/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Reto Grieder (physics) * Co-authors: * ... * */ /** @file Scene.h @brief Definition of Scene Class */ #ifndef _Scene_H__ #define _Scene_H__ #include "OrxonoxPrereqs.h" #include #include #include #include "util/Math.h" #include "util/OgreForwardRefs.h" #include "core/BaseObject.h" #include "network/synchronisable/Synchronisable.h" #include "tools/interfaces/Tickable.h" namespace orxonox { class _OrxonoxExport Scene : public BaseObject, public Synchronisable, public Tickable { public: /** @brief This class holds a Scene which is a collection of all kinds of objects to be rendered in the same space, with the same physics and the same light properties. Objects can be anything from a light source, over non physical objects like Billboards to just plain Models with an attached Mesh */ Scene(BaseObject* creator); virtual ~Scene(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); void registerVariables(); inline Ogre::SceneManager* getSceneManager() const { return this->sceneManager_; } inline Ogre::SceneNode* getRootSceneNode() const { return this->rootSceneNode_; } inline RenderQueueListener* getRenderQueueListener() const { return this->renderQueueListener_; } void setSkybox(const std::string& skybox); inline const std::string& getSkybox() const { return this->skybox_; } void setAmbientLight(const ColourValue& colour); inline const ColourValue& getAmbientLight() const { return this->ambientLight_; } void setShadow(bool bShadow); inline bool getShadow() const { return this->bShadows_; } inline void setSoundReferenceDistance(float distance) { this->soundReferenceDistance_ = distance; } inline float getSoundReferenceDistance() const { return this->soundReferenceDistance_; } inline Radar* getRadar() { return this->radar_; } inline virtual uint32_t getSceneID() const { return this->getObjectID(); } virtual void tick(float dt); private: void addObject(BaseObject* object); BaseObject* getObject(unsigned int index) const; void networkcallback_applySkybox() { this->setSkybox(this->skybox_); } void networkcallback_applyAmbientLight() { this->setAmbientLight(this->ambientLight_); } void networkcallback_applyShadows() { this->setShadow(this->bShadows_); } Ogre::SceneManager* sceneManager_; //!< This is a pointer to the Ogre SceneManager we're using to render the Scene Ogre::SceneNode* rootSceneNode_; //!< This is a pointer to the root node of the Scene tree RenderQueueListener* renderQueueListener_; //!< this is a pointer to the RenderQueueListener we're using for this Scene std::string skybox_; //!< This string holds information about the skybox we're using ColourValue ambientLight_; //!< This variable holds the color value for the ambient light in our scene, usually black in space std::list objects_; //!< This list holds all the objects created in our scene bool bShadows_; //!< Do we want shadows in our scene? float soundReferenceDistance_; //!< This holds a reference distance, which represents the distance between our scene and the listener Radar* radar_; //!< This is a pointer to a Radar object assigned with this scene ///////////// // Physics // ///////////// public: inline bool hasPhysics() { return this->physicalWorld_ != 0; } void setPhysicalWorld(bool wantsPhysics); void setNegativeWorldRange(const Vector3& range); inline const Vector3& getNegativeWorldRange() const { return this->negativeWorldRange_; } void setPositiveWorldRange(const Vector3& range); inline const Vector3& getPositiveWorldRange() const { return this->positiveWorldRange_; } void setGravity(const Vector3& gravity); inline const Vector3& getGravity() const { return this->gravity_; } void addPhysicalObject(WorldEntity* object); void removePhysicalObject(WorldEntity* object); private: inline void networkcallback_hasPhysics() { this->setPhysicalWorld(this->bHasPhysics_); } inline void networkcallback_negativeWorldRange() { this->setNegativeWorldRange(this->negativeWorldRange_); } inline void networkcallback_positiveWorldRange() { this->setPositiveWorldRange(this->positiveWorldRange_); } inline void networkcallback_gravity() { this->setGravity(this->gravity_); } // collision callback from bullet static bool collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, int index0, const btCollisionObject* colObj1, int partId1, int index1); // Bullet objects btDiscreteDynamicsWorld* physicalWorld_; bt32BitAxisSweep3* broadphase_; btDefaultCollisionConfiguration* collisionConfig_; btCollisionDispatcher* dispatcher_; btSequentialImpulseConstraintSolver* solver_; std::set physicalObjectQueue_; std::set physicalObjects_; bool bHasPhysics_; Vector3 negativeWorldRange_; Vector3 positiveWorldRange_; Vector3 gravity_; }; } #endif /* _Scene_H__ */