30 #ifndef RIOENGINE_CENGINE_CGAMESCENE_H_
31 #define RIOENGINE_CENGINE_CGAMESCENE_H_
105 virtual void clear();
152 virtual void start();
178 std::string& fixName(std::string& name);
201 #endif // RIOENGINE_CENGINE_CGAMESCENE_H_
btSequentialImpulseConstraintSolver * m_solver
btDefaultCollisionConfiguration * m_collisionConfiguration
CGameObject * duplicateGameObject(const CGameObject *game_object)
btDiscreteDynamicsWorld * m_dynamicsWorld
btBroadphaseInterface * m_overlappingPairCache
btDiscreteDynamicsWorld * dynamicsWorld() const
QList< CGameObject > GameObjects
std::vector< CGameObject * > * m_gameObjectsPendingToBeAdded
stores GameObjects added during the update loop
virtual void performCollisionCallbacks()
std::vector< CGameObject * > * m_gameObjectsPendingToBeRemoved
stores GameObjects removed during the update loop
virtual void deleteWorld()
CGameObject * getGameObjectHavingTag(int tag) const
btAlignedObjectArray< btCollisionShape * > m_collisionShapes
bool m_isRunningUpdateLoops
virtual void postUpdate()
std::string & createUniqueGameObjectName(std::string &original_name)
virtual void postUpdateWorld()
btCollisionDispatcher * m_dispatcher
void setGameObjects(QList< CGameObject > game_objects)
CGameObject * createGameObjectWithNode(const std::string &node_id, bool add_to_scene=true, const char *object_type=NULL)
Creates a GameObject based upon the specified Node id.
bool existsGameObjectWithName(const std::string &name)
std::vector< CGameObject * > * getGameObjects() const
const CGameObject * getGameObject(const std::string &name) const
bool removeGameObject(uint uid)
QList< CGameObject > gameObjects()
virtual void copyValuesFromObject(const CGameScene &game_scene)
virtual void stopAllActions()
CGameScene & operator=(const CGameScene &game_scene)
CGameScene()
used to serialize the GameScene
void removeGameObjectWhenAble(CGameObject *game_object)
std::vector< CGameObject * > * m_gameObjects
void addGameObject(CGameObject *game_object)
virtual void updateWorld()