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cometenscene.h

/***************************************************************************
 *   Copyright (C) 2005 by Peter Müller                                    *
 *   pmueller@cs.tu-berlin.de                                              *
 *   Copyright (C) 2008 by John Stamp <jstamp@users.sourceforge.net>       *
 *                                                                         *
 *   This program 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 2 of the License, or     *
 *   (at your option) any later version.                                   *
 *                                                                         *
 *   This program 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 this program; if not, write to the                         *
 *   Free Software Foundation, Inc.,                                       *
 *   51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA            *
 ***************************************************************************/
#ifndef COMETENSCENE_H
#define COMETENSCENE_H

#include "global.h"
#include "math.h"
#include "particlesystem.h"
#include "comet.h"


class Comet;

class CometenScene {
public:
      CometenScene(const GLuint* textures,
                   double time, double boxWidth, double boxHeight);
      ~CometenScene();
      
      void process(double time);
      void render(const Vec3f& campos);

      void addComet(Comet * comet);
      list<Comet*> comets;

      void resizeBox(double boxWidth, double boxHeight);
      double getBoxWidth();
      double getBoxHeight();
      const Plane& getPlane(int i);
      int getNumPlanes();
      
      const GLuint* textures;
private:
      vector<Plane> collisionPlanes;
      double cometInterval;
      double boxWidth;
      double boxHeight;
      double lastCometProcess;
      double nextComet;
      
      void getCometColors(Vec4f& acolor, Vec4f& ecolor);
      void createComet(double time);

      void renderBackground();
};

inline double CometenScene::getBoxWidth() {
      return boxWidth;
}

inline double CometenScene::getBoxHeight() {
      return boxHeight;
}

inline const Plane& CometenScene::getPlane(int i) {
      assert(i >= 0 && i < getNumPlanes());
      return collisionPlanes[i];
}

inline int CometenScene::getNumPlanes() {
      return collisionPlanes.size();
}


#endif

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