class: ege::Environement


Description:



class:

Constructor and Destructor:

+                                  Environement                (void );
+ virtual ~Environement (void );

Synopsis:

+ void                             addCreator                  (const std::string & _type,
ege::createElement_tf _creator);
+ ege::ElementGame* createElement (const std::string & _type,
bool _autoAddElement,
enum ege::property _property,
void* _value);
+ ege::ElementGame* createElement (const std::string & _type,
std::string & _description,
bool _autoAddElement);
+ ege::ElementGame* createElement (const std::string & _type,
ejson::Value* _value,
bool _autoAddElement);
+ ege::ElementGame* createElement (const std::string & _type,
exml::Node* _node,
bool _autoAddElement);
+ void setDynamicWorld (btDynamicsWorld* _newWorld);
+ btDynamicsWorld* getDynamicWorld (void );
+ std::vector<ege::ElementGame*> & getElementGame (void );
+ ege::ElementGame* getElementNearest (ege::ElementGame* _sourceRequest,
float & _distance);
+ void getElementNearest (const vec3 & _sourcePosition,
float _distanceMax,
std::vector<ege::Environement::ResultNearestElement> & _resultList);
+ void getElementNearestFixed (const vec3 & _sourcePosition,
float _distanceMax,
std::vector<ege::Environement::ResultNearestElement> & _resultList);
+ void addElementGame (ege::ElementGame* _newElement);
+ void rmElementGame (ege::ElementGame* _removeElement);
+ void getOrderedElementForDisplay (std::vector<ege::Environement::ResultNearestElement> & _resultList,
const vec3 & _position,
const vec3 & _direction);
+ void generateInteraction (ege::ElementInteraction & _event);
+ ege::ParticuleEngine & getParticuleEngine (void );

Detail:

Environement

+  Environement (void );



~Environement

+ virtual  ~Environement (void );



addCreator

+ void addCreator (const std::string & _type,
ege::createElement_tf _creator);
add a creator element system


createElement

+ ege::ElementGame* createElement (const std::string & _type,
bool _autoAddElement,
enum ege::property _property,
void* _value);
Create an element on the curent scene.
Note: Pointer is return in case of setting properties on it...


createElement

+ ege::ElementGame* createElement (const std::string & _type,
std::string & _description,
bool _autoAddElement);



createElement

+ ege::ElementGame* createElement (const std::string & _type,
ejson::Value* _value,
bool _autoAddElement);



createElement

+ ege::ElementGame* createElement (const std::string & _type,
exml::Node* _node,
bool _autoAddElement);



setDynamicWorld

+ void setDynamicWorld (btDynamicsWorld* _newWorld);
set the curent world


getDynamicWorld

+ btDynamicsWorld* getDynamicWorld (void );
get the curent world


getElementGame

+ std::vector<ege::ElementGame*> & getElementGame (void );


getElementNearest

+ ege::ElementGame* getElementNearest (ege::ElementGame* _sourceRequest,
float & _distance);
get the nearest Element


getElementNearest

+ void getElementNearest (const vec3 & _sourcePosition,
float _distanceMax,
std::vector<ege::Environement::ResultNearestElement> & _resultList);



getElementNearestFixed

+ void getElementNearestFixed (const vec3 & _sourcePosition,
float _distanceMax,
std::vector<ege::Environement::ResultNearestElement> & _resultList);



addElementGame

+ void addElementGame (ege::ElementGame* _newElement);
add an element on the list availlable.


rmElementGame

+ void rmElementGame (ege::ElementGame* _removeElement);
remove an element on the list availlable.


getOrderedElementForDisplay

+ void getOrderedElementForDisplay (std::vector<ege::Environement::ResultNearestElement> & _resultList,
const vec3 & _position,
const vec3 & _direction);
get the element order from the nearest to the farest, and remove all element that are not in the camera angle and axes.


generateInteraction

+ void generateInteraction (ege::ElementInteraction & _event);
generate an event on all the sub element of the game == > usefull for explosion, or lazer fire ...


getParticuleEngine

+ ege::ParticuleEngine & getParticuleEngine (void );
get the particule engine reference.