reactphysics3d/testbed/Scene.h

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef SCENE_H
#define SCENE_H
// Libraries
#include "openglframework.h"
// Class Scene
// Abstract class that represents a 3D scene.
class Scene {
protected:
// -------------------- Attributes -------------------- //
/// Scene name
std::string mName;
/// Camera
openglframework::Camera mCamera;
/// Center of the scene
openglframework::Vector3 mCenterScene;
/// Last mouse coordinates on the windows
double mLastMouseX, mLastMouseY;
/// Last point computed on a sphere (for camera rotation)
openglframework::Vector3 mLastPointOnSphere;
/// True if the last point computed on a sphere (for camera rotation) is valid
bool mIsLastPointOnSphereValid;
// -------------------- Methods -------------------- //
/// Set the scene position (where the camera needs to look at)
void setScenePosition(const openglframework::Vector3& position, float sceneRadius);
/// Set the camera so that we can view the whole scene
void resetCameraToViewAll();
/// Map mouse coordinates to coordinates on the sphere
bool mapMouseCoordinatesToSphere(double xMouse, double yMouse,
openglframework::Vector3& spherePoint) const;
/// Zoom the camera
void zoom(float zoomDiff);
/// Translate the camera
void translate(int xMouse, int yMouse);
/// Rotate the camera
void rotate(int xMouse, int yMouse);
public:
// -------------------- Methods -------------------- //
/// Constructor
Scene(const std::string& name);
/// Destructor
virtual ~Scene();
/// Initialize the scene
virtual void init()=0;
/// Reshape the view
virtual void reshape(int width, int height);
/// Update the scene (take a simulation step)
virtual void update()=0;
/// Render the scene
virtual void render()=0;
/// Reset the scene
virtual void reset()=0;
/// Called when a keyboard event occurs
virtual void keyboardEvent(int key, int scancode, int action, int mods);
/// Called when a mouse button event occurs
virtual void mouseButtonEvent(int button, int action, int mods);
/// Called when a mouse motion event occurs
virtual void mouseMotionEvent(double xMouse, double yMouse);
/// Called when a scrolling event occurs
virtual void scrollingEvent(float xAxis, float yAxis);
/// Return a reference to the camera
const openglframework::Camera& getCamera() const;
};
// Called when a keyboard event occurs
inline void Scene::keyboardEvent(int key, int scancode, int action, int mods) {
}
/// Reshape the view
inline void Scene::reshape(int width, int height) {
mCamera.setDimensions(width, height);
}
// Return a reference to the camera
inline const openglframework::Camera& Scene::getCamera() const {
return mCamera;
}
#endif