/* * 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 * Co-authors: * ... * */ #ifndef _Scene_H__ #define _Scene_H__ #include "OrxonoxPrereqs.h" #include "network/Synchronisable.h" #include "core/BaseObject.h" #include "util/Math.h" #include "objects/Tickable.h" namespace orxonox { class _OrxonoxExport Scene : public BaseObject, public network::Synchronisable, public Tickable { public: 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 btDiscreteDynamicsWorld* getPhysicalWorld() const { return this->physicalWorld_; } 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 const Vector3& getWorldAabbMax() //{ // this->physicalWorld_->getBroadphase(); //} inline bool hasPhysics() { return this->physicalWorld_ != 0; } void setPhysicalWorld(bool wantsPhysics, const Vector3& worldAabbMin, const Vector3& worldAabbMax); 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_); } Ogre::SceneManager* sceneManager_; Ogre::SceneNode* rootSceneNode_; btDiscreteDynamicsWorld* physicalWorld_; std::string skybox_; ColourValue ambientLight_; std::list objects_; bool bShadows_; }; } #endif /* _Scene_H__ */