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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24 | * Reto Grieder (physics) |
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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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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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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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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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47 | #include "core/object/Context.h" |
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48 | #include "network/synchronisable/Synchronisable.h" |
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49 | #include "tools/interfaces/Tickable.h" |
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50 | #include "core/command/ConsoleCommandIncludes.h" |
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51 | |
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52 | namespace orxonox |
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53 | { |
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54 | class _OrxonoxExport Scene : public BaseObject, public Synchronisable, public Tickable, public Context |
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55 | { |
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56 | public: |
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57 | /** |
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58 | @brief |
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59 | 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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60 | 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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61 | like Billboards to just plain Models with an attached Mesh |
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62 | */ |
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63 | Scene(Context* context); |
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64 | virtual ~Scene(); |
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65 | |
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66 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
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67 | void registerVariables(); |
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68 | |
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69 | inline Ogre::SceneManager* getSceneManager() const |
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70 | { return this->sceneManager_; } |
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71 | inline Ogre::SceneNode* getRootSceneNode() const |
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72 | { return this->rootSceneNode_; } |
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73 | inline RenderQueueListener* getRenderQueueListener() const |
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74 | { return this->renderQueueListener_; } |
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75 | |
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76 | void setSkybox(const std::string& skybox); |
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77 | inline const std::string& getSkybox() const |
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78 | { return this->skybox_; } |
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79 | |
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80 | void setAmbientLight(const ColourValue& colour); |
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81 | inline const ColourValue& getAmbientLight() const |
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82 | { return this->ambientLight_; } |
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83 | |
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84 | void setShadow(bool bShadow); |
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85 | inline bool getShadow() const |
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86 | { return this->bShadows_; } |
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87 | |
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88 | inline void setSoundReferenceDistance(float distance) |
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89 | { this->soundReferenceDistance_ = distance; } |
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90 | inline float getSoundReferenceDistance() const |
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91 | { return this->soundReferenceDistance_; } |
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92 | |
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93 | inline Radar* getRadar() |
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94 | { return this->radar_; } |
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95 | |
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96 | virtual inline uint32_t getSceneID() const override { return this->getObjectID(); } |
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97 | |
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98 | virtual void tick(float dt) override; |
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99 | |
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100 | private: |
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101 | void addObject(BaseObject* object); |
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102 | BaseObject* getObject(unsigned int index) const; |
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103 | |
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104 | void networkcallback_applySkybox() |
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105 | { this->setSkybox(this->skybox_); } |
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106 | void networkcallback_applyAmbientLight() |
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107 | { this->setAmbientLight(this->ambientLight_); } |
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108 | void networkcallback_applyShadows() |
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109 | { this->setShadow(this->bShadows_); } |
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110 | |
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111 | Ogre::SceneManager* sceneManager_; //!< This is a pointer to the Ogre SceneManager we're using to render the Scene |
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112 | Ogre::SceneNode* rootSceneNode_; //!< This is a pointer to the root node of the Scene tree |
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113 | RenderQueueListener* renderQueueListener_; //!< this is a pointer to the RenderQueueListener we're using for this Scene |
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114 | |
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115 | std::string skybox_; //!< This string holds information about the skybox we're using |
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116 | ColourValue ambientLight_; //!< This variable holds the color value for the ambient light in our scene, usually black in space |
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117 | std::list<BaseObject*> objects_; //!< This list holds all the objects created in our scene |
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118 | bool bShadows_; //!< Do we want shadows in our scene? |
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119 | float soundReferenceDistance_; //!< This holds a reference distance, which represents the distance between our scene and the listener |
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120 | Radar* radar_; //!< This is a pointer to a Radar object assigned with this scene |
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121 | WeakPtr<GlobalShader> glowShader_; |
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122 | |
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123 | |
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124 | ///////////// |
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125 | // Physics // |
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126 | ///////////// |
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127 | |
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128 | public: |
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129 | inline bool hasPhysics() const |
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130 | { return this->physicalWorld_ != nullptr; } |
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131 | void setPhysicalWorld(bool wantsPhysics); |
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132 | |
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133 | void setNegativeWorldRange(const Vector3& range); |
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134 | inline const Vector3& getNegativeWorldRange() const |
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135 | { return this->negativeWorldRange_; } |
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136 | |
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137 | void setPositiveWorldRange(const Vector3& range); |
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138 | inline const Vector3& getPositiveWorldRange() const |
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139 | { return this->positiveWorldRange_; } |
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140 | |
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141 | void setGravity(const Vector3& gravity); |
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142 | inline const Vector3& getGravity() const |
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143 | { return this->gravity_; } |
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144 | |
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145 | void addPhysicalObject(WorldEntity* object); |
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146 | void removePhysicalObject(WorldEntity* object); |
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147 | |
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148 | inline bool isUpdatingPhysics() const |
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149 | { return this->bIsUpdatingPhysics_; } |
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150 | |
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151 | void setDebugDrawPhysics(bool bDraw, bool bFill, float fillAlpha); |
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152 | |
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153 | static void consoleCommand_debugDrawPhysics(bool bDraw, bool bFill, float fillAlpha); |
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154 | |
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155 | private: |
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156 | inline void networkcallback_hasPhysics() |
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157 | { this->setPhysicalWorld(this->bHasPhysics_); } |
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158 | inline void networkcallback_negativeWorldRange() |
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159 | { this->setNegativeWorldRange(this->negativeWorldRange_); } |
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160 | inline void networkcallback_positiveWorldRange() |
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161 | { this->setPositiveWorldRange(this->positiveWorldRange_); } |
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162 | inline void networkcallback_gravity() |
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163 | { this->setGravity(this->gravity_); } |
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164 | |
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165 | // collision callback from bullet |
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166 | static bool collisionCallback(btManifoldPoint& cp, const btCollisionObject* colObj0, int partId0, |
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167 | int index0, const btCollisionObject* colObj1, int partId1, int index1); |
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168 | |
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169 | // Bullet objects |
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170 | btDiscreteDynamicsWorld* physicalWorld_; |
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171 | bt32BitAxisSweep3* broadphase_; |
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172 | btDefaultCollisionConfiguration* collisionConfig_; |
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173 | btCollisionDispatcher* dispatcher_; |
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174 | btSequentialImpulseConstraintSolver* solver_; |
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175 | |
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176 | std::set<WorldEntity*> physicalObjectQueue_; |
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177 | std::set<WorldEntity*> physicalObjects_; |
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178 | bool bHasPhysics_; |
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179 | Vector3 negativeWorldRange_; |
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180 | Vector3 positiveWorldRange_; |
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181 | Vector3 gravity_; |
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182 | |
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183 | BulletDebugDrawer* debugDrawer_; |
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184 | bool bDebugDrawPhysics_; |
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185 | bool bIsUpdatingPhysics_; |
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186 | }; |
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187 | } |
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188 | |
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189 | #endif /* _Scene_H__ */ |
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