/******************************************************************************** * 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" /// Structure EngineSettings /// This structure contains several physics engine parameters struct EngineSettings { public: float elapsedTime; // Elapsed time (in seconds) float timeStep; // Current time step (in seconds) }; // Class Scene // Abstract class that represents a 3D scene. class Scene { protected: // -------------------- Attributes -------------------- // /// Scene name std::string mName; /// Physics engine settings EngineSettings mEngineSettings; /// Camera openglframework::Camera mCamera; /// Center of the scene openglframework::Vector3 mCenterScene; /// Last mouse coordinates on the windows double mLastMouseX, mLastMouseY; /// Window dimension int mWindowWidth, mWindowHeight; /// 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; /// Interpolation factor for the bodies in the current frame float mInterpolationFactor; // -------------------- 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(); /// Reshape the view virtual void reshape(int width, int height); /// Update the physics world (take a simulation step) /// Can be called several times per frame virtual void updatePhysics()=0; /// Update the scene 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, double mousePosX, double mousePosY); /// Called when a mouse motion event occurs virtual void mouseMotionEvent(double xMouse, double yMouse, int leftButtonState, int rightButtonState, int middleButtonState, int altKeyState); /// Called when a scrolling event occurs virtual void scrollingEvent(float xAxis, float yAxis, float scrollSensitivy); /// Set the window dimension void setWindowDimension(int width, int height); /// Return a reference to the camera const openglframework::Camera& getCamera() const; /// Set the engine settings void setEngineSettings(const EngineSettings& settings); /// Set the interpolation factor void setInterpolationFactor(float interpolationFactor); }; // 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; } // Set the window dimension inline void Scene::setWindowDimension(int width, int height) { mWindowWidth = width; mWindowHeight = height; } // Set the engine settings inline void Scene::setEngineSettings(const EngineSettings& settings) { mEngineSettings = settings; } // Set the interpolation factor inline void Scene::setInterpolationFactor(float interpolationFactor) { mInterpolationFactor = interpolationFactor; } #endif