Changeset 11080 for code/trunk/src/orxonox/Scene.h
- Timestamp:
- Jan 19, 2016, 11:27:40 PM (9 years ago)
- Location:
- code/trunk
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
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code/trunk
- Property svn:mergeinfo changed
-
code/trunk/src/orxonox/Scene.h
r11071 r11080 28 28 */ 29 29 30 /** 31 @file Scene.h 32 @brief Definition of Scene Class 33 */ 34 30 35 #ifndef _Scene_H__ 31 36 #define _Scene_H__ … … 49 54 { 50 55 public: 56 /** 57 @brief 58 This class holds a Scene which is a collection of all kinds of objects to be rendered in the same space, 59 with the same physics and the same light properties. Objects can be anything from a light source, over non physical objects 60 like Billboards to just plain Models with an attached Mesh 61 */ 51 62 Scene(Context* context); 52 63 virtual ~Scene(); … … 59 70 inline Ogre::SceneNode* getRootSceneNode() const 60 71 { return this->rootSceneNode_; } 72 inline RenderQueueListener* getRenderQueueListener() const 73 { return this->renderQueueListener_; } 61 74 62 75 void setSkybox(const std::string& skybox); … … 95 108 { this->setShadow(this->bShadows_); } 96 109 97 Ogre::SceneManager* sceneManager_; 98 Ogre::SceneNode* rootSceneNode_; 110 Ogre::SceneManager* sceneManager_; //!< This is a pointer to the Ogre SceneManager we're using to render the Scene 111 Ogre::SceneNode* rootSceneNode_; //!< This is a pointer to the root node of the Scene tree 112 RenderQueueListener* renderQueueListener_; //!< this is a pointer to the RenderQueueListener we're using for this Scene 99 113 100 std::string skybox_; 101 ColourValue ambientLight_; 102 std::list<BaseObject*> objects_; 103 bool bShadows_; 104 float soundReferenceDistance_; 105 Radar* radar_; 114 std::string skybox_; //!< This string holds information about the skybox we're using 115 ColourValue ambientLight_; //!< This variable holds the color value for the ambient light in our scene, usually black in space 116 std::list<BaseObject*> objects_; //!< This list holds all the objects created in our scene 117 bool bShadows_; //!< Do we want shadows in our scene? 118 float soundReferenceDistance_; //!< This holds a reference distance, which represents the distance between our scene and the listener 119 Radar* radar_; //!< This is a pointer to a Radar object assigned with this scene 106 120 107 121
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