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source: orxonox.OLD/branches/new_class_id/src/story_entities/game_world.cc @ 9823

Last change on this file since 9823 was 9823, checked in by bensch, 18 years ago

orxonox/new_class_id: now it should also be possible, to cache the resources, by suppling a LoadString.
This is vital to loading Resources, when you only know the TypeName and a LoadString, but not the c++-type and the LoadParameters as is the case when loading over the internet.

File size: 18.3 KB
RevLine 
[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"
24
[7193]25#include "util/loading/game_loader.h"
[7919]26#include "util/timer.h"
[6404]27
[6352]28#include "player.h"
29#include "camera.h"
30#include "environment.h"
31#include "terrain.h"
[7287]32#include "test_entity.h"
33#include "terrain.h"
[6404]34#include "playable.h"
[7785]35#include "environments/mapped_water.h"
[6404]36
[6352]37#include "light.h"
[6404]38
[7193]39#include "util/loading/factory.h"
[9727]40#include "util/loading/load_param_xml.h"
[9709]41#include "loading/fast_factory.h"
[6404]42#include "shell_command.h"
[6352]43
44#include "graphics_engine.h"
[9760]45#include "weather_effects/atmospheric_engine.h"
[6404]46#include "event_handler.h"
47#include "sound_engine.h"
48#include "cd_engine.h"
49#include "network_manager.h"
[6352]50#include "physics_engine.h"
51
52#include "glmenu_imagescreen.h"
[6404]53#include "shell.h"
[6352]54
55#include "ogg_player.h"
[6404]56#include "shader.h"
[6352]57
[7369]58#include "animation_player.h"
59
[7035]60#include "game_rules.h"
[6352]61
[9110]62#include "script_class.h"
[9715]63ObjectListDefinition(GameWorld);
[9757]64CREATE_SCRIPTABLE_CLASS(GameWorld,
[9746]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{
[9709]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
[6407]154  PRINTF(0)("Loading the GameWorld\n");
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
[8724]329    /* check the game rules */
330    this->checkGameRules();
[8740]331
[6402]332    /* update the state */
333    this->update ();
334    /* draw everything */
335    this->display ();
[7306]336
[6402]337  }
338
[7330]339  PRINTF(0)("GameWorld::mainLoop() - Exiting the main loop\n");
[6352]340}
341
342
[7338]343void GameWorld::setPlaymode(Playable::Playmode playmode)
344{
345  if (this->dataTank->localPlayer &&
346      this->dataTank->localPlayer->getPlayable() &&
[7339]347      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
[7338]348  {
[9110]349    PRINTF(4)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
[7338]350  }
[7339]351  else
352  {
[9110]353    PRINTF(2)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
[7339]354  }
[7338]355}
356
[7339]357void GameWorld::setPlaymode(const std::string& playmode)
358{
359  this->setPlaymode(Playable::stringToPlaymode(playmode));
360}
[7338]361
[6352]362/**
363 *  synchronize local data with remote data
364*/
[6358]365void GameWorld::synchronize ()
[6402]366{}
[6352]367
368
369/**
370 *  run all input processing
371
372   the command node is the central input event dispatcher. the node uses the even-queue from
373   sdl and has its own event-passing-queue.
374*/
[6358]375void GameWorld::handleInput ()
[6352]376{
377  EventHandler::getInstance()->process();
378}
379
[6402]380
381/**
[7370]382 * @brief ticks a WorldEntity list
[6402]383 * @param entityList list of the WorldEntities
384 * @param dt time passed since last frame
385 */
[7370]386void GameWorld::tick(ObjectManager::EntityList entityList, float dt)
[6352]387{
[7370]388  ObjectManager::EntityList::iterator entity, next;
[6710]389  next = entityList.begin();
390  while (next != entityList.end())
391  {
392    entity = next++;
[6352]393    (*entity)->tick(dt);
[6710]394  }
[6352]395}
396
[7131]397
[6352]398/**
399 *  advance the timeline
[6402]400 *
401 * this calculates the time used to process one frame (with all input handling, drawing, etc)
402 * the time is mesured in ms and passed to all world-entities and other classes that need
403 * a heart-beat.
404 */
[6358]405void GameWorld::tick ()
[6352]406{
[7283]407  if( !this->bPaused)
[6402]408  {
[7131]409    // CALCULATE FRAMERATE
410    Uint32 frameTimesIndex;
411    Uint32 i;
[7919]412    double currentFrame = Timer::getNow();
[6402]413
[9494]414    if (currentFrame - this->lastFrame < .01)
415    {
[9727]416      SDL_Delay((int)(1000.0 * (0.01 - (currentFrame - lastFrame))));
[9494]417      currentFrame = Timer::getNow();
418    }
419
420
[7131]421    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
[7919]422    this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame;
423    this->lastFrame = currentFrame;
[7132]424    ++this->cycle;
[7919]425    this->dtS = 0.0;
[7132]426    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
[7131]427      this->dtS += this->frameTimes[i];
[7919]428    this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed;
[6352]429
[7131]430    // TICK everything
[7370]431    for (i = 0; i < this->dataTank->tickLists.size(); ++i)
[9709]432      this->tick(this->dataTank->objectManager->getEntityList(this->dataTank->tickLists[i]), this->dtS);
[6352]433
[6402]434    /* update tick the rest */
[6407]435    this->dataTank->localCamera->tick(this->dtS);
[6402]436    AnimationPlayer::getInstance()->tick(this->dtS);
437    PhysicsEngine::getInstance()->tick(this->dtS);
[6352]438
[6402]439    GraphicsEngine::getInstance()->tick(this->dtS);
[7810]440    AtmosphericEngine::getInstance()->tick(this->dtS);
[7035]441
442    if( likely(this->dataTank->gameRule != NULL))
443      this->dataTank->gameRule->tick(this->dtS);
[8717]444
[6402]445  }
[6352]446}
447
448
449/**
450 *  this function gives the world a consistant state
[6402]451 *
452 * after ticking (updating the world state) this will give a constistant
453 * state to the whole system.
454 */
[6358]455void GameWorld::update()
[6352]456{
457  PNode::getNullParent()->updateNode (this->dtS);
[7460]458  OrxSound::SoundEngine::getInstance()->update();
[8740]459
460  this->applyCameraSettings();
[7871]461  GraphicsEngine::getInstance()->update(this->dtS);
[6352]462}
463
464
[6402]465/**
466 * kicks the CDEngine to detect the collisions between the object groups in the world
467 */
[8190]468void GameWorld::collisionDetection()
[6352]469{
[8490]470  // object-object collision detection
[9709]471  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
472      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
473  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
474      this->dataTank->objectManager->getEntityList(OM_GROUP_00_PROJ));
475  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
476      this->dataTank->objectManager->getEntityList(OM_GROUP_00));
[6433]477
[9709]478  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
479      this->dataTank->objectManager->getEntityList(OM_GROUP_02));
480  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_02),
481      this->dataTank->objectManager->getEntityList(OM_GROUP_01_PROJ));
[9235]482
483
[9709]484  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_00),
485      this->dataTank->objectManager->getEntityList(OM_COMMON));
486  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getEntityList(OM_GROUP_01),
487      this->dataTank->objectManager->getEntityList(OM_COMMON));
[7083]488
[8490]489  // ground collision detection: BSP Model
[9709]490  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_00));
491  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getEntityList(OM_GROUP_01));
[6352]492}
493
[7391]494
[8190]495void GameWorld::collisionReaction()
496{
497  CREngine::getInstance()->handleCollisions();
498}
499
500
[6352]501/**
[7391]502 *  check the game rules: winning conditions, etc.
503 *
504 */
505void GameWorld::checkGameRules()
506{
507  if( this->gameRules)
508    this->gameRules->tick(this->dtS);
509}
510
511
512/**
[6352]513 *  render the current frame
[6402]514 *
515 * clear all buffers and draw the world
516 */
[6358]517void GameWorld::display ()
[6352]518{
[9406]519
[9494]520  // if this server is a dedicated server the game workd does not need to be drawn
[9406]521  if( !GraphicsEngine::getInstance()->isDedicated())
522  {
[9494]523    // render the reflection texture
524    this->renderPassReflection();
525    // redner the refraction texture
526    this->renderPassRefraction();
[9406]527  }
[7785]528  // render all
529  this->renderPassAll();
530
[6352]531  // flip buffers
532  GraphicsEngine::swapBuffers();
533}
534
535
536/**
[7370]537 * @brief draws all entities in the list drawList
538 * @param drawList the List of entities to draw.
[6352]539 */
[7370]540void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const
541{
542  ObjectManager::EntityList::const_iterator entity;
543  for (entity = drawList.begin(); entity != drawList.end(); entity++)
544    if ((*entity)->isVisible())
545      (*entity)->draw();
546}
547
[7785]548
[8740]549void GameWorld::applyCameraSettings()
550{
551  this->dataTank->localCamera->apply ();
552  this->dataTank->localCamera->project ();
553  GraphicsEngine::storeMatrices();
554}
[7785]555
[8740]556
557
[7370]558/**
[7785]559 * reflection rendering for water surfaces
[7370]560 */
[7785]561void GameWorld::renderPassReflection()
[6352]562{
[9235]563  // clear buffer
[7785]564  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[9235]565  //  glLoadIdentity();
[7785]566
567  MappedWater* mw;
568
[9715]569  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
[9709]570       it != MappedWater::objectList().end();
571       ++it)
[7785]572  {
[9709]573    mw =  (*it);
[7785]574
[9709]575    //camera and light
576    //this->dataTank->localCamera->apply ();
577    //this->dataTank->localCamera->project ();
[8312]578
[9709]579    LightManager::getInstance()->draw();
[8312]580
581
[9709]582    // prepare for reflection rendering
583    mw->activateReflection();
[8312]584
[9709]585    // draw everything to be included in the reflection
586    this->drawEntityList(State::getObjectManager()->getReflectionList());
587    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
588    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
[7785]589
[9709]590    // clean up from reflection rendering
591    mw->deactivateReflection();
[7785]592  }
593
594}
595
596
597/**
598 *  refraction rendering for water surfaces
599 */
600void GameWorld::renderPassRefraction()
[8037]601{
[9235]602  // clear buffer
[8037]603  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[8740]604  //glLoadIdentity();
[7785]605
[8037]606  MappedWater* mw;
607
[9715]608  for (ObjectList<MappedWater>::const_iterator it = MappedWater::objectList().begin();
[9709]609       it != MappedWater::objectList().end();
610       ++it)
[8037]611  {
[9709]612    mw =  dynamic_cast<MappedWater*>(*it);
[8037]613
[9709]614    //camera and light
615    //this->dataTank->localCamera->apply ();
616    //this->dataTank->localCamera->project ();
617    // prepare for reflection rendering
618    mw->activateRefraction();
[8037]619
[8312]620
[9709]621    LightManager::getInstance()->draw();
622    // draw everything to be included in the reflection
623    this->drawEntityList(State::getObjectManager()->getReflectionList());
624    //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
625    //         this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
[8037]626
[9709]627    // clean up from reflection rendering
628    mw->deactivateRefraction();
[8037]629  }
630}
631
632
[7785]633/**
634 *  this render pass renders the whole wolrd
635 */
636void GameWorld::renderPassAll()
637{
638  // clear buffer
639  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[6352]640  GraphicsEngine* engine = GraphicsEngine::getInstance();
[6402]641
[7919]642
[8740]643  // glEnable(GL_DEPTH_TEST);
644  // glEnable(GL_LIGHTING);
[7919]645
[8740]646  // set Lighting
[7108]647  LightManager::getInstance()->draw();
[6416]648
[9406]649  // only render the world if its not dedicated mode
650  if( !GraphicsEngine::getInstance()->isDedicated())
651  {
652    /* Draw the BackGround */
[9709]653    this->drawEntityList(State::getObjectManager()->getEntityList(OM_BACKGROUND));
[9406]654    engine->drawBackgroundElements();
[7840]655
[9406]656    /* draw all WorldEntiy groups */
657    for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
[9709]658      this->drawEntityList(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]));
[6416]659
[9406]660    AtmosphericEngine::getInstance()->draw();
[8408]661
[9406]662    if( unlikely( this->showBV))
663    {
664      CDEngine* engine = CDEngine::getInstance();
665      for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
[9709]666        engine->drawBV(State::getObjectManager()->getEntityList(this->dataTank->drawLists[i]), this->showBVLevel);
[9406]667    }
668
669    if( unlikely(this->showPNodes))
670      PNode::getNullParent()->debugDraw(0);
671
672    // draw the game ruls
673    if( likely(this->dataTank->gameRule != NULL))
674      this->dataTank->gameRule->draw();
[6402]675  }
[6416]676
[6780]677  engine->draw();
[6352]678}
679
[7785]680
[6352]681/**
[6402]682 *  shows the loading screen
683 */
684void GameWorld::displayLoadScreen ()
[6387]685{
[6402]686  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
[6407]687  this->dataTank->glmis = new GLMenuImageScreen();
688  this->dataTank->glmis->setMaximum(8);
[6402]689  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
[6387]690}
691
692
[6402]693/**
694 *  removes the loadscreen, and changes over to the game
695 */
[9823]696void GameWorld::releaseLoadScreen()
[6387]697{
[6402]698  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
[6407]699  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
[6402]700  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
[6387]701}
702
[7004]703
704
705/**
706 * @brief toggles the PNode visibility in the world (drawn as boxes)
707 */
708void GameWorld::togglePNodeVisibility()
709{
[7723]710  this->showPNodes = !this->showPNodes;
[7004]711};
712
713
714/**
715 * @brief toggles the bounding volume (BV) visibility
716*/
[7739]717void GameWorld::toggleBVVisibility(int level)
[7004]718{
[7739]719  if( level < 1)
720    this->showBV = false;
721  else
722  {
723    this->showBV = true;
724    this->showBVLevel = level;
725  }
726
[7004]727};
728
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