[2072] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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[2662] | 24 | * Reto Grieder (physics) |
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[2072] | 25 | * Co-authors: |
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| 26 | * ... |
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| 27 | * |
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| 28 | */ |
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| 29 | |
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[9420] | 30 | /** |
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| 31 | @file Scene.h |
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| 32 | @brief Definition of Scene Class |
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| 33 | */ |
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| 34 | |
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[2072] | 35 | #ifndef _Scene_H__ |
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| 36 | #define _Scene_H__ |
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| 37 | |
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| 38 | #include "OrxonoxPrereqs.h" |
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| 39 | |
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[3196] | 40 | #include <list> |
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| 41 | #include <set> |
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| 42 | #include <string> |
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| 43 | |
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| 44 | #include "util/Math.h" |
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| 45 | #include "util/OgreForwardRefs.h" |
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| 46 | #include "core/BaseObject.h" |
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[2662] | 47 | #include "network/synchronisable/Synchronisable.h" |
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[5693] | 48 | #include "tools/interfaces/Tickable.h" |
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[2072] | 49 | |
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| 50 | namespace orxonox |
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| 51 | { |
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[2171] | 52 | class _OrxonoxExport Scene : public BaseObject, public Synchronisable, public Tickable |
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[2072] | 53 | { |
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| 54 | public: |
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[9420] | 55 | /** |
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| 56 | @brief |
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| 57 | This class holds a Scene which is a collection of all kinds of objects to be rendered in the same space, |
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| 58 | with the same physics and the same light properties. Objects can be anything from a light source, over non physical objects |
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| 59 | like Billboards to just plain Models with an attached Mesh |
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| 60 | */ |
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[2072] | 61 | Scene(BaseObject* creator); |
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| 62 | virtual ~Scene(); |
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| 63 | |
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| 64 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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| 65 | void registerVariables(); |
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| 66 | |
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| 67 | inline Ogre::SceneManager* getSceneManager() const |
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| 68 | { return this->sceneManager_; } |
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| 69 | inline Ogre::SceneNode* getRootSceneNode() const |
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| 70 | { return this->rootSceneNode_; } |
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[9448] | 71 | inline RenderQueueListener* getRenderQueueListener() const |
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| 72 | { return this->renderQueueListener_; } |
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[2072] | 73 | |
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| 74 | void setSkybox(const std::string& skybox); |
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| 75 | inline const std::string& getSkybox() const |
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| 76 | { return this->skybox_; } |
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| 77 | |
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| 78 | void setAmbientLight(const ColourValue& colour); |
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| 79 | inline const ColourValue& getAmbientLight() const |
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| 80 | { return this->ambientLight_; } |
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| 81 | |
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| 82 | void setShadow(bool bShadow); |
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| 83 | inline bool getShadow() const |
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| 84 | { return this->bShadows_; } |
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| 85 | |
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[6417] | 86 | inline void setSoundReferenceDistance(float distance) |
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| 87 | { this->soundReferenceDistance_ = distance; } |
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| 88 | inline float getSoundReferenceDistance() const |
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| 89 | { return this->soundReferenceDistance_; } |
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| 90 | |
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[5929] | 91 | inline Radar* getRadar() |
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| 92 | { return this->radar_; } |
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[6417] | 93 | |
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[5929] | 94 | inline virtual uint32_t getSceneID() const { return this->getObjectID(); } |
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| 95 | |
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[2171] | 96 | virtual void tick(float dt); |
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| 97 | |
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[2072] | 98 | private: |
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| 99 | void addObject(BaseObject* object); |
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| 100 | BaseObject* getObject(unsigned int index) const; |
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| 101 | |
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| 102 | void networkcallback_applySkybox() |
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| 103 | { this->setSkybox(this->skybox_); } |
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| 104 | void networkcallback_applyAmbientLight() |
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| 105 | { this->setAmbientLight(this->ambientLight_); } |
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[2662] | 106 | void networkcallback_applyShadows() |
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| 107 | { this->setShadow(this->bShadows_); } |
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[2072] | 108 | |
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[9420] | 109 | Ogre::SceneManager* sceneManager_; //!< This is a pointer to the Ogre SceneManager we're using to render the Scene |
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| 110 | Ogre::SceneNode* rootSceneNode_; //!< This is a pointer to the root node of the Scene tree |
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[9448] | 111 | RenderQueueListener* renderQueueListener_; //!< this is a pointer to the RenderQueueListener we're using for this Scene |
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[2662] | 112 | |
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[9420] | 113 | std::string skybox_; //!< This string holds information about the skybox we're using |
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| 114 | ColourValue ambientLight_; //!< This variable holds the color value for the ambient light in our scene, usually black in space |
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| 115 | std::list<BaseObject*> objects_; //!< This list holds all the objects created in our scene |
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| 116 | bool bShadows_; //!< Do we want shadows in our scene? |
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| 117 | float soundReferenceDistance_; //!< This holds a reference distance, which represents the distance between our scene and the listener |
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| 118 | Radar* radar_; //!< This is a pointer to a Radar object assigned with this scene |
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[2662] | 119 | |
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| 120 | |
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| 121 | ///////////// |
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| 122 | // Physics // |
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| 123 | ///////////// |
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| 124 | |
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| 125 | public: |
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| 126 | inline bool hasPhysics() |
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| 127 | { return this->physicalWorld_ != 0; } |
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| 128 | void setPhysicalWorld(bool wantsPhysics); |
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| 129 | |
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| 130 | void setNegativeWorldRange(const Vector3& range); |
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| 131 | inline const Vector3& getNegativeWorldRange() const |
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| 132 | { return this->negativeWorldRange_; } |
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| 133 | |
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| 134 | void setPositiveWorldRange(const Vector3& range); |
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| 135 | inline const Vector3& getPositiveWorldRange() const |
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| 136 | { return this->positiveWorldRange_; } |
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| 137 | |
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| 138 | void setGravity(const Vector3& gravity); |
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| 139 | inline const Vector3& getGravity() const |
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| 140 | { return this->gravity_; } |
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| 141 | |
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| 142 | void addPhysicalObject(WorldEntity* object); |
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| 143 | void removePhysicalObject(WorldEntity* object); |
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| 144 | |
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| 145 | private: |
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| 146 | inline void networkcallback_hasPhysics() |
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| 147 | { this->setPhysicalWorld(this->bHasPhysics_); } |
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| 148 | inline void networkcallback_negativeWorldRange() |
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| 149 | { this->setNegativeWorldRange(this->negativeWorldRange_); } |
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| 150 | inline void networkcallback_positiveWorldRange() |
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| 151 | { this->setPositiveWorldRange(this->positiveWorldRange_); } |
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| 152 | inline void networkcallback_gravity() |
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| 153 | { this->setGravity(this->gravity_); } |
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| 154 | |
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| 155 | // collision callback from bullet |
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| 156 | static bool collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, |
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| 157 | int index0, const btCollisionObject* colObj1, int partId1, int index1); |
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| 158 | |
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| 159 | // Bullet objects |
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| 160 | btDiscreteDynamicsWorld* physicalWorld_; |
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| 161 | bt32BitAxisSweep3* broadphase_; |
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| 162 | btDefaultCollisionConfiguration* collisionConfig_; |
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| 163 | btCollisionDispatcher* dispatcher_; |
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| 164 | btSequentialImpulseConstraintSolver* solver_; |
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| 165 | |
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| 166 | std::set<WorldEntity*> physicalObjectQueue_; |
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| 167 | std::set<WorldEntity*> physicalObjects_; |
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| 168 | bool bHasPhysics_; |
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| 169 | Vector3 negativeWorldRange_; |
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| 170 | Vector3 positiveWorldRange_; |
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| 171 | Vector3 gravity_; |
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[2072] | 172 | }; |
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| 173 | } |
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| 174 | |
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| 175 | #endif /* _Scene_H__ */ |
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