !!!!
[8711]192  //Object* obj= new Object();
193  //obj->setName("Obj");
194  //Account* a = new Account();
195  //a->setName("a");
196  //Account *b = new Account(30);
197  //b->setName("b");
[8717]198
[8740]199
[8271]200  LoadParamXML(root, "ScriptManager", &this->scriptManager, ScriptManager, loadParams);
201
[7287]202  delete XMLDoc;
[6386]203  this->releaseLoadScreen();
[8717]204
205  return ErrorMessage();
[6352]206}
207
208
209/**
[6387]210 *  unload the data of this GameWorld
211 */
212ErrorMessage GameWorld::unloadData()
213{
[8271]214
[7287]215  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
[8271]216  this->scriptManager.flush();
217
[7370]218  delete this->shell;
[6387]219
[6981]220  this->dataTank->unloadData();
221
[7369]222  this->shell = NULL;
223  delete AnimationPlayer::getInstance();
224  delete PhysicsEngine::getInstance();
[8190]225  delete CREngine::getInstance();
[7369]226
[6988]227  State::setCurrentStoryEntity(NULL);
[6845]228  if (this->dataXML)
229    delete this->dataXML;
[8717]230
231  return ErrorMessage();
[6387]232}
233
234
235/**
[6358]236 *  starts the GameWorld
[6352]237 */
[6387]238bool GameWorld::start()
[6352]239{
[7283]240  this->bPaused = false;
241  this->bRunning = true;
[8408]242  State::setScriptManager(&this->scriptManager); //make sure we have the right script manager
[6387]243  this->run();
[8717]244
245  return true;
[6352]246}
247
[6402]248
[6352]249/**
250 *  stops the world.
[6402]251 */
[6387]252bool GameWorld::stop()
[6352]253{
[6358]254  PRINTF(3)("GameWorld::stop() - got stop signal\n");
[8408]255  State::setScriptManager(NULL);
[8717]256  return (this->bRunning = false);
[6352]257}
258
[6402]259
[6352]260/**
[6402]261 *  pauses the game
262 */
[6387]263bool GameWorld::pause()
[6352]264{
[8717]265  return (this->bPaused = true);
[6352]266}
267
[6402]268
[6352]269/**
270 *  ends the pause Phase
[6409]271 */
[6387]272bool GameWorld::resume()
[6352]273{
[8717]274  return(this->bPaused = false);
[6352]275}
276
277
278/**
[6402]279 *  main loop of the world: executing all world relevant function
280 *
281 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
282 * all other member-entities of the world (tick to player, enemies etc.), checking for
283 * collisions drawing everything to the screen.
284 */
285void GameWorld::run()
[6352]286{
[6402]287  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
[6352]288
[7131]289  // initialize Timing
290  this->cycle = 0;
291  for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++)
[7919]292    this->frameTimes[i] = 0.01f;
[7131]293  this->dtS = 0.0f;
[7919]294  this->lastFrame = Timer::getNow();
[7131]295
[7304]296  if (this->dataTank->music != NULL)
297    this->dataTank->music->play();
298
[7283]299  while( this->bRunning) /* @todo implement pause */
[6402]300  {
301    /* process intput */
302    this->handleInput ();
[7322]303    if( !this->bRunning)
304      break;
[6386]305
[6402]306    /* network synchronisation */
307    this->synchronize ();
308    /* process time */
309    this->tick ();
[8490]310
[8740]311
[8724]312    /* update the state */
[8740]313    //this->update (); /// LESS REDUNDANCY.
[9027]314//      PNode::getNullParent()->updateNode(this->dtS);
[9061]315    PNode::getNullParent()->updateNode(this->dtS);
[8724]316
[8190]317    /* collision detection */
318    this->collisionDetection ();
319    /* collision reaction */
320    this->collisionReaction ();
[8490]321
[8724]322    /* check the game rules */
323    this->checkGameRules();
[8740]324
[6402]325    /* update the state */
326    this->update ();
327    /* draw everything */
328    this->display ();
[7306]329
[6402]330  }
331
[7330]332  PRINTF(0)("GameWorld::mainLoop() - Exiting the main loop\n");
[6352]333}
334
335
[7338]336void GameWorld::setPlaymode(Playable::Playmode playmode)
337{
338  if (this->dataTank->localPlayer &&
339      this->dataTank->localPlayer->getPlayable() &&
[7339]340      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
[7338]341  {
[9110]342    PRINTF(4)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
[7338]343  }
[7339]344  else
345  {
[9110]346    PRINTF(2)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
[7339]347  }
[7338]348}
349
[7339]350void GameWorld::setPlaymode(const std::string& playmode)
351{
352  this->setPlaymode(Playable::stringToPlaymode(playmode));
353}
[7338]354
[6352]355/**
356 *  synchronize local data with remote data
357*/
[6358]358void GameWorld::synchronize ()
[6402]359{}
[6352]360
361
362/**
363 *  run all input processing
364
365   the command node is the central input event dispatcher. the node uses the even-queue from
366   sdl and has its own event-passing-queue.
367*/
[6358]368void GameWorld::handleInput ()
[6352]369{
370  EventHandler::getInstance()->process();
371}
372
[6402]373
374/**
[7370]375 * @brief ticks a WorldEntity list
[6402]376 * @param entityList list of the WorldEntities
377 * @param dt time passed since last frame
378 */
[7370]379void GameWorld::tick(ObjectManager::EntityList entityList, float dt)
[6352]380{
[7370]381  ObjectManager::EntityList::iterator entity, next;
[6710]382  next = entityList.begin();
383  while (next != entityList.end())
384  {
385    entity = next++;
[6352]386    (*entity)->tick(dt);
[6710]387  }
[6352]388}
389
[7131]390
[6352]391/**
392 *  advance the timeline
[6402]393 *
394 * this calculates the time used to process one frame (with all input handling, drawing, etc)
395 * the time is mesured in ms and passed to all world-entities and other classes that need
396 * a heart-beat.
397 */
[6358]398void GameWorld::tick ()
[6352]399{
[7283]400  if( !this->bPaused)
[6402]401  {
[7131]402    // CALCULATE FRAMERATE
403    Uint32 frameTimesIndex;
404    Uint32 i;
[7919]405    double currentFrame = Timer::getNow();
[6402]406
[7131]407    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
[7919]408    this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame;
409    this->lastFrame = currentFrame;
[7132]410    ++this->cycle;
[7919]411    this->dtS = 0.0;
[7132]412    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
[7131]413      this->dtS += this->frameTimes[i];
[7919]414    this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed;
[6352]415
[7131]416    // TICK everything
[7370]417    for (i = 0; i < this->dataTank->tickLists.size(); ++i)
418      this->tick(this->dataTank->objectManager->getObjectList(this->dataTank->tickLists[i]), this->dtS);
[6352]419
[6402]420    /* update tick the rest */
[6407]421    this->dataTank->localCamera->tick(this->dtS);
[6402]422    AnimationPlayer::getInstance()->tick(this->dtS);
423    PhysicsEngine::getInstance()->tick(this->dtS);
[6352]424
[6402]425    GraphicsEngine::getInstance()->tick(this->dtS);
[7810]426    AtmosphericEngine::getInstance()->tick(this->dtS);
[7035]427
428    if( likely(this->dataTank->gameRule != NULL))
429      this->dataTank->gameRule->tick(this->dtS);
[8717]430
[6402]431  }
[6352]432}
433
434
435/**
436 *  this function gives the world a consistant state
[6402]437 *
438 * after ticking (updating the world state) this will give a constistant
439 * state to the whole system.
440 */
[6358]441void GameWorld::update()
[6352]442{
443  PNode::getNullParent()->updateNode (this->dtS);
[7460]444  OrxSound::SoundEngine::getInstance()->update();
[8740]445
446  this->applyCameraSettings();
[7871]447  GraphicsEngine::getInstance()->update(this->dtS);
[6352]448}
449
450
[6402]451/**
452 * kicks the CDEngine to detect the collisions between the object groups in the world
453 */
[8190]454void GameWorld::collisionDetection()
[6352]455{
[8490]456  // object-object collision detection
[6407]457  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
[7004]458      this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
[6407]459  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
[7004]460      this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
[7078]461  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
[7288]462      this->dataTank->objectManager->getObjectList(OM_GROUP_01));
[6433]463
[7083]464  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
465      this->dataTank->objectManager->getObjectList(OM_COMMON));
[6433]466  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
[6407]467      this->dataTank->objectManager->getObjectList(OM_COMMON));
[7083]468
[8490]469  // ground collision detection: BSP Model
470  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getObjectList(OM_GROUP_00));
471  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getObjectList(OM_GROUP_01));
[6352]472}
473
[7391]474
[8190]475void GameWorld::collisionReaction()
476{
477  CREngine::getInstance()->handleCollisions();
478}
479
480
[6352]481/**
[7391]482 *  check the game rules: winning conditions, etc.
483 *
484 */
485void GameWorld::checkGameRules()
486{
487  if( this->gameRules)
488    this->gameRules->tick(this->dtS);
489}
490
491
492/**
[6352]493 *  render the current frame
[6402]494 *
495 * clear all buffers and draw the world
496 */
[6358]497void GameWorld::display ()
[6352]498{
[7785]499  // render the reflection texture
500  this->renderPassReflection();
501  // redner the refraction texture
502  this->renderPassRefraction();
503  // render all
504  this->renderPassAll();
505
[6352]506  // flip buffers
507  GraphicsEngine::swapBuffers();
508}
509
510
511/**
[7370]512 * @brief draws all entities in the list drawList
513 * @param drawList the List of entities to draw.
[6352]514 */
[7370]515void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const
516{
517  ObjectManager::EntityList::const_iterator entity;
518  for (entity = drawList.begin(); entity != drawList.end(); entity++)
519    if ((*entity)->isVisible())
520      (*entity)->draw();
521}
522
[7785]523
[8740]524void GameWorld::applyCameraSettings()
525{
526  this->dataTank->localCamera->apply ();
527  this->dataTank->localCamera->project ();
528  GraphicsEngine::storeMatrices();
529}
[7785]530
[8740]531
532
[7370]533/**
[7785]534 * reflection rendering for water surfaces
[7370]535 */
[7785]536void GameWorld::renderPassReflection()
[6352]537{
[7785]538    // clear buffer
539  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[8740]540//  glLoadIdentity();
[7785]541
542  const std::list<BaseObject*>* reflectedWaters;
543  MappedWater* mw;
544
545  if( (reflectedWaters = ClassList::getList(CL_MAPPED_WATER)) != NULL)
546  {
547    std::list<BaseObject*>::const_iterator it;
548    for (it = reflectedWaters->begin(); it != reflectedWaters->end(); it++)
549    {
550      mw =  dynamic_cast<MappedWater*>(*it);
551
552      //camera and light
[8740]553      //this->dataTank->localCamera->apply ();
554      //this->dataTank->localCamera->project ();
[8312]555
[7785]556      LightManager::getInstance()->draw();
[8312]557
558
559      // prepare for reflection rendering
560      mw->activateReflection();
561
[7785]562      // draw everything to be included in the reflection
[8037]563      this->drawEntityList(State::getObjectManager()->getReflectionList());
564//       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
565//         this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]));
[7785]566
567      // clean up from reflection rendering
568      mw->deactivateReflection();
569    }
570  }
571
572}
573
574
575/**
576 *  refraction rendering for water surfaces
577 */
578void GameWorld::renderPassRefraction()
[8037]579{
580    // clear buffer
581  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[8740]582  //glLoadIdentity();
[7785]583
[8037]584  const std::list<BaseObject*>* reflectedWaters;
585  MappedWater* mw;
586
587  if( (reflectedWaters = ClassList::getList(CL_MAPPED_WATER)) != NULL)
588  {
589    std::list<BaseObject*>::const_iterator it;
590    for (it = reflectedWaters->begin(); it != reflectedWaters->end(); it++)
591    {
592      mw =  dynamic_cast<MappedWater*>(*it);
593
[8312]594      //camera and light
[8740]595      //this->dataTank->localCamera->apply ();
596      //this->dataTank->localCamera->project ();
[8037]597      // prepare for reflection rendering
598      mw->activateRefraction();
599
[8312]600
[8037]601      LightManager::getInstance()->draw();
602      // draw everything to be included in the reflection
603      this->drawEntityList(State::getObjectManager()->getReflectionList());
604//       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
605//         this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]));
606
607      // clean up from reflection rendering
608      mw->deactivateRefraction();
609    }
610  }
611}
612
613
[7785]614/**
615 *  this render pass renders the whole wolrd
616 */
617void GameWorld::renderPassAll()
618{
619  // clear buffer
620  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[6352]621  GraphicsEngine* engine = GraphicsEngine::getInstance();
[6402]622
[7919]623
[8740]624  // glEnable(GL_DEPTH_TEST);
625  // glEnable(GL_LIGHTING);
[7919]626
[8740]627  // set Lighting
[7108]628  LightManager::getInstance()->draw();
[6416]629
[8740]630  /* Draw the BackGround */
[7840]631  this->drawEntityList(State::getObjectManager()->getObjectList(OM_BACKGROUND));
632  engine->drawBackgroundElements();
633
[6416]634  /* draw all WorldEntiy groups */
[7370]635  for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
[7723]636    this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]));
[6416]637
[8255]638  AtmosphericEngine::getInstance()->draw();
[8408]639
[6402]640  if( unlikely( this->showBV))
641  {
642    CDEngine* engine = CDEngine::getInstance();
[7370]643    for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
[7739]644      engine->drawBV(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]), this->showBVLevel);
[6402]645  }
[6416]646
[6402]647  if( unlikely(this->showPNodes))
648    PNode::getNullParent()->debugDraw(0);
649
[6780]650  engine->draw();
[7035]651
652  // draw the game ruls
653  if( likely(this->dataTank->gameRule != NULL))
654    this->dataTank->gameRule->draw();
[6352]655}
656
[7785]657
[6352]658/**
[6402]659 *  shows the loading screen
660 */
661void GameWorld::displayLoadScreen ()
[6387]662{
[6402]663  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
[6407]664  this->dataTank->glmis = new GLMenuImageScreen();
665  this->dataTank->glmis->setMaximum(8);
[6402]666  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
[6387]667}
668
669
[6402]670/**
671 *  removes the loadscreen, and changes over to the game
672 */
673void GameWorld::releaseLoadScreen ()
[6387]674{
[6402]675  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
[6407]676  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
[6402]677  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
[6387]678}
679
[7004]680
681
682/**
683 * @brief toggles the PNode visibility in the world (drawn as boxes)
684 */
685void GameWorld::togglePNodeVisibility()
686{
[7723]687  this->showPNodes = !this->showPNodes;
[7004]688};
689
690
691/**
692 * @brief toggles the bounding volume (BV) visibility
693*/
[7739]694void GameWorld::toggleBVVisibility(int level)
[7004]695{
[7739]696  if( level < 1)
697    this->showBV = false;
698  else
699  {
700    this->showBV = true;
701    this->showBVLevel = level;
702  }
703
[7004]704};
705
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