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source: code/branches/physics/src/orxonox/objects/Scene.h @ 2300

Last change on this file since 2300 was 2292, checked in by rgrieder, 16 years ago

Finally managed to work out some physics. According to my tests, collisions with simple spheres should work with dynamic/kinematic/static objects. There are currently only a limited number of XML parameters, but we're surely going to extend that. Furthermore there is some more thinking to be done concerning changes of btRigidBody properties when it's already added to the world.

  • Property svn:eol-style set to native
File size: 3.3 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Scene_H__
30#define _Scene_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include "network/Synchronisable.h"
35#include "core/BaseObject.h"
36#include "util/Math.h"
37#include "objects/Tickable.h"
38
39#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
40
41namespace orxonox
42{
43    class _OrxonoxExport Scene : public BaseObject, public network::Synchronisable, public Tickable
44    {
45        public:
46            Scene(BaseObject* creator);
47            virtual ~Scene();
48
49            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
50            void registerVariables();
51
52            inline Ogre::SceneManager* getSceneManager() const
53                { return this->sceneManager_; }
54            inline Ogre::SceneNode* getRootSceneNode() const
55                { return this->rootSceneNode_; }
56
57            inline btDiscreteDynamicsWorld* getPhysicalWorld() const
58                { return this->physicalWorld_; }
59
60            void setSkybox(const std::string& skybox);
61            inline const std::string& getSkybox() const
62                { return this->skybox_; }
63
64            void setAmbientLight(const ColourValue& colour);
65            inline const ColourValue& getAmbientLight() const
66                { return this->ambientLight_; }
67
68            void setShadow(bool bShadow);
69            inline bool getShadow() const
70                { return this->bShadows_; }
71
72            inline const Vector3& getWorldAabbMax()
73            {
74                this->physicalWorld_->getBroadphase();
75            }
76
77            inline bool hasPhysics()
78                { return this->physicalWorld_ != 0; }
79            void setPhysicalWorld(bool wantsPhysics, const Vector3& worldAabbMin, const Vector3& worldAabbMax);
80
81            void tick(float dt);
82
83        private:
84            void addObject(BaseObject* object);
85            BaseObject* getObject(unsigned int index) const;
86
87            void networkcallback_applySkybox()
88                { this->setSkybox(this->skybox_); }
89            void networkcallback_applyAmbientLight()
90                { this->setAmbientLight(this->ambientLight_); }
91
92            Ogre::SceneManager*    sceneManager_;
93            Ogre::SceneNode*       rootSceneNode_;
94
95            btDiscreteDynamicsWorld* physicalWorld_;
96
97            std::string            skybox_;
98            ColourValue            ambientLight_;
99            std::list<BaseObject*> objects_;
100            bool                   bShadows_;
101    };
102}
103
104#endif /* _Scene_H__ */
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