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source: orxonox.OLD/orxonox/branches/dave/src/world.cc @ 3401

Last change on this file since 3401 was 3401, checked in by dave, 19 years ago

branches/dave/src:Ok, diesmal ist die Rotation besser gelungen, schoener programmiert und vor allem nur im player.cc und player.h

File size: 23.6 KB
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[1853]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.
[1855]11
12   ### File Specific:
13   main-programmer: Patrick Boenzli
[2190]14   co-programmer: Christian Meyer
[1853]15*/
16
[2190]17#include "world.h"
18#include "world_entity.h"
19#include "collision.h"
[3365]20#include "track_manager.h"
[2190]21#include "track.h"
[2036]22#include "player.h"
[2190]23#include "command_node.h"
24#include "camera.h"
[2816]25#include "environment.h"
[3365]26#include "p_node.h"
27#include "null_parent.h"
28#include "helper_parent.h"
29#include "glmenu_imagescreen.h"
[2036]30
[1856]31using namespace std;
[1853]32
33
[1858]34/**
[2551]35    \brief create a new World
36   
37    This creates a new empty world!
[1858]38*/
[2636]39World::World (char* name)
[1855]40{
[3365]41  this->setClassName ("World");
[2636]42  this->worldName = name;
43  this->debugWorldNr = -1;
[2822]44  this->entities = new tList<WorldEntity>();
[1855]45}
46
[2636]47World::World (int worldID)
48{
49  this->debugWorldNr = worldID;
50  this->worldName = NULL;
[2822]51  this->entities = new tList<WorldEntity>();
[2636]52}
53
[1858]54/**
[2551]55    \brief remove the World from memory
[3365]56   
57    delete everything explicitly, that isn't contained in the parenting tree!
58    things contained in the tree are deleted automaticaly
[1858]59*/
[2190]60World::~World ()
[1872]61{
[3220]62  printf("World::~World() - deleting current world\n");
[3226]63  CommandNode* cn = Orxonox::getInstance()->getLocalInput();
[3220]64  cn->unbind(this->localPlayer);
65  cn->reset();
66  this->localCamera->destroy();
67
[3365]68  this->nullParent->destroy ();
69
70  //delete this->trackManager;
71
72  /*
[3220]73  WorldEntity* entity = entities->enumerate(); 
74  while( entity != NULL )
75    {
76      entity->destroy();
77      entity = entities->nextElement();
78    }
79  this->entities->destroy();
[3365]80  */
[3220]81
[3365]82  /* FIX the parent list has to be cleared - not possible if we got the old list also*/
83
84
85  //delete this->entities;
86  //delete this->localCamera;
[3220]87  /* this->localPlayer hasn't to be deleted explicitly, it is
88     contained in entities*/
[1872]89}
[1858]90
[3365]91GLfloat ctrlpoints[4][3] = {
92  {20.0, 10.0, 5.0}, {40.0, -10.0, 0.0},
93  {60.0, -10.0, 5.0}, {80.0, 10.0, 5.0}};
[2636]94
[3365]95
[3222]96ErrorMessage World::init()
[2636]97{
98  this->bPause = false;
[3226]99  CommandNode* cn = Orxonox::getInstance()->getLocalInput();
[3216]100  cn->addToWorld(this);
101  cn->enable(true);
[3365]102
103  //glMap1f (GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, &ctrlpoints[0][0]);
104  //glEnable (GL_MAP1_VERTEX_3);
105 
106  //theNurb = gluNewNurbsRenderer ();
107  //gluNurbsProperty (theNurb, GLU_NURBS_MODE, GLU_NURBS_TESSELLATOR);
108  //gluNurbsProperty (theNurb, GLU_NURBS_VERTEX, vertexCallback );
109
[2636]110}
111
[3365]112
113
[3222]114ErrorMessage World::start()
[2636]115{
[3220]116  printf("World::start() - starting current World: nr %i\n", this->debugWorldNr);
117  this->bQuitOrxonox = false;
118  this->bQuitCurrentGame = false;
[2636]119  this->mainLoop();
120}
121
[3222]122ErrorMessage World::stop()
[2636]123{
[3220]124  printf("World::stop() - got stop signal\n");
[2636]125  this->bQuitCurrentGame = true;
126}
127
[3222]128ErrorMessage World::pause()
[2636]129{
130  this->isPaused = true;
131}
132
[3365]133
[3222]134ErrorMessage World::resume()
[2636]135{
136  this->isPaused = false;
137}
138
[3365]139
[3221]140void World::destroy()
141{
[3365]142}
[3221]143
[3365]144
145void World::displayLoadScreen ()
146{
147  printf ("World::displayLoadScreen - start\n"); 
148 
149  //GLMenuImageScreen*
[3368]150  this->glmis = new GLMenuImageScreen();
151  this->glmis->init();
152  this->glmis->setMaximum(10);
153  this->glmis->draw();
[3365]154 
155  printf ("World::displayLoadScreen - end\n"); 
[3221]156}
157
[3365]158
159void World::releaseLoadScreen ()
160{
161  printf ("World::releaseLoadScreen - start\n"); 
[3368]162  this->glmis->setValue(this->glmis->getMaximum());
[3370]163  SDL_Delay(500);
[3365]164  printf ("World::releaseLoadScreen - end\n"); 
165}
166
167
[2636]168void World::load()
169{
[3365]170  //  BezierCurve* tmpCurve = new BezierCurve();
[2636]171  if(this->debugWorldNr != -1)
172    {
[3365]173      trackManager = TrackManager::getInstance();
174      trackManager->addPoint(Vector(0,-5,0));
175      trackManager->addPoint(Vector(10,0,5));
176      trackManager->addPoint(Vector(20,0,-5));
177      trackManager->addPoint(Vector(30,0,5));
178      trackManager->addPoint(Vector(40,0,5));
179      trackManager->setDuration(.5);
180      trackManager->setSavePoint();
181      trackManager->addPoint(Vector(50,10,10));
182      trackManager->addPoint(Vector(60,0, 10));
183      trackManager->addPoint(Vector(70,0, 10));
184      trackManager->addPoint(Vector(80,0,-10));
185      trackManager->addPoint(Vector(90,0,-10));
186      trackManager->setDuration(.5);
187      trackManager->setSavePoint();
188      trackManager->addPoint(Vector(110,0,5));
189      trackManager->addPoint(Vector(120,0, 10));
190      trackManager->addPoint(Vector(130,0, 10));
191      trackManager->addPoint(Vector(140,0,-10));
192      trackManager->addPoint(Vector(150,0,-10));
193      trackManager->setDuration(.5);
194      int fork11, fork12, fork13, fork14;
195      trackManager->fork(4, &fork11, &fork12, &fork13, &fork14);
196      trackManager->workOn(fork11);
197      trackManager->addPoint(Vector(170, 0, -15));
198      trackManager->addPoint(Vector(180, 0, -15));
199      trackManager->workOn(fork12);
200      trackManager->addPoint(Vector(170, 0, 10));
201      trackManager->addPoint(Vector(180, 0, 10));
202      trackManager->addPoint(Vector(190,2,5));
203      trackManager->addPoint(Vector(200,2,5));
204      int fork21, fork22;
205      trackManager->fork(2, &fork21, &fork22);
206      trackManager->workOn(fork21);
207      trackManager->addPoint(Vector(220, 10,-10));
208      trackManager->addPoint(Vector(230, 0,-10));
209      trackManager->addPoint(Vector(240, 0, 2));
210      trackManager->addPoint(Vector(250, 0, 0));
211      trackManager->addPoint(Vector(260, 0, 5));
212      trackManager->join(2, fork12, fork11);
213      trackManager->workOn(fork22);
214      trackManager->addPoint(Vector(220, -10,10));
215      trackManager->addPoint(Vector(230, 0, 10));
216      trackManager->addPoint(Vector(240, 0, 10));
217      trackManager->addPoint(Vector(250, 0, 5));
218      trackManager->workOn(fork13);
219      trackManager->addPoint(Vector(200,-10,5));
220      trackManager->addPoint(Vector(250,-10,5));
221      printf("fork14: %d\n", fork14);
222      trackManager->workOn(fork14);
223      trackManager->addPoint(Vector(200,15,0));
224      trackManager->addPoint(Vector(210,0,10));
225
226
227
228      trackManager->join(4, fork21, fork22, fork13, fork14);
229
[3368]230      /*monitor progress*/
231      this->glmis->step();
232
[3365]233      /*
234      tmpCurve->addNode(Vector(10,0,-10));
235      //tmpCurve->addNode(Vector(10,2,5));
236      //tmpCurve->addNode(Vector(10,3,-5));
237      //      tmpCurve->addNode(Vector(10,1,5));
238      tmpCurve->addNode(Vector(10,0,5));
239      */
[2636]240      switch(this->debugWorldNr)
241        {
[3225]242          /*
243            this loads the hard-coded debug world. this only for simplicity and will be
244            removed by a reald world-loader, which interprets a world-file.
245            if you want to add an own debug world, just add a case DEBUG_WORLD_[nr] and
246            make whatever you want...
247           */
[2636]248        case DEBUG_WORLD_0:
249          {
[3365]250            this->nullParent = NullParent::getInstance ();
251            this->nullParent->setName ("NullParent");
252
[2636]253            // create some path nodes
254            this->pathnodes = new Vector[6];
255            this->pathnodes[0] = Vector(0, 0, 0);
[2792]256            this->pathnodes[1] = Vector(1000, 0, 0);
257            //      this->pathnodes[2] = Vector(-100, 140, 0);
258            //      this->pathnodes[3] = Vector(0, 180, 0);
259            //      this->pathnodes[4] = Vector(100, 140, 0);
260            //      this->pathnodes[5] = Vector(100, 40, 0);
[2636]261           
262            // create the tracks
[2816]263            this->tracklen = 2;
264            this->track = new Track[2];
[2636]265            for( int i = 0; i < this->tracklen; i++)
266              {
267                this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]);
268              }
[3194]269            // !\todo old track-system has to be removed
270
[3365]271            //create helper for player
272            HelperParent* hp = new HelperParent ();
273            /* the player has to be added to this helper */
274
[2636]275            // create a player
[3365]276            WorldEntity* myPlayer = new Player ();
277            myPlayer->setName ("player");
278            this->spawn (myPlayer);
[3368]279            this->localPlayer = myPlayer;
[2640]280
[3368]281            /*monitor progress*/
282            this->glmis->step();           
283
[2636]284            // bind input
[3365]285            Orxonox *orx = Orxonox::getInstance ();
[3226]286            orx->getLocalInput()->bind (myPlayer);
[2636]287           
288            // bind camera
289            this->localCamera = new Camera(this);
[3365]290            this->localCamera->setName ("camera");
291            this->getCamera()->bind (myPlayer);
292            this->localPlayer->addChild (this->localCamera);
[2816]293
[3368]294            /*monitor progress*/
295            this->glmis->step();
296
[3365]297            Vector* es = new Vector (50, 2, 0);
298            Quaternion* qs = new Quaternion ();
[2816]299            WorldEntity* env = new Environment();
[3365]300            env->setName ("env");
301            this->spawn(env, es, qs);
[3368]302           
303            /*monitor progress*/
304            this->glmis->step();
[2816]305
[2636]306            break;
307          }
308        case DEBUG_WORLD_1:
309          {
[3365]310            /*
311            this->testCurve = new UPointCurve();
312            this->testCurve->addNode(Vector( 0, 0, 0));
313            this->testCurve->addNode(Vector(10, 0, 5));
314            this->testCurve->addNode(Vector(20, -5,-5));
315            this->testCurve->addNode(Vector(30, 5, 10));
316            this->testCurve->addNode(Vector(40, 0,-10));
317            this->testCurve->addNode(Vector(50, 0,-10));
318            */
319
320            this->nullParent = NullParent::getInstance ();
321            this->nullParent->setName ("NullParent");
322
[2636]323            // create some path nodes
324            this->pathnodes = new Vector[6];
325            this->pathnodes[0] = Vector(0, 0, 0);
326            this->pathnodes[1] = Vector(20, 10, 10);
327            this->pathnodes[2] = Vector(40, 0, 10);
328            this->pathnodes[3] = Vector(60, 10, 0);
329            this->pathnodes[4] = Vector(80, 20, 10);
330            this->pathnodes[5] = Vector(30, 50, 0);
331           
[3365]332
333
334
[2636]335            // create the tracks
336            this->tracklen = 6;
337            this->track = new Track[6];
338            for( int i = 0; i < this->tracklen; i++)
339              {
340                this->track[i] = Track( i, (i+1)%this->tracklen, &this->pathnodes[i], &this->pathnodes[(i+1)%this->tracklen]);
341              }
[3194]342
[2636]343            // create a player
[2644]344            WorldEntity* myPlayer = new Player();
[3365]345            myPlayer->setName ("player");
[2644]346            this->spawn(myPlayer);
[3194]347            this->localPlayer = myPlayer;           
[2636]348           
349            // bind input
350            Orxonox *orx = Orxonox::getInstance();
[3226]351            orx->getLocalInput()->bind (myPlayer);
[2636]352           
353            // bind camera
[3365]354            this->localCamera = new Camera (this);
355            this->localCamera->setName ("camera");
[2636]356            this->getCamera()->bind (myPlayer); 
[3365]357            this->localPlayer->addChild (this->localCamera);
[2636]358            break;
359          }
360        default:
361          printf("World::load() - no world with ID %i found", this->debugWorldNr );
362        }
363    }
364  else if(this->worldName != NULL)
365    {
366
367    }
[2731]368
369  // initialize debug coord system
370  objectList = glGenLists(1);
371  glNewList (objectList, GL_COMPILE);
372  glLoadIdentity();
[2792]373  glColor3f(1.0,0,0);
[2817]374  glBegin(GL_QUADS);
[3200]375
376  int sizeX = 100;
[3365]377  int sizeZ = 80;
[3200]378  float length = 1000;
[3401]379  float width = 300;
[3200]380  float widthX = float (length /sizeX);
[3365]381  float widthZ = float (width /sizeZ);
[3199]382 
[3365]383  float height [sizeX][sizeZ];
384  Vector normal_vectors[sizeX][sizeZ];
[3199]385 
[3200]386 
387  for ( int i = 0; i<sizeX-1; i+=1)
[3365]388    for (int j = 0; j<sizeZ-1;j+=1)
[3200]389      //height[i][j] = rand()/20046 + (j-25)*(j-25)/30;
[3199]390#ifdef __WIN32__
[3200]391      height[i][j]=(sin((float)j/3)*rand()*i/182400)*.5;
[3199]392#else
[3200]393      height[i][j]=(sin((float)j/3)*rand()*(long)i/6282450500.0)*.5;
[3199]394#endif
[3200]395
[3365]396  //Die Huegel ein wenig glaetten
[3199]397  for (int h=1; h<2;h++)
[3200]398    for (int i=1;i<sizeX-2 ;i+=1 )
[3365]399      for(int j=1;j<sizeZ-2;j+=1)
[3199]400        height[i][j]=(height[i+1][j]+height[i][j+1]+height[i-1][j]+height[i][j-1])/4;
401 
402  //Berechnung von normalen Vektoren
[3200]403  for(int i=1;i<sizeX-2;i+=1)
[3365]404    for(int j=1;j<sizeZ-2 ;j+=1)
[2792]405      {
[3365]406        Vector v1 = Vector (widthX*(1),      height[i][j],      widthZ*(j) );
407        Vector v2 = Vector (widthX*(i-1),    height[i-1][j],    widthZ*(j));
408        Vector v3 = Vector (widthX*(i),      height[i][j+1],    widthZ*(j+1));
409        Vector v4 = Vector (widthX*(i+1),    height[i+1][j],    widthZ*(j));
410        Vector v5 = Vector (widthX*(i),      height[i][j-1],    widthZ*(j-1));
[3199]411       
[3200]412        Vector c1 = v2 - v1;
413        Vector c2 = v3 - v1;
414        Vector c3=  v4 - v1;
415        Vector c4 = v5 - v1;
416        Vector zero = Vector (0,0,0);
[3365]417        normal_vectors[i][j]=c1.cross(v3-v5)+c2.cross(v4-v2)+c3.cross(v5-v3)+c4.cross(v2-v4);
[3199]418        normal_vectors[i][j].normalize();
[3200]419      }
420
421  int snowheight=3;
422  for ( int i = 0; i<sizeX; i+=1)
[3365]423    for (int j = 0; j<sizeZ;j+=1)
[3200]424      {   
[3365]425        Vector v1 = Vector (widthX*(i),      height[i][j]-20,       widthZ*(j)  -width/2);
426        Vector v2 = Vector (widthX*(i+1),    height[i+1][j]-20,     widthZ*(j)  -width/2);
427        Vector v3 = Vector (widthX*(i+1),    height[i+1][j+1]-20,   widthZ*(j+1)-width/2);
428        Vector v4 = Vector (widthX*(i),      height[i][j+1]-20,     widthZ*(j+1)-width/2);
[3200]429        float a[3];
430        if(height[i][j]<snowheight){
431          a[0]=0;
432          a[1]=1.0-height[i][j]/10-.3;
433          a[2]=0;
434          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
[3199]435        }
[3200]436        else{
[3199]437            a[0]=1.0;
438            a[1]=1.0;
439            a[2]=1.0;
440            glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
[2817]441           
[3199]442        }
[3200]443        glNormal3f(normal_vectors[i][j].x, normal_vectors[i][j].y, normal_vectors[i][j].z);
444        glVertex3f(v1.x, v1.y, v1.z);
445        if(height[i+1][j]<snowheight){
446          a[0]=0;
447          a[1] =1.0-height[i+1][j]/10-.3;
448          a[2]=0;
449          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
450        }
451        else{
452          a[0]=1.0;
453          a[1]=1.0;
454          a[2]=1.0;
455          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
456         
457        }
458        glNormal3f(normal_vectors[i+1][j].x, normal_vectors[i+1][j].y, normal_vectors[i+1][j].z);
459        glVertex3f(v2.x, v2.y, v2.z);
460        if(height[i+1][j+1]<snowheight){
461          a[0]=0;
462          a[1] =1.0-height[i+1][j+1]/10-.3;
463          a[2]=0;
464          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
465        }
466        else{
467          a[0]=1.0;
468          a[1]=1.0;
469          a[2]=1.0;
470          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
471         
472         
473        }
474        glNormal3f(normal_vectors[i+1][j+1].x, normal_vectors[i+1][j+1].y, normal_vectors[i+1][j+1].z);
475        glVertex3f(v3.x, v3.y, v3.z);
476        if(height[i][j+1]<snowheight){
477          a[0]=0;
478          a[1] =1.0-height[i+1][j+1]/10-.3;
479          a[2]=0;
480          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
481        }
482        else{
483          a[0]=1.0;
484          a[1]=1.0;
485          a[2]=1.0;
486          glMaterialfv(GL_FRONT,GL_DIFFUSE,a);
487        }
488        glNormal3f(normal_vectors[i][j+1].x, normal_vectors[i][j+1].y, normal_vectors[i][j+1].z);
489        glVertex3f(v4.x, v4.y, v4.z);
490       
491      }
[3199]492  glEnd();
493  /* 
[2792]494  glBegin(GL_LINES);
[2731]495  for( float x = -128.0; x < 128.0; x += 25.0)
496    {
497      for( float y = -128.0; y < 128.0; y += 25.0)
498        {
499          glColor3f(1,0,0);
500          glVertex3f(x,y,-128.0);
501          glVertex3f(x,y,0.0);
502          glColor3f(0.5,0,0);
503          glVertex3f(x,y,0.0);
504          glVertex3f(x,y,128.0);
505        }
506    }
507  for( float y = -128.0; y < 128.0; y += 25.0)
508    {
509      for( float z = -128.0; z < 128.0; z += 25.0)
510        {
511          glColor3f(0,1,0);
512          glVertex3f(-128.0,y,z);
513          glVertex3f(0.0,y,z);
514          glColor3f(0,0.5,0);
515          glVertex3f(0.0,y,z);
516          glVertex3f(128.0,y,z);
517        }
518    }
519  for( float x = -128.0; x < 128.0; x += 25.0)
520    {
521      for( float z = -128.0; z < 128.0; z += 25.0)
522        {
523          glColor3f(0,0,1);
524          glVertex3f(x,-128.0,z);
525          glVertex3f(x,0.0,z);
526          glColor3f(0,0,0.5);
527          glVertex3f(x,0.0,z);
528          glVertex3f(x,128.0,z);
529        }
530     
531    }
[2792]532  */ 
[2731]533  //draw track
[2792]534  glBegin(GL_LINES);
[3365]535  glColor3f(0.0, 1.0, 1.0);
[2731]536  for( int i = 0; i < tracklen; i++)
537    {
538      glVertex3f(pathnodes[i].x,pathnodes[i].y,pathnodes[i].z);
539      glVertex3f(pathnodes[(i+1)%tracklen].x,pathnodes[(i+1)%tracklen].y,pathnodes[(i+1)%tracklen].z);
540    }
541  glEnd();
[3365]542 
543  /*
544  glBegin(GL_LINE_STRIP);
545  glColor3f(1.0, 5.0, 1.0);
546  for( int i = 0; i <= 30; i++)
547    {
548      glEvalCoord1f ((GLfloat) i/30.0);
549    }
550  glEnd();
551  */
552
553  trackManager->drawGraph(.01);
554  trackManager->debug(2);
555  delete trackManager;
556 
557  /*
558  glBegin(GL_LINES);
559  float i;
560  for(i = 0.0; i<1; i+=.01)
561    {
562      printf("%f, %f, %f\n",tmpCurve->calcPos(i).x, tmpCurve->calcPos(i).y, tmpCurve->calcPos(i).z);
563      glVertex3f(tmpCurve->calcPos(i).x, tmpCurve->calcPos(i).y, tmpCurve->calcPos(i).z);
564    }
565  glEnd();
566  */
[2731]567  glEndList();
[2636]568}
569
570
571/**
[2551]572    \brief checks for collisions
573   
574    This method runs through all WorldEntities known to the world and checks for collisions
575    between them. In case of collisions the collide() method of the corresponding entities
576    is called.
[1858]577*/
[2190]578void World::collide ()
[1858]579{
[2816]580  /*
581  List *a, *b;
[2551]582  WorldEntity *aobj, *bobj;
[2816]583   
584  a = entities;
[2551]585 
586  while( a != NULL)
587    {
[2816]588      aobj = a->nextElement();
[2551]589      if( aobj->bCollide && aobj->collisioncluster != NULL)
[2190]590        {
[2816]591          b = a->nextElement();
[2551]592          while( b != NULL )
593            {
[2816]594              bobj = b->nextElement();
[2551]595              if( bobj->bCollide && bobj->collisioncluster != NULL )
[2190]596                {
[2551]597                  unsigned long ahitflg, bhitflg;
598                  if( check_collision ( &aobj->place, aobj->collisioncluster,
599                                        &ahitflg, &bobj->place, bobj->collisioncluster,
600                                        &bhitflg) );
601                  {
602                    aobj->collide (bobj, ahitflg, bhitflg);
603                    bobj->collide (aobj, bhitflg, ahitflg);
604                  }
[2190]605                }
[2816]606              b = b->nextElement();
[2551]607            }
[2190]608        }
[2816]609      a = a->enumerate();
[2551]610    }
[2816]611  */
[1858]612}
613
614/**
[2551]615    \brief runs through all entities calling their draw() methods
[1931]616*/
[2190]617void World::draw ()
[2077]618{
[2551]619  // draw entities
620  WorldEntity* entity;
[2822]621  entity = this->entities->enumerate();
[2816]622  while( entity != NULL ) 
[2551]623    { 
[2822]624      if( entity->bDraw ) entity->draw();
625      entity = this->entities->nextElement();
[3365]626    } 
[2551]627 
[3365]628  //glmis = new GLMenuImageScreen();
629  ///glmis->init();
630
[2551]631  // draw debug coord system
[2731]632  glCallList (objectList);
[2551]633
[1931]634}
635
636/**
[2551]637    \brief updates Placements and notifies entities when they left the
638    world
639   
640    This runs trough all WorldEntities and maps Locations to Placements
641    if they are bound, checks whether they left the level boundaries
642    and calls appropriate functions.
[1883]643*/
[2190]644void World::update ()
[1883]645{
[3365]646  /*
[2816]647  //List<WorldEntity> *l;
[2551]648  WorldEntity* entity;
649  Location* loc;
650  Placement* plc;
651  Uint32 t;
652 
[2816]653  //  l = entities->enumerate();
654  entity = this->entities->enumerate();
655  while( entity != NULL )
[2551]656    {
[2816]657
[2551]658     
659      if( !entity->isFree() )
660        {
[3233]661          loc = entity->getLocation();
662          plc = entity->getPlacement();
[2551]663          t = loc->part;
664         
665          if( t >= tracklen )
666            {
667              printf("An entity is out of the game area\n");
[3233]668              entity->leftWorld ();
[2551]669            }
670          else
671            {
[3233]672              while( track[t].mapCoords( loc, plc) )
[2190]673                {
[3233]674                  track[t].postLeave (entity);
[2551]675                  if( loc->part >= tracklen )
676                    {
677                      printf("An entity has left the game area\n");
[3233]678                      entity->leftWorld ();
[2551]679                      break;
680                    }
[3233]681                  track[loc->part].postEnter (entity);
[2190]682                }
[2551]683            }
[2190]684        }
[2551]685      else
686        {
687        }
688     
[2816]689      entity = entities->nextElement();
[2551]690    }
[3365]691  */ 
[1883]692}
693
[2077]694/**
[2551]695    \brief relays the passed time since the last frame to entities and Track parts
696    \param deltaT: the time passed since the last frame in milliseconds
[2077]697*/
[3225]698void World::timeSlice (Uint32 deltaT)
[2077]699{
[2816]700  //List<WorldEntity> *l;
[2551]701  WorldEntity* entity;
[3175]702  float seconds = deltaT / 1000.0;
[2551]703 
[3365]704  this->nullParent->update (seconds);
705  //this->nullParent->processTick (seconds);
706
[2816]707  entity = entities->enumerate(); 
708  while( entity != NULL) 
[2551]709    { 
710      entity->tick (seconds);
[2816]711      entity = entities->nextElement();
[2551]712    }
[2816]713
[3209]714  //for( int i = 0; i < tracklen; i++) track[i].tick (seconds);
[2077]715}
[1883]716
[2190]717/**
[2551]718   \brief removes level data from memory
[1858]719*/
[2190]720void World::unload()
[1858]721{
[2551]722  if( pathnodes) delete []pathnodes;
723  if( track) delete []pathnodes;
[1883]724}
[1879]725
[2636]726
727void World::setTrackLen(Uint32 len)
728{
729  this->tracklen = len;
730}
731
732int World::getTrackLen()
733{
734  return this->tracklen;
735}
736
[3225]737
738
739/**
740   \brief function to put your own debug stuff into it. it can display informations about
741   the current class/procedure
742*/
[2640]743void World::debug()
744{
[3365]745  printf ("World::debug() - starting debug\n");
746  PNode* p1 = NullParent::getInstance ();
747  PNode* p2 = new PNode (new Vector(2, 2, 2), p1);
748  PNode* p3 = new PNode (new Vector(4, 4, 4), p1);
749  PNode* p4 = new PNode (new Vector(6, 6, 6), p2);
750
751  p1->debug ();
752  p2->debug ();
753  p3->debug ();
754  p4->debug ();
755
756  p1->shiftCoor (new Vector(-1, -1, -1));
757
758  printf("World::debug() - shift\n");
759  p1->debug ();
760  p2->debug ();
761  p3->debug ();
762  p4->debug ();
763 
764  p1->update (1);
765
766  printf ("World::debug() - update\n");
767  p1->debug ();
768  p2->debug ();
769  p3->debug ();
770  p4->debug ();
771
772  p2->shiftCoor (new Vector(-1, -1, -1));
773  p1->update (2);
774
775  p1->debug ();
776  p2->debug ();
777  p3->debug ();
778  p4->debug ();
779
780  p2->setAbsCoor (new Vector(1,2,3));
781
782
783 p1->update (2);
784
785  p1->debug ();
786  p2->debug ();
787  p3->debug ();
788  p4->debug ();
789
790  p1->destroy ();
791 
792 
793  /*
[2640]794  WorldEntity* entity;
795  printf("counting all entities\n");
[2816]796  printf("World::debug() - enumerate()\n");
797  entity = entities->enumerate(); 
798  while( entity != NULL )
[2640]799    {
800      if( entity->bDraw ) printf("got an entity\n");
[2816]801      entity = entities->nextElement();
[2640]802    }
[3365]803  */
[2640]804}
[2636]805
[2640]806
[3225]807/*
808  \brief main loop of the world: executing all world relevant function
809
810  in this loop we synchronize (if networked), handle input events, give the heart-beat to
811  all other member-entities of the world (tick to player, enemies etc.), checking for
812  collisions drawing everything to the screen.
813*/
[2636]814void World::mainLoop()
815{
[3365]816  this->lastFrame = SDL_GetTicks ();
[3220]817  printf("World::mainLoop() - Entering main loop\n");
[3215]818  while( !this->bQuitOrxonox && !this->bQuitCurrentGame) /* \todo implement pause */
[2551]819    {
[2636]820      // Network
[3365]821      this->synchronize ();
[2636]822      // Process input
[3365]823      this->handleInput ();
[3215]824      if( this->bQuitCurrentGame || this->bQuitOrxonox)
825        {
826          printf("World::mainLoop() - leaving loop earlier...\n");
827          break;
828        }
[2636]829      // Process time
[3365]830      this->timeSlice ();
[2636]831      // Process collision
[3365]832      this->collision ();
[2636]833      // Draw
[3365]834      this->display ();
[2816]835 
[3365]836      for( int i = 0; i < 5000000; i++) {}
837      /* \todo this is to slow down the program for openGl Software emulator computers, reimplement*/
[2551]838    }
[3215]839  printf("World::mainLoop() - Exiting the main loop\n");
[1899]840}
841
[2190]842/**
[2636]843   \brief synchronize local data with remote data
[1855]844*/
[2636]845void World::synchronize ()
[1855]846{
[2636]847  // Get remote input
848  // Update synchronizables
[1855]849}
[2636]850
851/**
852   \brief run all input processing
[3225]853
854   the command node is the central input event dispatcher. the node uses the even-queue from
855   sdl and has its own event-passing-queue.
[2636]856*/
[3225]857void World::handleInput ()
[2636]858{
859  // localinput
[3225]860  CommandNode* cn = Orxonox::getInstance()->getLocalInput();
[3216]861  cn->process();
[2636]862  // remoteinput
863}
864
865/**
866   \brief advance the timeline
[3225]867
868   this calculates the time used to process one frame (with all input handling, drawing, etc)
869   the time is mesured in ms and passed to all world-entities and other classes that need
870   a heart-beat.
[2636]871*/
[3225]872void World::timeSlice ()
[2636]873{
874  Uint32 currentFrame = SDL_GetTicks();
875  if(!this->bPause)
876    {
877      Uint32 dt = currentFrame - this->lastFrame;
[2816]878     
[2636]879      if(dt > 0)
880        {
881          float fps = 1000/dt;
882          printf("fps = %f\n", fps);
883        }
884      else
885        {
[3225]886          /* the frame-rate is limited to 100 frames per second, all other things are for
887             nothing.
888          */
[3194]889          printf("fps = 1000 - frame rate is adjusted\n");
890          SDL_Delay(10);
891          dt = 10;
[2636]892        }
[3225]893      this->timeSlice (dt);
[2636]894      this->update ();
[3225]895      this->localCamera->timeSlice(dt);
[2636]896    }
897  this->lastFrame = currentFrame;
898}
899
[3216]900
[2636]901/**
902   \brief compute collision detection
903*/
904void World::collision ()
905{
906  this->collide ();
907}
908
909
910/**
[3225]911   \brief render the current frame
912   
913   clear all buffers and draw the world
[2636]914*/
915void World::display ()
916{
917  // clear buffer
918  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
919  // set camera
920  this->localCamera->apply ();
921  // draw world
922  this->draw();
923  // draw HUD
[3365]924  /* \todo draw HUD */
[2636]925  // flip buffers
926  SDL_GL_SwapBuffers();
[3365]927  //SDL_Surface* screen = Orxonox::getInstance()->getScreen ();
928  //SDL_Flip (screen);
[2636]929}
930
[3225]931/**
932   \brief give back active camera
933   
934   this passes back the actualy active camera
935   \todo ability to define more than one camera or camera-places
936*/
[2636]937Camera* World::getCamera()
938{
939  return this->localCamera;
940}
[2644]941
942
[3225]943/**
944   \brief add and spawn a new entity to this world
945   \param entity to be added
946*/
[2644]947void World::spawn(WorldEntity* entity)
948{
[3365]949  if( this->nullParent != NULL && entity->parent == NULL)
950    this->nullParent->addChild (entity);
[2816]951
[3365]952  this->entities->add (entity);
953
[3233]954  entity->postSpawn ();
[2816]955}
956
957
[3225]958/**
959   \brief add and spawn a new entity to this world
960   \param entity to be added
961   \param location where to add
962*/
[3365]963void World::spawn(WorldEntity* entity, Vector* absCoor, Quaternion* absDir)
[2816]964{
[3365]965  entity->setAbsCoor (absCoor);
966  entity->setAbsDir (absDir);
967 
968  if( this->nullParent != NULL && entity->parent == NULL)
969    this->nullParent->addChild (entity);
970
[2816]971  this->entities->add (entity);
[3365]972
[3233]973  entity->postSpawn ();
[2644]974}
[2816]975
976
[3216]977
[3225]978/*
979  \brief commands that the world must catch
980  \returns false if not used by the world
981*/
[3216]982bool World::command(Command* cmd)
983{
984  return false;
985}
[3365]986
987
988
989
990void World::swap (unsigned char &a, unsigned char &b)
991{
992  unsigned char temp;
993  temp = a;
994  a    = b;
995  b    = temp;
996}
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