Class: ege::Environement


Synopsis:

+                                     Environement                 (void);
+ ~Environement (void);
+ static void addCreator (const std::string & _type,
ege::createElement_tf _creator);
+ ege::ElementGame * createElement (const std::string & _type,
bool _autoAddElement,
ege::property_te _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 & getElementGame (void);
+ ege::ElementGame * getElementNearest (ege::ElementGame * _sourceRequest,
float & _distance);
+ void getElementNearest (const vec3 & _sourcePosition,
float _distanceMax,
std::vector & _resultList);
+ void getElementNearestFixed (const vec3 & _sourcePosition,
float _distanceMax,
std::vector & _resultList);
+ void addElementGame (ege::ElementGame * _newElement);
+ void rmElementGame (ege::ElementGame * _removeElement);
+ void getOrderedElementForDisplay (std::vector & _resultList,
const vec3 & _position,
const vec3 & _direction);
+ void generateInteraction (ege::ElementInteraction & _event);
+ ege::ParticuleEngine & getParticuleEngine (void);

Detail:

ege::Environement ()

Environement(void);



ege::~Environement ()

~Environement(void);



ege::addCreator ()

static 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,
                                 ege::property_te _property,
                                 void * _value);

Create an element on the curent scene.
Notes: 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 & 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 & _resultList);



getElementNearestFixed ()

void getElementNearestFixed(const vec3 & _sourcePosition,
                            float _distanceMax,
                            std::vector & _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 & _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.