/**************************************************************************** * Copyright (C) 2009 Daniel Chappuis * **************************************************************************** * This file is part of ReactPhysics3D. * * * * ReactPhysics3D is free software: you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation, either version 3 of the License, or * * (at your option) any later version. * * * * ReactPhysics3D is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with ReactPhysics3D. If not, see . * ***************************************************************************/ #ifndef SCENE_H #define SCENE_H // Libraries #include "Context.h" #include "OutSideCamera.h" #include #include // Used only to draw cubes #include #include // Scene class class Scene { private : GLfloat mat_specular[4]; // Material specular light color GLfloat mat_shininess[1]; // Material shininess GLfloat light_position[4]; // Position of the light source GLfloat ambient_color[4]; // Ambient color of the light GLfloat white_light[4]; // White light color OutSideCamera outsideCamera; // OutSide camera (Camera that can move around the scene) public : Scene(); // constructor of the class ~Scene(); // Destructor of the class void init(); // Initialize the values of OpenGL void display(const Context& context) const; // display the scene void reshape(int width, int height); // Reshape the window OutSideCamera& getOutSideCamera() ; // Return a reference to the outside camera float getCameraAngle1() const; // Return the angle of the camera float getCameraAngle2() const; // Return the angle of the camera void setCameraAngle1(float angle); // Set the angle of the camera void setCameraAngle2(float angle); // Set the angle of the camera }; // Return a reference to the camera inline OutSideCamera& Scene::getOutSideCamera() { return outsideCamera; } #endif