73 lines
2.0 KiB
C++
73 lines
2.0 KiB
C++
#ifndef CSCENEMANAGER_h
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#define CSCENEMANAGER_h
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#include <string>
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#include <vector>
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#include <GL/glew.h>
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#include "CAreaAttributes.h"
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#include "CRenderer.h"
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#include <Common/SRayIntersection.h>
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#include <Common/types.h>
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#include <Scene/CSceneNode.h>
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#include <Scene/CRootNode.h>
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#include <Scene/CLightNode.h>
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#include <Scene/CModelNode.h>
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#include <Scene/CScriptNode.h>
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#include <Scene/CStaticNode.h>
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#include <Scene/CCollisionNode.h>
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#include <Resource/CGameArea.h>
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#include <Resource/CWorld.h>
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class CSceneManager
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{
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bool mSplitTerrain;
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u32 mNodeCount;
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std::vector<CModelNode*> mModelNodes;
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std::vector<CStaticNode*> mStaticNodes;
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std::vector<CCollisionNode*> mCollisionNodes;
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std::vector<CScriptNode*> mScriptNodes;
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std::vector<CLightNode*> mLightNodes;
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CRootNode *mpSceneRootNode;
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CGameArea *mpArea;
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CWorld *mpWorld;
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CToken mAreaToken;
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CToken mWorldToken;
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CRootNode *mpAreaRootNode;
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// Environment
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std::vector<CAreaAttributes> mAreaAttributesObjects;
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CAreaAttributes *mpActiveAreaAttributes;
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// Objects
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std::unordered_map<u32, CScriptNode*> mScriptNodeMap;
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public:
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CSceneManager();
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~CSceneManager();
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// Scene Management
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CModelNode* AddModel(CModel *mdl);
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CStaticNode* AddStaticModel(CStaticModel *mdl);
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CCollisionNode* AddCollision(CCollisionMeshGroup *mesh);
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CScriptNode* AddScriptObject(CScriptObject *obj);
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CLightNode* AddLight(CLight *Light);
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void SetActiveArea(CGameArea *_area);
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void SetActiveWorld(CWorld *_world);
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void ClearScene();
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void AddSceneToRenderer(CRenderer *pRenderer);
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SRayIntersection SceneRayCast(const CRay& Ray, ERenderOptions renderOptions);
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void PickEnvironmentObjects();
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CScriptNode* ScriptNodeByID(u32 InstanceID);
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CScriptNode* NodeForObject(CScriptObject *pObj);
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CLightNode* NodeForLight(CLight *pLight);
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// Setters/Getters
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CModel* GetActiveSkybox();
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CGameArea* GetActiveArea();
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};
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#endif // CSCENEMANAGER_H
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