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/*  Project nGenEx
    Destroyer Studios LLC
    Copyright © 1997-2004. All Rights Reserved.

    SUBSYSTEM:    nGenEx.lib
    FILE:         Scene.h
    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