ege/ege/Environement.h

142 lines
5.1 KiB
C++

/**
* @author Edouard DUPIN
*
* @copyright 2011, Edouard DUPIN, all right reserved
*
* @license BSD v3 (see license file)
*/
#ifndef __EGE_ENVIRONEMENT_H__
#define __EGE_ENVIRONEMENT_H__
#include <etk/UString.h>
#include <BulletDynamics/Dynamics/btActionInterface.h>
class btDynamicsWorld;
#include <etk/Vector.h>
#include <etk/math/Vector3D.h>
#include <ejson/ejson.h>
#include <exml/exml.h>
namespace ege {
class ElementGame;
class Environement;
typedef ege::ElementGame* (*createElement_tf)(ege::Environement& _env);
class ElementInteraction
{
protected:
int32_t m_type;
public:
int32_t GetType(void) { return m_type; };
protected:
int32_t m_groupSource;
public:
int32_t GetSourceGroup(void) { return m_groupSource; };
protected:
etk::Vector<int32_t> m_groupDestination;
public:
const etk::Vector<int32_t>& GetDestinationGroup(void) { return m_groupDestination; };
void AddGroupDestination(int32_t _id) { m_groupDestination.PushBack(_id); };
protected:
vec3 m_positionSource;
public:
const vec3& GetSourcePosition(void) { return m_positionSource; };
public:
ElementInteraction(int32_t _type, int32_t _groupSource, const vec3& _pos) :
m_type(_type),
m_groupSource(_groupSource),
m_positionSource(_pos)
{ };
public:
virtual void ApplyEvent(ege::ElementGame& _element) { };
};
class Environement
{
private:
btDynamicsWorld* m_dynamicsWorld; //!< curent system world description
etk::Vector<ege::ElementGame*> m_listElementGame; //!< List of all element added in the Game
public:
Environement(void) : m_dynamicsWorld(NULL) { };
virtual ~Environement(void) { };
public:
/**
* @brief Add a creator element system
* @param[in] _type Type of the element.
* @param[in] _creator Function pointer that reference the element creating.
*/
static void AddCreator(const etk::UString& _type, ege::createElement_tf _creator);
/**
* @brief Create an element on the curent scene.
* @param[in] _type Type of the element that might be created.
* @param[in] _description String that describe the content of the element properties.
* @param[in] _autoAddElement this permit to add the element if it is created ==> no more action ...
* @return NULL if an error occured OR the pointer on the element and it is already added on the system.
* @note Pointer is return in case of setting properties on it...
*/
ege::ElementGame* CreateElement(const etk::UString& _type, bool _autoAddElement=true);
ege::ElementGame* CreateElement(const etk::UString& _type, const etk::UString& _description, bool _autoAddElement=true);
ege::ElementGame* CreateElement(const etk::UString& _type, ejson::Value* _value, bool _autoAddElement=true);
ege::ElementGame* CreateElement(const etk::UString& _type, exml::Node* _node, bool _autoAddElement=true);
public:
class ResultNearestElement
{
public:
ege::ElementGame* element;
float dist;
};
/**
* @brief Set the curent world
* @param[in] _newWorld Pointer on the current world
*/
void SetDynamicWorld(btDynamicsWorld* _newWorld) { m_dynamicsWorld=_newWorld; };
/**
* @brief Get the curent world
* @return pointer on the current world
*/
btDynamicsWorld* GetDynamicWorld(void) { return m_dynamicsWorld; };
/**
* @breif Get a reference on the curent list of element games
* @return all element list
*/
etk::Vector<ege::ElementGame*>& GetElementGame(void) { return m_listElementGame; };
/**
* @brief Get the nearest Element
* @param[in] _sourceRequest Pointer on the element that request this.
* @param[in] _distance Maximum distance search ==> return the element distance
* @return Pointer on the neares element OR NULL
*/
ege::ElementGame* GetElementNearest(ege::ElementGame* _sourceRequest, float& _distance);
void GetElementNearest(const vec3& _sourcePosition, float _distanceMax, etk::Vector<ege::Environement::ResultNearestElement>& _resultList);
void GetElementNearestFixed(const vec3& _sourcePosition, float _distanceMax, etk::Vector<ege::Environement::ResultNearestElement>& _resultList);
/**
* @brief Add an element on the list availlable.
* @param[in] _newElement Element to add.
*/
void AddElementGame(ege::ElementGame* _newElement);
/**
* @brief Remove an element on the list availlable.
* @param[in] _removeElement Element to remove.
*/
void RmElementGame(ege::ElementGame* _removeElement);
/**
* @brief Get the element order from the nearest to the farest, and remove all element that are not in the camera angle and axes.
* @param[in,out] _resultList List of the element ordered.
* @param[in] _position Camera position in the space.
* @param[in] _direction Camera direction of the view.
*/
void GetOrderedElementForDisplay(etk::Vector<ege::Environement::ResultNearestElement>& _resultList, const vec3& _position, const vec3& _direction);
/**
* @brief Generate an event on all the sub element of the game ==> usefull for explosion, or lazer fire ...
* @param[in] _event event that might be apply ...
*/
void GenerateInteraction(ege::ElementInteraction& _event);
};
};
#endif