[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of the OGRE Reference Application, a layer built
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| 4 | on top of OGRE(Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #ifndef __REFAPP_WORLD_H__
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| 26 | #define __REFAPP_WORLD_H__
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| 27 |
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| 28 | #include "OgreRefAppPrerequisites.h"
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| 29 | #include "OgreRefAppJoint.h"
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| 30 | #include <OgreSingleton.h>
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| 31 |
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| 32 | namespace OgreRefApp {
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| 33 |
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| 34 | class _OgreRefAppExport World : public Singleton<World>
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| 35 | {
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| 36 | public:
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| 37 | /// World type, you'll want to extend this for your own apps
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| 38 | enum WorldType {
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| 39 | WT_REFAPP_GENERIC,
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| 40 | WT_REFAPP_BSP
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| 41 | };
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| 42 | protected:
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| 43 | /// Pointer to OGRE's scene manager
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| 44 | SceneManager* mSceneMgr;
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| 45 |
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| 46 | typedef std::map<String, ApplicationObject*> ObjectMap;
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| 47 | /// Main list of objects
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| 48 | ObjectMap mObjects;
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| 49 |
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| 50 | typedef std::map<String, Joint*> JointMap;
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| 51 | JointMap mJoints;
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| 52 |
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| 53 | typedef std::set<ApplicationObject*> ObjectSet;
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| 54 | /// Set of dynamics objects (those to perform physics on)
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| 55 | ObjectSet mDynamicsObjects;
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| 56 |
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| 57 | // ODE world object
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| 58 | dWorld* mOdeWorld;
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| 59 |
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| 60 | /// Contact joint group
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| 61 | dJointGroup* mOdeContactGroup;
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| 62 |
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| 63 | Vector3 mGravity;
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| 64 |
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| 65 | IntersectionSceneQuery* mIntersectionQuery;
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| 66 |
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| 67 | /// The step size of the collision / physics simulation
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| 68 | Real mSimulationStepSize;
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| 69 |
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| 70 | /// The type of world we're dealing with
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| 71 | WorldType mWorldType;
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| 72 |
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| 73 | public:
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| 74 | /** Creates an instance of the world.
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| 75 | @param sceneMgr Pointer to the scene manager which will manage the scene
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| 76 | @param worldType The type of world being used
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| 77 | */
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| 78 | World(SceneManager* sceneMgr, WorldType worldType = WT_REFAPP_GENERIC);
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| 79 | ~World();
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| 80 |
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| 81 | /// Get the scene manager for this world
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| 82 | SceneManager* getSceneManager(void);
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| 83 |
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| 84 | /** Create an OGRE head object. */
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| 85 | OgreHead* createOgreHead(const String& name, const Vector3& pos = Vector3::ZERO,
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| 86 | const Quaternion& orientation = Quaternion::IDENTITY);
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| 87 |
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| 88 | /** Create a plane object. */
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| 89 | FinitePlane* createPlane(const String& name, Real width, Real height, const Vector3& pos = Vector3::ZERO,
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| 90 | const Quaternion& orientation = Quaternion::IDENTITY);
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| 91 |
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| 92 | /** Create a ball object. */
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| 93 | Ball* createBall(const String& name, Real radius, const Vector3& pos = Vector3::ZERO,
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| 94 | const Quaternion& orientation = Quaternion::IDENTITY);
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| 95 |
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| 96 | /** Create a box object. */
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| 97 | Box* createBox(const String& name, Real width, Real height, Real depth,
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| 98 | const Vector3& pos = Vector3::ZERO,
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| 99 | const Quaternion& orientation = Quaternion::IDENTITY);
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| 100 |
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| 101 | /** Create a camera which interacts with the world. */
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| 102 | CollideCamera* createCamera(const String& name,
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| 103 | const Vector3& pos = Vector3::ZERO,
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| 104 | const Quaternion& orientation = Quaternion::IDENTITY);
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| 105 |
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| 106 | /** Clears the scene. */
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| 107 | void clear(void);
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| 108 |
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| 109 | dWorld* getOdeWorld(void);
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| 110 | dJointGroup* getOdeContactJointGroup(void);
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| 111 |
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| 112 | /** Detects all the collisions in the world and acts on them.
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| 113 | @remarks
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| 114 | This method performs the appropriate queries to detect all the colliding objects
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| 115 | in the world, tells the objects about it and adds the appropriate physical simulation
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| 116 | constructs required to apply collision response when applyDynamics is called.
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| 117 | @par This method is called automatically by World::simulationStep()
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| 118 | */
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| 119 | void _applyCollision(void);
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| 120 |
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| 121 | /** Updates the world simulation.
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| 122 | @par This method is called automatically by World::simulationStep()
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| 123 | */
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| 124 | void _applyDynamics(Real timeElapsed);
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| 125 |
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| 126 | /** Internal method for notifying the world of a change in the dynamics status of an object. */
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| 127 | void _notifyDynamicsStateForObject(ApplicationObject* obj, bool dynamicsEnabled);
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| 128 |
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| 129 | /** Sets the gravity vector, units are in m/s^2.
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| 130 | @remarks
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| 131 | The world defaults to no gravity.
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| 132 | Tip: Earth gravity is Vector3(0, -9.81, 0);
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| 133 | */
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| 134 | void setGravity(const Vector3& vec);
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| 135 |
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| 136 | /** Gets the gravity vector. */
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| 137 | const Vector3& getGravity(void);
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| 138 |
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| 139 | /** Creates a Joint object for linking objects together in the world.
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| 140 | @param name The name of the Joint.
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| 141 | @param jtype The type of joint, see Joint::JointType.
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| 142 | @param obj1 The first object to attach, or NULL to attach to the static world.
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| 143 | @param obj2 The second object to attach, or NULL to attach to the static world.
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| 144 | */
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| 145 | Joint* createJoint(const String& name, Joint::JointType jtype,
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| 146 | ApplicationObject* obj1, ApplicationObject* obj2);
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| 147 |
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| 148 | /** Sets the step size of the simulation.
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| 149 | @remarks
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| 150 | This parameter allows you to alter the accuracy of the simulation.
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| 151 | This is the interval at which collision and physics are performed,
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| 152 | such that in high frame rate scenarios these operations are
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| 153 | not done every single frame, and in low frame rate situations more
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| 154 | steps are performed per frame to ensure the stability of the
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| 155 | simulation.
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| 156 | @par
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| 157 | The default value for this parameter is 0.01s.
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| 158 | */
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| 159 | void setSimulationStepSize(Real step);
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| 160 | /** Returns the size of the simulation step. */
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| 161 | Real getSimulationStepSize(void);
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| 162 |
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| 163 | /** Performs a simulation step, ie applies collision and physics.
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| 164 | @remarks
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| 165 | Collision events will cause callbacks to your ApplicationObject
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| 166 | instances to notify them of the collisions; this is for information,
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| 167 | dynamics are applied automatically if turned on for the objects so you
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| 168 | do not need to handle physics yourself if you do not wish to.
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| 169 | @par
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| 170 | Note that if the timeElapsed parameter is greater than the simulation
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| 171 | step size (as set using setSimulationStepSize), more than one collision
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| 172 | and dynamics step will take place during this call. Similarly, no step
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| 173 | may occur if the time elapsed has not reached the simulation step
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| 174 | size yet.
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| 175 | */
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| 176 | void simulationStep(Real timeElapsed);
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| 177 | /** Override standard Singleton retrieval.
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| 178 | @remarks
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| 179 | Why do we do this? Well, it's because the Singleton
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| 180 | implementation is in a .h file, which means it gets compiled
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| 181 | into anybody who includes it. This is needed for the
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| 182 | Singleton template to work, but we actually only want it
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| 183 | compiled into the implementation of the class based on the
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| 184 | Singleton, not all of them. If we don't change this, we get
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| 185 | link errors when trying to use the Singleton-based class from
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| 186 | an outside dll.
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| 187 | @par
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| 188 | This method just delegates to the template version anyway,
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| 189 | but the implementation stays in this single compilation unit,
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| 190 | preventing link errors.
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| 191 | */
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| 192 | static World& getSingleton(void);
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| 193 | /** Override standard Singleton retrieval.
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| 194 | @remarks
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| 195 | Why do we do this? Well, it's because the Singleton
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| 196 | implementation is in a .h file, which means it gets compiled
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| 197 | into anybody who includes it. This is needed for the
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| 198 | Singleton template to work, but we actually only want it
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| 199 | compiled into the implementation of the class based on the
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| 200 | Singleton, not all of them. If we don't change this, we get
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| 201 | link errors when trying to use the Singleton-based class from
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| 202 | an outside dll.
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| 203 | @par
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| 204 | This method just delegates to the template version anyway,
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| 205 | but the implementation stays in this single compilation unit,
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| 206 | preventing link errors.
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| 207 | */
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| 208 | static World* getSingletonPtr(void);
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| 209 |
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| 210 | };
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| 211 |
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| 212 |
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| 213 | }
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| 214 |
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| 215 | #endif
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| 216 |
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