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source: orxonox.OLD/trunk/src/story_entities/game_world.cc @ 9235

Last change on this file since 9235 was 9235, checked in by bensch, 18 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
[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
[9110]64#include "script_class.h"
65CREATE_SCRIPTABLE_CLASS(GameWorld, CL_GAME_WORLD,
66                        addMethod("setPlaymode", ExecutorLua1<GameWorld,const std::string&>(&GameWorld::setPlaymode))
[9235]67                        ->addMethod("setSoundtrack", ExecutorLua1<GameWorld, const std::string&>(&GameWorld::setSoundtrack))
[9110]68                       );
[6352]69
[7412]70SHELL_COMMAND(speed, GameWorld, setSpeed) ->describe("set the Speed of the Level");
71SHELL_COMMAND(playmode, GameWorld, setPlaymode)
[7723]72->describe("Set the Playmode of the current Level")
73->completionPlugin(0, OrxShell::CompletorStringArray(Playable::playmodeNames, Playable::PlaymodeCount));
[7412]74
[7739]75SHELL_COMMAND(togglePNodeVisibility, GameWorld, togglePNodeVisibility);
76SHELL_COMMAND(showBVLevel, GameWorld, toggleBVVisibility);
[6352]77
78
79
[6989]80GameWorld::GameWorld()
[6402]81    : StoryEntity()
[6352]82{
[6368]83  this->setClassID(CL_GAME_WORLD, "GameWorld");
84  this->setName("Preloaded World - no name yet");
85
86  this->gameTime = 0.0f;
[6370]87  this->setSpeed(1.0f);
[6368]88  this->shell = NULL;
89
90  this->showPNodes = false;
91  this->showBV = false;
[7739]92  this->showBVLevel = 3;
[6368]93
[6845]94  this->dataXML = NULL;
[7391]95  this->gameRules = NULL;
[6352]96}
97
98/**
[6358]99 *  remove the GameWorld from memory
[6352]100 *
101 *  delete everything explicitly, that isn't contained in the parenting tree!
102 *  things contained in the tree are deleted automaticaly
103 */
[6358]104GameWorld::~GameWorld ()
[6352]105{
[6408]106  PRINTF(4)("Deleted GameWorld\n");
[7283]107
[6352]108}
109
110
111
112/**
[6358]113 * loads the parameters of a GameWorld from an XML-element
[6352]114 * @param root the XML-element to load from
115 */
[6358]116void GameWorld::loadParams(const TiXmlElement* root)
[6352]117{
[6512]118  StoryEntity::loadParams(root);
[6352]119
[6376]120  PRINTF(4)("Loaded GameWorld specific stuff\n");
[6352]121}
122
[6368]123
[6352]124/**
125 * this is executed just before load
126 *
127 * since the load function sometimes needs data, that has been initialized
128 * before the load and after the proceeding storyentity has finished
129*/
[6370]130ErrorMessage GameWorld::init()
[6352]131{
132  /* init the world interface */
[7374]133  this->shell = new OrxShell::Shell();
[6352]134
[6498]135  State::setCurrentStoryEntity(dynamic_cast<StoryEntity*>(this));
[6407]136  this->dataTank->init();
[7369]137
138  /* initialize some engines and graphical elements */
139  AnimationPlayer::getInstance();
140  PhysicsEngine::getInstance();
[8190]141  CREngine::getInstance();
[8408]142
143  State::setScriptManager(&this->scriptManager);
144
[8717]145  return ErrorMessage();
[6352]146}
147
148/**
[6358]149 *  loads the GameWorld by initializing all resources, and set their default values.
[6352]150 */
[6372]151ErrorMessage GameWorld::loadData()
[6352]152{
[8408]153  this->displayLoadScreen();  State::setScriptManager(&this->scriptManager);
[6370]154
[8408]155
[6407]156  PRINTF(0)("Loading the GameWorld\n");
157
[7677]158  PRINTF(3)("> Loading world: '%s'\n", getLoadFile().c_str());
[9235]159  //  TiXmlElement* element;
160  //  GameLoader* loader = GameLoader::getInstance();
[6352]161
[7221]162  if( getLoadFile().empty())
[6402]163  {
[6634]164    PRINTF(1)("GameWorld has no path specified for loading\n");
[8717]165    return (ErrorMessage(213,"Path not specified","GameWorld::load()"));
[6402]166  }
[6352]167
[7287]168  TiXmlDocument* XMLDoc = new TiXmlDocument( getLoadFile());
[6402]169  // load the xml world file for further loading
[7287]170  if( !XMLDoc->LoadFile())
[6352]171  {
[7287]172    PRINTF(1)("loading XML File: %s @ %s:l%d:c%d\n", XMLDoc->ErrorDesc(), this->getLoadFile().c_str(), XMLDoc->ErrorRow(), XMLDoc->ErrorCol());
173    delete XMLDoc;
[8717]174    return ErrorMessage(213,"XML File parsing error","GameWorld::load()");
[6352]175  }
176  // check basic validity
[7287]177  TiXmlElement* root = XMLDoc->RootElement();
[6352]178  assert( root != NULL);
179  if( root == NULL || root->Value() == NULL || strcmp( root->Value(), "WorldDataFile"))
180  {
[6402]181    // report an error
182    PRINTF(1)("Specified XML File is not an orxonox world data file (WorldDataFile element missing)\n");
[7287]183    delete XMLDoc;
[8717]184    return ErrorMessage(213,"Path not a WorldDataFile","GameWorld::load()");
[6352]185  }
[6402]186  /* the whole loading process for the GameWorld */
[6407]187  this->dataTank->loadData(root);
[6845]188  this->dataXML = (TiXmlElement*)root->Clone();
[6352]189
[8408]190  //remove this after finished testing !!!!
[8711]191  //Object* obj= new Object();
192  //obj->setName("Obj");
193  //Account* a = new Account();
194  //a->setName("a");
195  //Account *b = new Account(30);
196  //b->setName("b");
[8717]197
[8740]198
[8271]199  LoadParamXML(root, "ScriptManager", &this->scriptManager, ScriptManager, loadParams);
200
[7287]201  delete XMLDoc;
[6386]202  this->releaseLoadScreen();
[8717]203
204  return ErrorMessage();
[6352]205}
206
207
208/**
[6387]209 *  unload the data of this GameWorld
210 */
211ErrorMessage GameWorld::unloadData()
212{
[8271]213
[7287]214  PRINTF(3)("GameWorld::~GameWorld() - unloading the current GameWorld\n");
[8271]215  this->scriptManager.flush();
216
[7370]217  delete this->shell;
[6387]218
[6981]219  this->dataTank->unloadData();
220
[7369]221  this->shell = NULL;
222  delete AnimationPlayer::getInstance();
223  delete PhysicsEngine::getInstance();
[8190]224  delete CREngine::getInstance();
[7369]225
[6988]226  State::setCurrentStoryEntity(NULL);
[6845]227  if (this->dataXML)
228    delete this->dataXML;
[8717]229
230  return ErrorMessage();
[6387]231}
232
233
[9235]234void GameWorld::setSoundtrack(const std::string& soundTrack)
235{
236  if (this->dataTank != NULL)
237  {
238    this->dataTank->setSoundTrack(soundTrack);
239    this->dataTank->music->play();
240  }
241}
242
243
[6387]244/**
[6358]245 *  starts the GameWorld
[6352]246 */
[6387]247bool GameWorld::start()
[6352]248{
[7283]249  this->bPaused = false;
250  this->bRunning = true;
[8408]251  State::setScriptManager(&this->scriptManager); //make sure we have the right script manager
[6387]252  this->run();
[8717]253
254  return true;
[6352]255}
256
[6402]257
[6352]258/**
259 *  stops the world.
[6402]260 */
[6387]261bool GameWorld::stop()
[6352]262{
[6358]263  PRINTF(3)("GameWorld::stop() - got stop signal\n");
[8408]264  State::setScriptManager(NULL);
[8717]265  return (this->bRunning = false);
[6352]266}
267
[6402]268
[6352]269/**
[6402]270 *  pauses the game
271 */
[6387]272bool GameWorld::pause()
[6352]273{
[8717]274  return (this->bPaused = true);
[6352]275}
276
[6402]277
[6352]278/**
279 *  ends the pause Phase
[6409]280 */
[6387]281bool GameWorld::resume()
[6352]282{
[8717]283  return(this->bPaused = false);
[6352]284}
285
286
287/**
[6402]288 *  main loop of the world: executing all world relevant function
289 *
290 * in this loop we synchronize (if networked), handle input events, give the heart-beat to
291 * all other member-entities of the world (tick to player, enemies etc.), checking for
292 * collisions drawing everything to the screen.
293 */
294void GameWorld::run()
[6352]295{
[6402]296  PRINTF(3)("GameWorld::mainLoop() - Entering main loop\n");
[6352]297
[7131]298  // initialize Timing
299  this->cycle = 0;
300  for (unsigned int i = 0; i < TICK_SMOOTH_VALUE; i++)
[7919]301    this->frameTimes[i] = 0.01f;
[7131]302  this->dtS = 0.0f;
[7919]303  this->lastFrame = Timer::getNow();
[7131]304
[7304]305  if (this->dataTank->music != NULL)
306    this->dataTank->music->play();
307
[7283]308  while( this->bRunning) /* @todo implement pause */
[6402]309  {
310    /* process intput */
311    this->handleInput ();
[7322]312    if( !this->bRunning)
313      break;
[6386]314
[6402]315    /* network synchronisation */
316    this->synchronize ();
317    /* process time */
318    this->tick ();
[8490]319
[8740]320
[8724]321    /* update the state */
[8740]322    //this->update (); /// LESS REDUNDANCY.
[9235]323    //      PNode::getNullParent()->updateNode(this->dtS);
[9061]324    PNode::getNullParent()->updateNode(this->dtS);
[8724]325
[8190]326    /* collision detection */
327    this->collisionDetection ();
328    /* collision reaction */
329    this->collisionReaction ();
[8490]330
[8724]331    /* check the game rules */
332    this->checkGameRules();
[8740]333
[6402]334    /* update the state */
335    this->update ();
336    /* draw everything */
337    this->display ();
[7306]338
[6402]339  }
340
[7330]341  PRINTF(0)("GameWorld::mainLoop() - Exiting the main loop\n");
[6352]342}
343
344
[7338]345void GameWorld::setPlaymode(Playable::Playmode playmode)
346{
347  if (this->dataTank->localPlayer &&
348      this->dataTank->localPlayer->getPlayable() &&
[7339]349      this->dataTank->localPlayer->getPlayable()->setPlaymode(playmode))
[7338]350  {
[9110]351    PRINTF(4)("Set Playmode to %d:%s\n", playmode, Playable::playmodeToString(playmode).c_str());
[7338]352  }
[7339]353  else
354  {
[9110]355    PRINTF(2)("Unable to set Playmode %d:'%s'\n", playmode, Playable::playmodeToString(playmode).c_str());
[7339]356  }
[7338]357}
358
[7339]359void GameWorld::setPlaymode(const std::string& playmode)
360{
361  this->setPlaymode(Playable::stringToPlaymode(playmode));
362}
[7338]363
[6352]364/**
365 *  synchronize local data with remote data
366*/
[6358]367void GameWorld::synchronize ()
[6402]368{}
[6352]369
370
371/**
372 *  run all input processing
373
374   the command node is the central input event dispatcher. the node uses the even-queue from
375   sdl and has its own event-passing-queue.
376*/
[6358]377void GameWorld::handleInput ()
[6352]378{
379  EventHandler::getInstance()->process();
380}
381
[6402]382
383/**
[7370]384 * @brief ticks a WorldEntity list
[6402]385 * @param entityList list of the WorldEntities
386 * @param dt time passed since last frame
387 */
[7370]388void GameWorld::tick(ObjectManager::EntityList entityList, float dt)
[6352]389{
[7370]390  ObjectManager::EntityList::iterator entity, next;
[6710]391  next = entityList.begin();
392  while (next != entityList.end())
393  {
394    entity = next++;
[6352]395    (*entity)->tick(dt);
[6710]396  }
[6352]397}
398
[7131]399
[6352]400/**
401 *  advance the timeline
[6402]402 *
403 * this calculates the time used to process one frame (with all input handling, drawing, etc)
404 * the time is mesured in ms and passed to all world-entities and other classes that need
405 * a heart-beat.
406 */
[6358]407void GameWorld::tick ()
[6352]408{
[7283]409  if( !this->bPaused)
[6402]410  {
[7131]411    // CALCULATE FRAMERATE
412    Uint32 frameTimesIndex;
413    Uint32 i;
[7919]414    double currentFrame = Timer::getNow();
[6402]415
[7131]416    frameTimesIndex = this->cycle % TICK_SMOOTH_VALUE;
[7919]417    this->frameTimes[frameTimesIndex] = currentFrame - this->lastFrame;
418    this->lastFrame = currentFrame;
[7132]419    ++this->cycle;
[7919]420    this->dtS = 0.0;
[7132]421    for (i = 0; i < TICK_SMOOTH_VALUE; i++)
[7131]422      this->dtS += this->frameTimes[i];
[7919]423    this->dtS = this->dtS / TICK_SMOOTH_VALUE * speed;
[6352]424
[7131]425    // TICK everything
[7370]426    for (i = 0; i < this->dataTank->tickLists.size(); ++i)
427      this->tick(this->dataTank->objectManager->getObjectList(this->dataTank->tickLists[i]), this->dtS);
[6352]428
[6402]429    /* update tick the rest */
[6407]430    this->dataTank->localCamera->tick(this->dtS);
[6402]431    AnimationPlayer::getInstance()->tick(this->dtS);
432    PhysicsEngine::getInstance()->tick(this->dtS);
[6352]433
[6402]434    GraphicsEngine::getInstance()->tick(this->dtS);
[7810]435    AtmosphericEngine::getInstance()->tick(this->dtS);
[7035]436
437    if( likely(this->dataTank->gameRule != NULL))
438      this->dataTank->gameRule->tick(this->dtS);
[8717]439
[6402]440  }
[6352]441}
442
443
444/**
445 *  this function gives the world a consistant state
[6402]446 *
447 * after ticking (updating the world state) this will give a constistant
448 * state to the whole system.
449 */
[6358]450void GameWorld::update()
[6352]451{
452  PNode::getNullParent()->updateNode (this->dtS);
[7460]453  OrxSound::SoundEngine::getInstance()->update();
[8740]454
455  this->applyCameraSettings();
[7871]456  GraphicsEngine::getInstance()->update(this->dtS);
[6352]457}
458
459
[6402]460/**
461 * kicks the CDEngine to detect the collisions between the object groups in the world
462 */
[8190]463void GameWorld::collisionDetection()
[6352]464{
[8490]465  // object-object collision detection
[6407]466  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
[7004]467      this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
[6407]468  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
[7004]469      this->dataTank->objectManager->getObjectList(OM_GROUP_00_PROJ));
[9235]470  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
471    this->dataTank->objectManager->getObjectList(OM_GROUP_00));
[6433]472
[9235]473  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
474  this->dataTank->objectManager->getObjectList(OM_GROUP_02));
475  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_02),
476  this->dataTank->objectManager->getObjectList(OM_GROUP_01_PROJ));
477
478
[7083]479  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_00),
480      this->dataTank->objectManager->getObjectList(OM_COMMON));
[6433]481  CDEngine::getInstance()->checkCollisions(this->dataTank->objectManager->getObjectList(OM_GROUP_01),
[6407]482      this->dataTank->objectManager->getObjectList(OM_COMMON));
[7083]483
[8490]484  // ground collision detection: BSP Model
485  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getObjectList(OM_GROUP_00));
486  CDEngine::getInstance()->checkCollisionGround(this->dataTank->objectManager->getObjectList(OM_GROUP_01));
[6352]487}
488
[7391]489
[8190]490void GameWorld::collisionReaction()
491{
492  CREngine::getInstance()->handleCollisions();
493}
494
495
[6352]496/**
[7391]497 *  check the game rules: winning conditions, etc.
498 *
499 */
500void GameWorld::checkGameRules()
501{
502  if( this->gameRules)
503    this->gameRules->tick(this->dtS);
504}
505
506
507/**
[6352]508 *  render the current frame
[6402]509 *
510 * clear all buffers and draw the world
511 */
[6358]512void GameWorld::display ()
[6352]513{
[7785]514  // render the reflection texture
515  this->renderPassReflection();
516  // redner the refraction texture
517  this->renderPassRefraction();
518  // render all
519  this->renderPassAll();
520
[6352]521  // flip buffers
522  GraphicsEngine::swapBuffers();
523}
524
525
526/**
[7370]527 * @brief draws all entities in the list drawList
528 * @param drawList the List of entities to draw.
[6352]529 */
[7370]530void GameWorld::drawEntityList(const ObjectManager::EntityList& drawList) const
531{
532  ObjectManager::EntityList::const_iterator entity;
533  for (entity = drawList.begin(); entity != drawList.end(); entity++)
534    if ((*entity)->isVisible())
535      (*entity)->draw();
536}
537
[7785]538
[8740]539void GameWorld::applyCameraSettings()
540{
541  this->dataTank->localCamera->apply ();
542  this->dataTank->localCamera->project ();
543  GraphicsEngine::storeMatrices();
544}
[7785]545
[8740]546
547
[7370]548/**
[7785]549 * reflection rendering for water surfaces
[7370]550 */
[7785]551void GameWorld::renderPassReflection()
[6352]552{
[9235]553  // clear buffer
[7785]554  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[9235]555  //  glLoadIdentity();
[7785]556
557  const std::list<BaseObject*>* reflectedWaters;
558  MappedWater* mw;
559
560  if( (reflectedWaters = ClassList::getList(CL_MAPPED_WATER)) != NULL)
561  {
562    std::list<BaseObject*>::const_iterator it;
563    for (it = reflectedWaters->begin(); it != reflectedWaters->end(); it++)
564    {
565      mw =  dynamic_cast<MappedWater*>(*it);
566
567      //camera and light
[8740]568      //this->dataTank->localCamera->apply ();
569      //this->dataTank->localCamera->project ();
[8312]570
[7785]571      LightManager::getInstance()->draw();
[8312]572
573
574      // prepare for reflection rendering
575      mw->activateReflection();
576
[7785]577      // draw everything to be included in the reflection
[8037]578      this->drawEntityList(State::getObjectManager()->getReflectionList());
[9235]579      //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
580      //         this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]));
[7785]581
582      // clean up from reflection rendering
583      mw->deactivateReflection();
584    }
585  }
586
587}
588
589
590/**
591 *  refraction rendering for water surfaces
592 */
593void GameWorld::renderPassRefraction()
[8037]594{
[9235]595  // clear buffer
[8037]596  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[8740]597  //glLoadIdentity();
[7785]598
[8037]599  const std::list<BaseObject*>* reflectedWaters;
600  MappedWater* mw;
601
602  if( (reflectedWaters = ClassList::getList(CL_MAPPED_WATER)) != NULL)
603  {
604    std::list<BaseObject*>::const_iterator it;
605    for (it = reflectedWaters->begin(); it != reflectedWaters->end(); it++)
606    {
607      mw =  dynamic_cast<MappedWater*>(*it);
608
[8312]609      //camera and light
[8740]610      //this->dataTank->localCamera->apply ();
611      //this->dataTank->localCamera->project ();
[8037]612      // prepare for reflection rendering
613      mw->activateRefraction();
614
[8312]615
[8037]616      LightManager::getInstance()->draw();
617      // draw everything to be included in the reflection
618      this->drawEntityList(State::getObjectManager()->getReflectionList());
[9235]619      //       for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
620      //         this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]));
[8037]621
622      // clean up from reflection rendering
623      mw->deactivateRefraction();
624    }
625  }
626}
627
628
[7785]629/**
630 *  this render pass renders the whole wolrd
631 */
632void GameWorld::renderPassAll()
633{
634  // clear buffer
635  glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[6352]636  GraphicsEngine* engine = GraphicsEngine::getInstance();
[6402]637
[7919]638
[8740]639  // glEnable(GL_DEPTH_TEST);
640  // glEnable(GL_LIGHTING);
[7919]641
[8740]642  // set Lighting
[7108]643  LightManager::getInstance()->draw();
[6416]644
[8740]645  /* Draw the BackGround */
[7840]646  this->drawEntityList(State::getObjectManager()->getObjectList(OM_BACKGROUND));
647  engine->drawBackgroundElements();
648
[6416]649  /* draw all WorldEntiy groups */
[7370]650  for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
[7723]651    this->drawEntityList(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]));
[6416]652
[8255]653  AtmosphericEngine::getInstance()->draw();
[8408]654
[6402]655  if( unlikely( this->showBV))
656  {
657    CDEngine* engine = CDEngine::getInstance();
[7370]658    for (unsigned int i = 0; i < this->dataTank->drawLists.size(); ++i)
[7739]659      engine->drawBV(State::getObjectManager()->getObjectList(this->dataTank->drawLists[i]), this->showBVLevel);
[6402]660  }
[6416]661
[6402]662  if( unlikely(this->showPNodes))
663    PNode::getNullParent()->debugDraw(0);
664
[6780]665  engine->draw();
[7035]666
667  // draw the game ruls
668  if( likely(this->dataTank->gameRule != NULL))
669    this->dataTank->gameRule->draw();
[6352]670}
671
[7785]672
[6352]673/**
[6402]674 *  shows the loading screen
675 */
676void GameWorld::displayLoadScreen ()
[6387]677{
[6402]678  PRINTF(3)("GameWorld::displayLoadScreen - start\n");
[6407]679  this->dataTank->glmis = new GLMenuImageScreen();
680  this->dataTank->glmis->setMaximum(8);
[6402]681  PRINTF(3)("GameWorld::displayLoadScreen - end\n");
[6387]682}
683
684
[6402]685/**
686 *  removes the loadscreen, and changes over to the game
687 */
688void GameWorld::releaseLoadScreen ()
[6387]689{
[6402]690  PRINTF(3)("GameWorld::releaseLoadScreen - start\n");
[6407]691  this->dataTank->glmis->setValue(this->dataTank->glmis->getMaximum());
[6402]692  PRINTF(3)("GameWorld::releaseLoadScreen - end\n");
[6387]693}
694
[7004]695
696
697/**
698 * @brief toggles the PNode visibility in the world (drawn as boxes)
699 */
700void GameWorld::togglePNodeVisibility()
701{
[7723]702  this->showPNodes = !this->showPNodes;
[7004]703};
704
705
706/**
707 * @brief toggles the bounding volume (BV) visibility
708*/
[7739]709void GameWorld::toggleBVVisibility(int level)
[7004]710{
[7739]711  if( level < 1)
712    this->showBV = false;
713  else
714  {
715    this->showBV = true;
716    this->showBVLevel = level;
717  }
718
[7004]719};
720
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