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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    A 3D Scene, basically a collection of 3D graphic objects
*/

#ifndef Scene_h
#define Scene_h

#include "Types.h"
#include "Color.h"
#include "Geometry.h"
#include "List.h"

// +--------------------------------------------------------------------+

class  Graphic;
class  Light;

// +--------------------------------------------------------------------+

class Scene
{
public:
    static const char* TYPENAME() { return "Scene"; }

    Scene();
    virtual ~Scene();

    void              AddBackground(Graphic* g);
    void              DelBackground(Graphic* g);
    void              AddForeground(Graphic* g);
    void              DelForeground(Graphic* g);
    void              AddGraphic(Graphic* g);
    void              DelGraphic(Graphic* g);
    void              AddSprite(Graphic* g);
    void              DelSprite(Graphic* g);

    void              AddLight(Light* l);
    void              DelLight(Light* l);

    List<Graphic>&    Background()               { return background; }
    List<Graphic>&    Foreground()               { return foreground; }
    List<Graphic>&    Graphics()                 { return graphics;   }
    List<Graphic>&    Sprites()                  { return sprites;    }
    List<Light>&      Lights()                   { return lights;     }
    Color             Ambient()                  { return ambient;    }
    void              SetAmbient(Color  a)       { ambient = a; }

    virtual void      Collect();

    virtual bool      IsLightObscured(const Point& obj_pos,
    const Point& light_pos,
    double       obj_radius,
    Point*       imp_point=0) const;

protected:
    List<Graphic>     background;
    List<Graphic>     foreground;
    List<Graphic>     graphics;
    List<Graphic>     sprites;
    List<Light>       lights;
    Color             ambient;
};

// +--------------------------------------------------------------------+

#endif  // Scene_h