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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
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