9 #include "legionStandardOM/controls/playControl.hpp"
10 #include "legionStandardOM/controls/pauseControl.hpp"
12 #include "legionStandardOM/sets/writeEntityRepository.hpp"
14 #include "makUtil/simTime.h"
27 class WriteEntityRepository;
bool myIsInitalized
Definition: clutterSim.h:89
void updateForce()
Definition: clutterSim.cxx:425
Legion::ControlManager * myControlManager
Definition: clutterSim.h:75
int myNumberEntities
Definition: clutterSim.h:83
void updateEmbarkedEntities()
Definition: clutterSim.cxx:310
Legion::Vector2d myMax
Definition: clutterSim.h:81
int myNumberRemoteEntities
Definition: clutterSim.h:84
void processPauseControls(Legion::Span< LOM::PauseControl > &controlList)
Definition: clutterSim.cxx:395
The ViewManager creates and manages the views of a database.
Definition: viewManager.h:48
void finish()
Definition: clutterSim.cxx:213
Legion::Vector2d myMin
Definition: clutterSim.h:80
~SimEngine()
Definition: clutterSim.cxx:117
Legion::EventManager * myEventManager
Definition: clutterSim.h:74
bool isPaused() const
Definition: clutterSim.h:45
Legion::UInt32 myMoveDelayAttrIndex
Definition: clutterSim.h:94
The EventManager manages the creation and distribution of simulation events such as Fire and Detonate...
Definition: eventManager.h:33
A span represents a contiguous array of objects in memory.
Definition: span.h:21
void selectNewDestination(LOM::WriteEntityRepository *ent)
Definition: clutterSim.cxx:509
Legion::UInt32 myPauseCallbackHandle
Definition: clutterSim.h:98
void extendEntityAttributes()
Definition: clutterSim.cxx:123
SimEngine(Legion::SimulationDatabase *db, Legion::Vector2d minBounds, Legion::Vector2d maxBounds, Legion::Vector2d referenceCoordinate, int maxEntites, int forceId)
Definition: clutterSim.cxx:86
void addEmbarkation()
Definition: clutterSim.cxx:284
unsigned int UInt32
Definition: dataTypes.h:44
The SimulationDatabase stores all data for the simulation. It also owns the event, control, and view managers.
Definition: simulationDatabase.h:39
int myForceId
Definition: clutterSim.h:86
void togglePause()
Definition: clutterSim.h:44
bool entityAtDestination(LOM::WriteEntityRepository *ent)
Definition: clutterSim.cxx:495
Definition: clutterSim.h:33
Legion::Vector2d myReferenceCoordinate
Definition: clutterSim.h:82
bool myTogglePause
Definition: clutterSim.h:91
void toggleForceId(int fractionToToggle)
Definition: clutterSim.cxx:419
double simTime()
Definition: clutterSim.h:52
Legion::UInt32 myMoveGoalAttrIndex
Definition: clutterSim.h:95
int myFractionToToggle
Definition: clutterSim.h:87
LOM::EntityView * myEntityView
Definition: clutterSim.h:76
Legion::UInt32 myPlayCallbackHandle
Definition: clutterSim.h:97
void processPlayControls(Legion::Span< LOM::PlayControl > &controlList)
Definition: clutterSim.cxx:375
bool init()
Definition: clutterSim.cxx:150
MAK::SimTime mySimTime
Definition: clutterSim.h:90
The control manager is responsible for creating and adding controls to the simulation database...
Definition: controlManager.h:33
void updateEntities(int firstEntityIndex, int numberOfEntites)
Definition: clutterSim.cxx:441
void removeEmbarkation()
Definition: clutterSim.cxx:347
Legion::ViewManager * myViewManager
Definition: clutterSim.h:73
std::vector< LOM::WriteEntityRepository > myEntites
Definition: clutterSim.h:78
void tick()
Definition: clutterSim.cxx:224
Legion::SimulationDatabase * mySimDatabase
Definition: clutterSim.h:72
double nextRand(int maxRange)
Definition: clutterSim.cxx:527