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source: orxonox.OLD/branches/ai/src/story_entities/game_world.cc @ 10040

Last change on this file since 10040 was 10040, checked in by tfahrni, 17 years ago
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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
22#include "state.h"
23
[7193]24#include "util/loading/game_loader.h"
[7919]25#include "util/timer.h"
[6404]26
[6352]27#include "player.h"
28#include "camera.h"
29#include "environment.h"
30#include "terrain.h"
[7287]31#include "test_entity.h"
32#include "terrain.h"
[6404]33#include "playable.h"
[7785]34#include "environments/mapped_water.h"
[6404]35
[6352]36#include "light.h"
[6404]37
[7193]38#include "util/loading/factory.h"
[9869]39#include "util/loading/load_param_xml.h"
40#include "loading/fast_factory.h"
[6404]41#include "shell_command.h"
[6352]42
43#include "graphics_engine.h"
[9869]44#include "weather_effects/atmospheric_engine.h"
[6404]45#include "event_handler.h"
46#include "sound_engine.h"
47#include "cd_engine.h"
48#include "network_manager.h"
[6352]49#include "physics_engine.h"
50
51#include "glmenu_imagescreen.h"
[6404]52#include "shell.h"
[6352]53
54#include "ogg_player.h"
[6404]55#include "shader.h"
[10040]56#include "ai_engine.h"
[6352]57
[7369]58#include "animation_player.h"
59
[7035]60#include "game_rules.h"
[6352]61
[9110]62#include "script_class.h"
[9869]63ObjectListDefinition(GameWorld);
64CREATE_SCRIPTABLE_CLASS(GameWorld,
65                        addMethod("setPlaymode", Executor1<GameWorld, lua_State*,const std::string&>(&GameWorld::setPlaymode))
66                        ->addMethod("setSoundtrack", Executor1<GameWorld, lua_State*, const std::string&>(&GameWorld::setSoundtrack))
[9110]67                       );
[6352]68
[7412]69SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level");
70SHELL_COMMAND(playmode, GameWorld, setPlaymode)
[7723]71->describe("Set the Playmode of the current Level")
72->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount));
[7412]73
[7739]74SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
75SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility);
[6352]76
77
[6989]78GameWorld::GameWorld()
[6402]79    : StoryEntity()
[6352]80{
[9869]81  this->registerObject(this, GameWorld::_objectList);
[6368]82  this->setName("Preloaded World - no name yet");
83
84  this->gameTime = 0.0f;
[6370]85  this->setSpeed(1.0f);
[6368]86  this->shell = NULL;
87
88  this->showPNodes = false;
89  this->showBV = false;
[7739]90  this->showBVLevel = 3;
[6368]91
[6845]92  this->dataXML = NULL;
[7391]93  this->gameRules = NULL;
[6352]94}
95
96/**
[6358]97 *  remove the GameWorld from memory
[6352]98 *
99 *  delete everything explicitly, that isn't contained in the parenting tree!
100 *  things contained in the tree are deleted automaticaly
101 */
[6358]102GameWorld::~GameWorld ()
[6352]103{
[6408]104  PRINTF(4)("Deleted GameWorld\n");
[7283]105
[6352]106}
107
108
109
110/**
[6358]111 * loads the parameters of a GameWorld from an XML-element
[6352]112 * @param root the XML-element to load from
113 */
[6358]114void GameWorld::loadParams(const TiXmlElement* root)
[6352]115{
[6512]116  StoryEntity::loadParams(root);
[6352]117
[6376]118  PRINTF(4)("Loaded GameWorld specific stuff\n");
[6352]119}
120
[6368]121
[6352]122/**
123 * this is executed just before load
124 *
125 * since the load function sometimes needs data, that has been initialized
126 * before the load and after the proceeding storyentity has finished
127*/
[6370]128ErrorMessage GameWorld::init()
[6352]129{
130  /* init the world interface */
[7374]131  this->shell = new OrxShell::Shell();
[6352]132
[6498]133  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
[6407]134  this->dataTank->init();
[7369]135
136  /* initialize some engines and graphical elements */
137  AnimationPlayer::getInstance();
138  PhysicsEngine::getInstance();
[8190]139  CREngine::getInstance();
[8408]140
141  State::setScriptManager(&this->scriptManager);
142
[8717]143  return ErrorMessage();
[6352]144}
145
146/**
[6358]147 *  loads the GameWorld by initializing all resources, and set their default values.
[6352]148 */
[6372]149ErrorMessage GameWorld::loadData()
[6352]150{
[8408]151  this->displayLoadScreen();  State::setScriptManager(&this->scriptManager);
[6370]152
[8408]153
[9869]154  PRINTF(4)("Loading the GameWorld\n");
[6407]155
[7677]156  PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str());
[9235]157  //  TiXmlElement* element;
158  //  GameLoader* loader = GameLoader::getInstance();
[6352]159
[7221]160  if( getLoadFile().empty())
[6402]161  {
[6634]162    PRINTF(1)("GameWorld has no path specified for loading\n");
[8717]163    return (ErrorMessage(213,"Path not specified","GameWorld::load()"));
[6402]164  }
[6352]165
[7287]166  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
[6402]167  // load the xml world file for further loading
[7287]168  if( !XMLDoc->LoadFile())
[6352]169  {
[7287]170    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
171    delete XMLDoc;
[8717]172    return ErrorMessage(213,"XML File parsing error","GameWorld::load()");
[6352]173  }
174  // check basic validity
[7287]175  TiXmlElement* root = XMLDoc->RootElement();
[6352]176  assert( root != NULL);
177  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
178  {
[6402]179    // report an error
180    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
[7287]181    delete XMLDoc;
[8717]182    return ErrorMessage(213,"Path not a WorldDataFile","GameWorld::load()");
[6352]183  }
[6402]184  /* the whole loading process for the GameWorld */
[6407]185  this->dataTank->loadData(root);
[6845]186  this->dataXML = (TiXmlElement*)root->Clone();
[6352]187
[8408]188  //remove this after finished testing !!!!
[8711]189  //Object* obj= new Object();
190  //obj->setName("Obj");
191  //Account* a = new Account();
192  //a->setName("a");
193  //Account *b = new Account(30);
194  //b->setName("b");
[8717]195
[8740]196
[8271]197  LoadParamXML(root, "ScriptManager", &this->scriptManager, ScriptManager, loadParams);
198
[7287]199  delete XMLDoc;
[6386]200  this->releaseLoadScreen();
[8717]201
202  return ErrorMessage();
[6352]203}
204
205
206/**
[6387]207 *  unload the data of this GameWorld
208 */
209ErrorMessage GameWorld::unloadData()
210{
[8271]211
[7287]212  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
[8271]213  this->scriptManager.flush();
214
[7370]215  delete this->shell;
[6387]216
[6981]217  this->dataTank->unloadData();
218
[7369]219  this->shell = NULL;
220  delete AnimationPlayer::getInstance();
221  delete PhysicsEngine::getInstance();
[8190]222  delete CREngine::getInstance();
[7369]223
[6988]224  State::setCurrentStoryEntity(NULL);
[6845]225  if (this->dataXML)
226    delete this->dataXML;
[8717]227
228  return ErrorMessage();
[6387]229}
230
231
[9235]232void GameWorld::setSoundtrack(const std::string& soundTrack)
233{
234  if (this->dataTank != NULL)
235  {
236    this->dataTank->setSoundTrack(soundTrack);
237    this->dataTank->music->play();
238  }
239}
240
241
[6387]242/**
[6358]243 *  starts the GameWorld
[6352]244 */
[6387]245bool GameWorld::start()
[6352]246{
[7283]247  this->bPaused = false;
248  this->bRunning = true;
[8408]249  State::setScriptManager(&this->scriptManager); //make sure we have the right script manager
[6387]250  this->run();
[8717]251
252  return true;
[6352]253}
254
[6402]255
[6352]256/**
257 *  stops the world.
[6402]258 */
[6387]259bool GameWorld::stop()
[6352]260{
[6358]261  PRINTF(3)("GameWorld::stop() - got stop signal\n");
[8408]262  State::setScriptManager(NULL);
[8717]263  return (this->bRunning = false);
[6352]264}
265
[6402]266
[6352]267/**
[6402]268 *  pauses the game
269 */
[6387]270bool GameWorld::pause()
[6352]271{
[8717]272  return (this->bPaused = true);
[6352]273}
274
[6402]275
[6352]276/**
277 *  ends the pause Phase
[6409]278 */
[6387]279bool GameWorld::resume()
[6352]280{
[8717]281  return(this->bPaused = false);
[6352]282}
283
284
285/**
[6402]286 *  main loop of the world: executing all world relevant function
287 *
288 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
289 * all other member-entities of the world (tick to player, enemies etc.), checking for
290 * collisions drawing everything to the screen.
291 */
292void GameWorld::run()
[6352]293{
[6402]294  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
[6352]295
[7131]296  // initialize Timing
297  this->cycle = 0;
298  for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++)
[7919]299    this->frameTimes[i] = 0.01f;
[7131]300  this->dtS = 0.0f;
[7919]301  this->lastFrame = Timer::getNow();
[7131]302
[7304]303  if (this->dataTank->music != NULL)
304    this->dataTank->music->play();
305
[7283]306  while( this->bRunning) /* @todo implement pause */
[6402]307  {
308    /* process intput */
309    this->handleInput ();
[7322]310    if( !this->bRunning)
311      break;
[6386]312
[6402]313    /* network synchronisation */
314    this->synchronize ();
315    /* process time */
316    this->tick ();
[8490]317
[8740]318
[8724]319    /* update the state */
[8740]320    //this->update (); /// LESS REDUNDANCY.
[9235]321    //      PNode::getNullParent()->updateNode(this->dtS);
[9061]322    PNode::getNullParent()->updateNode(this->dtS);
[8724]323
[8190]324    /* collision detection */
325    this->collisionDetection ();
326    /* collision reaction */
327    this->collisionReaction ();
[8490]328
[10040]329    /* perform ai check*/
330    this->checkAI();
331
[8724]332    /* check the game rules */
333    this->checkGameRules();
[8740]334
[6402]335    /* update the state */
336    this->update ();
337    /* draw everything */
338    this->display ();
[7306]339
[6402]340  }
341
[9869]342  PRINTF(4)("GameWorld::mainLoop() - Exiting the main loop\n");
[6352]343}
344
345
[7338]346void GameWorld::setPlaymode(Playable::Playmode playmode)
347{
348  if (this->dataTank->localPlayer &&
349      this->dataTank->localPlayer->getPlayable() &&
[7339]350      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
[7338]351  {
[9110]352    PRINTF(4)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
[7338]353  }
[7339]354  else
355  {
[9110]356    PRINTF(2)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
[7339]357  }
[7338]358}
359
[7339]360void GameWorld::setPlaymode(const std::string& playmode)
361{
362  this->setPlaymode(Playable::stringToPlaymode(playmode));
363}
[7338]364
[6352]365/**
366 *  synchronize local data with remote data
367*/
[6358]368void GameWorld::synchronize ()
[6402]369{}
[6352]370
371
372/**
373 *  run all input processing
374
375   the command node is the central input event dispatcher. the node uses the even-queue from
376   sdl and has its own event-passing-queue.
377*/
[6358]378void GameWorld::handleInput ()
[6352]379{
380  EventHandler::getInstance()->process();
381}
382
[6402]383
384/**
[7370]385 * @brief ticks a WorldEntity list
[6402]386 * @param entityList list of the WorldEntities
387 * @param dt time passed since last frame
388 */
[7370]389void GameWorld::tick(ObjectManager::EntityList entityList, float dt)
[6352]390{
[7370]391  ObjectManager::EntityList::iterator entity, next;
[6710]392  next = entityList.begin();
393  while (next != entityList.end())
394  {
395    entity = next++;
[6352]396    (*entity)->tick(dt);
[6710]397  }
[6352]398}
399
[7131]400
[6352]401/**
402 *  advance the timeline
[6402]403 *
404 * this calculates the time used to process one frame (with all input handling, drawing, etc)
405 * the time is mesured in ms and passed to all world-entities and other classes that need
406 * a heart-beat.
407 */
[6358]408void GameWorld::tick ()
[6352]409{
[7283]410  if( !this->bPaused)
[6402]411  {
[7131]412    // CALCULATE FRAMERATE
413    Uint32 frameTimesIndex;
414    Uint32 i;
[7919]415    double currentFrame = Timer::getNow();
[6402]416
[9494]417    if (currentFrame - this->lastFrame < .01)
418    {
[9869]419      SDL_Delay((int)(1000.0 * (0.01 - (currentFrame - lastFrame))));
[9494]420      currentFrame = Timer::getNow();
421    }
422
423
[7131]424    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
[7919]425    this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame;
426    this->lastFrame = currentFrame;
[7132]427    ++this->cycle;
[7919]428    this->dtS = 0.0;
[7132]429    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
[7131]430      this->dtS += this->frameTimes[i];
[7919]431    this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed;
[6352]432
[7131]433    // TICK everything
[7370]434    for (i = 0; i < this->dataTank->tickLists.size(); ++i)
[9869]435      this->tick(this->dataTank->objectManager->getEntityList(this->dataTank->tickLists[i]), this->dtS);
[6352]436
[6402]437    /* update tick the rest */
[6407]438    this->dataTank->localCamera->tick(this->dtS);
[6402]439    AnimationPlayer::getInstance()->tick(this->dtS);
440    PhysicsEngine::getInstance()->tick(this->dtS);
[6352]441
[6402]442    GraphicsEngine::getInstance()->tick(this->dtS);
[7810]443    AtmosphericEngine::getInstance()->tick(this->dtS);
[7035]444
445    if( likely(this->dataTank->gameRule != NULL))
446      this->dataTank->gameRule->tick(this->dtS);
[8717]447
[6402]448  }
[6352]449}
450
451
452/**
453 *  this function gives the world a consistant state
[6402]454 *
455 * after ticking (updating the world state) this will give a constistant
456 * state to the whole system.
457 */
[6358]458void GameWorld::update()
[6352]459{
460  PNode::getNullParent()->updateNode (this->dtS);
[7460]461  OrxSound::SoundEngine::getInstance()->update();
[8740]462
463  this->applyCameraSettings();
[7871]464  GraphicsEngine::getInstance()->update(this->dtS);
[6352]465}
466
467
[6402]468/**
469 * kicks the CDEngine to detect the collisions between the object groups in the world
470 */
[8190]471void GameWorld::collisionDetection()
[6352]472{
[8490]473  // object-object collision detection
[9869]474  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
475      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
476  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
477      this->dataTank->objectManager->getEntityList(OM_GROUP_00_PROJ));
478  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
479      this->dataTank->objectManager->getEntityList(OM_GROUP_00));
[6433]480
[9869]481  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
482      this->dataTank->objectManager->getEntityList(OM_GROUP_02));
483  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_02),
484      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
[9235]485
486
[9869]487  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
488      this->dataTank->objectManager->getEntityList(OM_COMMON));
489  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
490      this->dataTank->objectManager->getEntityList(OM_COMMON));
[7083]491
[8490]492  // ground collision detection: BSP Model
[9869]493  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_00));
494  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_01));
[6352]495}
496
[7391]497
[8190]498void GameWorld::collisionReaction()
499{
500  CREngine::getInstance()->handleCollisions();
501}
502
503
[10040]504
505void GameWorld::checkAI()
506{
507  AIEngine::getInstance()->process();
508}
509
510
[6352]511/**
[7391]512 *  check the game rules: winning conditions, etc.
513 *
514 */
515void GameWorld::checkGameRules()
516{
517  if( this->gameRules)
518    this->gameRules->tick(this->dtS);
519}
520
521
522/**
[6352]523 *  render the current frame
[6402]524 *
525 * clear all buffers and draw the world
526 */
[6358]527void GameWorld::display ()
[6352]528{
[9406]529
[9494]530  // if this server is a dedicated server the game workd does not need to be drawn
[9406]531  if( !GraphicsEngine::getInstance()->isDedicated())
532  {
[9494]533    // render the reflection texture
534    this->renderPassReflection();
535    // redner the refraction texture
536    this->renderPassRefraction();
[9406]537  }
[7785]538  // render all
539  this->renderPassAll();
540
[6352]541  // flip buffers
542  GraphicsEngine::swapBuffers();
543}
544
545
546/**
[7370]547 * @brief draws all entities in the list drawList
548 * @param drawList the List of entities to draw.
[6352]549 */
[7370]550void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const
551{
552  ObjectManager::EntityList::const_iterator entity;
553  for (entity = drawList.begin(); entity != drawList.end(); entity++)
554    if ((*entity)->isVisible())
555      (*entity)->draw();
556}
557
[7785]558
[8740]559void GameWorld::applyCameraSettings()
560{
561  this->dataTank->localCamera->apply ();
562  this->dataTank->localCamera->project ();
563  GraphicsEngine::storeMatrices();
564}
[7785]565
[8740]566
567
[7370]568/**
[7785]569 * reflection rendering for water surfaces
[7370]570 */
[7785]571void GameWorld::renderPassReflection()
[6352]572{
[9235]573  // clear buffer
[7785]574  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[9235]575  //  glLoadIdentity();
[7785]576
577  MappedWater* mw;
578
[9869]579  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
580       it != MappedWater::objectList().end();
581       ++it)
[7785]582  {
[9869]583    mw =  (*it);
[7785]584
[9869]585    //camera and light
586    //this->dataTank->localCamera->apply ();
587    //this->dataTank->localCamera->project ();
[8312]588
[9869]589    LightManager::getInstance()->draw();
[8312]590
591
[9869]592    // prepare for reflection rendering
593    mw->activateReflection();
[8312]594
[9869]595    // draw everything to be included in the reflection
596    this->drawEntityList(State::getObjectManager()->getReflectionList());
597    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
598    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
[7785]599
[9869]600    // clean up from reflection rendering
601    mw->deactivateReflection();
[7785]602  }
603
604}
605
606
607/**
608 *  refraction rendering for water surfaces
609 */
610void GameWorld::renderPassRefraction()
[8037]611{
[9235]612  // clear buffer
[8037]613  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[8740]614  //glLoadIdentity();
[7785]615
[8037]616  MappedWater* mw;
617
[9869]618  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
619       it != MappedWater::objectList().end();
620       ++it)
[8037]621  {
[9869]622    mw =  dynamic_cast<MappedWater*>(*it);
[8037]623
[9869]624    //camera and light
625    //this->dataTank->localCamera->apply ();
626    //this->dataTank->localCamera->project ();
627    // prepare for reflection rendering
628    mw->activateRefraction();
[8037]629
[8312]630
[9869]631    LightManager::getInstance()->draw();
632    // draw everything to be included in the reflection
633    this->drawEntityList(State::getObjectManager()->getReflectionList());
634    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
635    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
[8037]636
[9869]637    // clean up from reflection rendering
638    mw->deactivateRefraction();
[8037]639  }
640}
641
642
[7785]643/**
644 *  this render pass renders the whole wolrd
645 */
646void GameWorld::renderPassAll()
647{
648  // clear buffer
649  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[6352]650  GraphicsEngine* engine = GraphicsEngine::getInstance();
[6402]651
[7919]652
[8740]653  // glEnable(GL_DEPTH_TEST);
654  // glEnable(GL_LIGHTING);
[7919]655
[8740]656  // set Lighting
[7108]657  LightManager::getInstance()->draw();
[6416]658
[9406]659  // only render the world if its not dedicated mode
660  if( !GraphicsEngine::getInstance()->isDedicated())
661  {
662    /* Draw the BackGround */
[9869]663    this->drawEntityList(State::getObjectManager()->getEntityList(OM_BACKGROUND));
[9406]664    engine->drawBackgroundElements();
[7840]665
[9406]666    /* draw all WorldEntiy groups */
667    for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
[9869]668      this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
[6416]669
[9406]670    AtmosphericEngine::getInstance()->draw();
[8408]671
[9406]672    if( unlikely( this->showBV))
673    {
674      CDEngine* engine = CDEngine::getInstance();
675      for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
[9869]676        engine->drawBV(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]), this->showBVLevel);
[9406]677    }
678
679    if( unlikely(this->showPNodes))
680      PNode::getNullParent()->debugDraw(0);
681
682    // draw the game ruls
683    if( likely(this->dataTank->gameRule != NULL))
684      this->dataTank->gameRule->draw();
[6402]685  }
[6416]686
[6780]687  engine->draw();
[6352]688}
689
[7785]690
[6352]691/**
[6402]692 *  shows the loading screen
693 */
694void GameWorld::displayLoadScreen ()
[6387]695{
[6402]696  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
[6407]697  this->dataTank->glmis = new GLMenuImageScreen();
698  this->dataTank->glmis->setMaximum(8);
[6402]699  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
[6387]700}
701
702
[6402]703/**
704 *  removes the loadscreen, and changes over to the game
705 */
[9869]706void GameWorld::releaseLoadScreen()
[6387]707{
[6402]708  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
[6407]709  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
[6402]710  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
[6387]711}
712
[7004]713
714
715/**
716 * @brief toggles the PNode visibility in the world (drawn as boxes)
717 */
718void GameWorld::togglePNodeVisibility()
719{
[7723]720  this->showPNodes = !this->showPNodes;
[7004]721};
722
723
724/**
725 * @brief toggles the bounding volume (BV) visibility
726*/
[7739]727void GameWorld::toggleBVVisibility(int level)
[7004]728{
[7739]729  if( level < 1)
730    this->showBV = false;
731  else
732  {
733    this->showBV = true;
734    this->showBVLevel = level;
735  }
736
[7004]737};
738
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