My Project
EnvironmentSim.h
1 #pragma once
2 #include "IEnvironmentSim.h"
3 #include <list>
4 using namespace std;
5 
6 namespace ParaEngine
7 {
36 {
37 
38 public:
39  CEnvironmentSim(void);
40  ~CEnvironmentSim(void);
41 
45  virtual SIMULATOR_TYPE GetSimulatorType(){return SIM_TYPE_STANDALONE;};
46 
50  virtual void Animate( double dTimeDelta );
51 
60  virtual void CheckLoadPhysics(CShapeSphere* points, int nPointCount = 1);
61 
63  virtual void Release();
64 private:
65 #ifdef OLD_2005_5_ALGORITHM
66 
67  void BipedSimulation();
68  void PlayerSimulation(double dTimeDelta);
69  void GenerateActiveBipedList();
70  void GenerateStaticCP(ActiveBiped* pActiveBiped);
71  void CleanupImtermediateData();
72 
73  void SimulateOld(double dTimeDelta);
74 
75 #endif
76 
77 #ifdef OLD_2004_5_ALGORITHM
78  bool PlayerAnimateStrictly(ActiveBiped* pBiped, double dTimeDelta);
79  bool PathFindingForBiped(ActiveBiped* pBiped, double dTimeDelta);
80 #endif
81 
83  void Simulate(double dTimeDelta);
84 
87  void UpdateGameObjects(double dTimeDelta);
88 private:
89 
91  list <ActiveTerrain*> m_listActiveTerrain;
94  list <ActiveBiped*> m_listActiveBiped;
95 
97  list <CBipedObject*> m_listVIPBipeds;
98 };
99 }
virtual SIMULATOR_TYPE GetSimulatorType()
return the current type of simulator.
Definition: EnvironmentSim.h:45
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: ShapeSphere.h:6
It holds any information that is perceived by a Active Biped object including himself.
Definition: IEnvironmentSim.h:62
Animate the entire scene for a fixed time interval advance.
Definition: EnvironmentSim.h:35
environment simulator.
Definition: IEnvironmentSim.h:103