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: embark/clutterSim.h:81
void updateForce()
Definition: legionClutterClient/clutterSim.cxx:367
int myNumberEntities
Definition: embark/clutterSim.h:77
Legion::SimulationDatabase * mySimDatabase
Definition: embark/clutterSim.h:69
Legion::Vector2d myMax
Definition: embark/clutterSim.h:75
int myNumberRemoteEntities
Definition: legionClutterClient/clutterSim.h:80
void processPauseControls(Legion::Span< LOM::PauseControl > &controlList)
Definition: embark/clutterSim.cxx:537
The ViewManager creates and manages the views of a database.
Definition: viewManager.h:42
void finish()
Definition: embark/clutterSim.cxx:217
Legion::Vector2d myMin
Definition: embark/clutterSim.h:74
Legion::ControlManager * myControlManager
Definition: embark/clutterSim.h:70
~SimEngine()
Definition: embark/clutterSim.cxx:131
void addHumanComponents(LOM::WriteEntityRepository *ent, int entityId)
Definition: legionClutterClient/clutterSim.cxx:257
Legion::EventManager * myEventManager
Definition: legionClutterClient/clutterSim.h:70
bool isPaused() const
Definition: legionClutterClient/clutterSim.h:55
Legion::UInt32 myMoveDelayAttrIndex
Definition: embark/clutterSim.h:86
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:22
void selectNewDestination(LOM::WriteEntityRepository *ent)
Definition: embark/clutterSim.cxx:630
Legion::UInt32 myPauseCallbackHandle
Definition: embark/clutterSim.h:90
void extendEntityAttributes()
Definition: embark/clutterSim.cxx:137
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:42
int myForceId
Definition: legionClutterClient/clutterSim.h:82
void togglePause()
Definition: legionClutterClient/clutterSim.h:44
bool entityAtDestination(LOM::WriteEntityRepository *ent)
Definition: embark/clutterSim.cxx:616
Legion::Vector2d myReferenceCoordinate
Definition: embark/clutterSim.h:76
bool myTogglePause
Definition: embark/clutterSim.h:83
void toggleForceId(int fractionToToggle)
Definition: legionClutterClient/clutterSim.cxx:361
double simTime()
Definition: legionClutterClient/clutterSim.h:51
Legion::UInt32 myMoveGoalAttrIndex
Definition: embark/clutterSim.h:87
int myFractionToToggle
Definition: embark/clutterSim.h:79
LOM::EntityView * myEntityView
Definition: legionClutterClient/clutterSim.h:72
Legion::UInt32 myPlayCallbackHandle
Definition: embark/clutterSim.h:89
void processPlayControls(Legion::Span< LOM::PlayControl > &controlList)
Definition: embark/clutterSim.cxx:517
bool init()
Definition: embark/clutterSim.cxx:164
MAK::SimTime mySimTime
Definition: embark/clutterSim.h:82
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: embark/clutterSim.cxx:557
Legion::ViewManager * myViewManager
Definition: legionClutterClient/clutterSim.h:69
std::vector< LOM::WriteEntityRepository > myEntites
Definition: legionClutterClient/clutterSim.h:74
void tick()
Definition: embark/clutterSim.cxx:230
SimEngine(Legion::SimulationDatabase *db, Legion::Vector2d minBounds, Legion::Vector2d maxBounds, Legion::Vector2d referenceCoordinate, int maxEntites, int testCase)
Definition: embark/clutterSim.cxx:107
double nextRand(int maxRange)
Definition: embark/clutterSim.cxx:648