180 lines
6.0 KiB
C++
180 lines
6.0 KiB
C++
/**
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* @author Edouard DUPIN
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*
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* @copyright 2011, Edouard DUPIN, all right reserved
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*
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* @license BSD v3 (see license file)
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*/
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#ifndef __EGE_ENVIRONEMENT_H__
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#define __EGE_ENVIRONEMENT_H__
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namespace ege {
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class Environement;
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class ElementInteraction;
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};
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#include <ege/Camera.h>
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#include <etk/types.h>
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#include <BulletDynamics/Dynamics/btActionInterface.h>
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class btDynamicsWorld;
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#include <vector>
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#include <etk/math/Vector3D.h>
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#include <ejson/ejson.h>
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#include <exml/exml.h>
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#include <ege/ParticuleEngine.h>
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namespace ege {
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enum property {
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typeNone, //!< no element property
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typeString, //!< type element static_cast<std::string*>(xxxxxxx)
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typeJson, //!< type element static_cast<ejson::Value*>(xxxxxxx)
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typeXml, //!< type element static_cast<exml::Node*>(xxxxxxx)
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typeUser1, //!< user type 1
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typeUser2 //!< User type 2
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};
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class ElementGame;
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class Environement;
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typedef ege::ElementGame* (*createElement_tf)(ege::Environement& _env);
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class ElementInteraction {
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protected:
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int32_t m_type;
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public:
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int32_t getType(void) { return m_type; };
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protected:
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int32_t m_groupSource;
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public:
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int32_t getSourceGroup(void) { return m_groupSource; };
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protected:
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std::vector<int32_t> m_groupDestination;
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public:
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const std::vector<int32_t>& getDestinationGroup(void) {
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return m_groupDestination;
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};
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void addGroupDestination(int32_t _id) {
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m_groupDestination.push_back(_id);
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};
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protected:
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vec3 m_positionSource;
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public:
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const vec3& getSourcePosition(void) {
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return m_positionSource;
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};
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public:
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ElementInteraction(int32_t _type, int32_t _groupSource, const vec3& _pos) :
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m_type(_type),
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m_groupSource(_groupSource),
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m_positionSource(_pos)
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{ };
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public:
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virtual void applyEvent(ege::ElementGame& _element) { };
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};
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class Environement {
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private:
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btDynamicsWorld* m_dynamicsWorld; //!< curent system world description
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std::vector<ege::ElementGame*> m_listElementGame; //!< List of all element added in the Game
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public:
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Environement(void);
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virtual ~Environement(void) { };
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public:
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/**
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* @brief add a creator element system
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* @param[in] _type Type of the element.
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* @param[in] _creator Function pointer that reference the element creating.
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*/
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static void addCreator(const std::string& _type, ege::createElement_tf _creator);
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/**
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* @brief Create an element on the curent scene.
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* @param[in] _type Type of the element that might be created.
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* @param[in] _description String that describe the content of the element properties.
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* @param[in] _autoAddElement this permit to add the element if it is created == > no more action ...
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* @return NULL if an error occured OR the pointer on the element and it is already added on the system.
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* @note Pointer is return in case of setting properties on it...
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*/
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ege::ElementGame* createElement(const std::string& _type, bool _autoAddElement=true, enum ege::property _property=ege::typeNone, void* _value=NULL);
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ege::ElementGame* createElement(const std::string& _type, std::string& _description, bool _autoAddElement=true);
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ege::ElementGame* createElement(const std::string& _type, ejson::Value* _value, bool _autoAddElement=true);
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ege::ElementGame* createElement(const std::string& _type, exml::Node* _node, bool _autoAddElement=true);
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public:
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class ResultNearestElement {
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public:
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ege::ElementGame* element;
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float dist;
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};
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/**
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* @brief set the curent world
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* @param[in] _newWorld Pointer on the current world
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*/
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void setDynamicWorld(btDynamicsWorld* _newWorld) {
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m_dynamicsWorld=_newWorld;
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};
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/**
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* @brief get the curent world
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* @return pointer on the current world
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*/
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btDynamicsWorld* getDynamicWorld(void) {
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return m_dynamicsWorld;
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};
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/**
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* @breif get a reference on the curent list of element games
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* @return all element list
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*/
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std::vector<ege::ElementGame*>& getElementGame(void) {
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return m_listElementGame;
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};
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/**
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* @brief get the nearest Element
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* @param[in] _sourceRequest Pointer on the element that request this.
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* @param[in] _distance Maximum distance search == > return the element distance
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* @return Pointer on the neares element OR NULL
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*/
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ege::ElementGame* getElementNearest(ege::ElementGame* _sourceRequest, float& _distance);
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void getElementNearest(const vec3& _sourcePosition,
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float _distanceMax,
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std::vector<ege::Environement::ResultNearestElement>& _resultList);
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void getElementNearestFixed(const vec3& _sourcePosition,
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float _distanceMax,
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std::vector<ege::Environement::ResultNearestElement>& _resultList);
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/**
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* @brief add an element on the list availlable.
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* @param[in] _newElement Element to add.
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*/
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void addElementGame(ege::ElementGame* _newElement);
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/**
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* @brief remove an element on the list availlable.
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* @param[in] _removeElement Element to remove.
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*/
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void rmElementGame(ege::ElementGame* _removeElement);
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/**
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* @brief get the element order from the nearest to the farest, and remove all element that are not in the camera angle and axes.
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* @param[in,out] _resultList List of the element ordered.
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* @param[in] _position Camera position in the space.
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* @param[in] _direction Camera direction of the view.
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*/
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void getOrderedElementForDisplay(std::vector<ege::Environement::ResultNearestElement>& _resultList, const vec3& _position, const vec3& _direction);
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/**
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* @brief generate an event on all the sub element of the game == > usefull for explosion, or lazer fire ...
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* @param[in] _event event that might be apply ...
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*/
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void generateInteraction(ege::ElementInteraction& _event);
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private:
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ege::ParticuleEngine m_particuleEngine; //!< Particule engine properties
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public:
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/**
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* @brief get the particule engine reference.
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* @return The requested reference on the engine
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*/
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ege::ParticuleEngine& getParticuleEngine(void) {
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return m_particuleEngine;
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};
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};
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};
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#endif
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