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- /****************************************************************************
- Copyright (c) 2008-2010 Ricardo Quesada
- Copyright (c) 2010-2012 cocos2d-x.org
- Copyright (c) 2011 Zynga Inc.
- Copyright (c) 2013-2016 Chukong Technologies Inc.
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- http://www.cocos2d-x.org
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #ifndef __CCSCENE_H__
- #define __CCSCENE_H__
- #include <string>
- #include "2d/CCNode.h"
- NS_CC_BEGIN
- class Camera;
- class BaseLight;
- class Renderer;
- class EventListenerCustom;
- class EventCustom;
- #if CC_USE_PHYSICS
- class PhysicsWorld;
- #endif
- #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
- class Physics3DWorld;
- #endif
- #if CC_USE_NAVMESH
- class NavMesh;
- #endif
- /**
- * @addtogroup _2d
- * @{
- */
- /** @class Scene
- * @brief Scene is a subclass of Node that is used only as an abstract concept.
- Scene and Node are almost identical with the difference that Scene has its
- anchor point (by default) at the center of the screen.
- For the moment Scene has no other logic than that, but in future releases it might have
- additional logic.
- It is a good practice to use a Scene as the parent of all your nodes.
-
- Scene will create a default camera for you.
- */
- class CC_DLL Scene : public Node
- {
- public:
- /** Creates a new Scene object.
- *
- * @return An autoreleased Scene object.
- */
- static Scene *create();
- /** Creates a new Scene object with a predefined Size.
- *
- * @param size The predefined size of scene.
- * @return An autoreleased Scene object.
- * @js NA
- */
- static Scene *createWithSize(const Size& size);
- using Node::addChild;
- virtual std::string getDescription() const override;
-
- /** Get all cameras.
- *
- * @return The vector of all cameras, ordered by camera depth.
- * @js NA
- */
- const std::vector<Camera*>& getCameras();
- /** Get the default camera.
- * @js NA
- * @return The default camera of scene.
- */
- Camera* getDefaultCamera() const { return _defaultCamera; }
- /** Get lights.
- * @return The vector of lights.
- * @js NA
- */
- const std::vector<BaseLight*>& getLights() const { return _lights; }
- /** Render the scene.
- * @param renderer The renderer use to render the scene.
- * @param eyeTransform The AdditionalTransform of camera.
- * @param eyeProjection The projection matrix of camera.
- * @js NA
- */
- virtual void render(Renderer* renderer, const Mat4& eyeTransform, const Mat4* eyeProjection = nullptr);
- /** Render the scene.
- * @param renderer The renderer use to render the scene.
- * @param eyeTransforms The AdditionalTransform List of camera of multiView.
- * @param eyeProjections The projection matrix List of camera of multiView.
- * @param multiViewCount The number of multiView.
- * @js NA
- */
- virtual void render(Renderer* renderer, const Mat4* eyeTransforms, const Mat4* eyeProjections, unsigned int multiViewCount);
- /** override function */
- virtual void removeAllChildren() override;
-
- CC_CONSTRUCTOR_ACCESS:
- Scene();
- virtual ~Scene();
-
- bool init() override;
- bool initWithSize(const Size& size);
-
- void setCameraOrderDirty() { _cameraOrderDirty = true; }
-
- void onProjectionChanged(EventCustom* event);
- protected:
- friend class Node;
- friend class ProtectedNode;
- friend class SpriteBatchNode;
- friend class Camera;
- friend class BaseLight;
- friend class Renderer;
-
- std::vector<Camera*> _cameras; //weak ref to Camera
- Camera* _defaultCamera; //weak ref, default camera created by scene, _cameras[0], Caution that the default camera can not be added to _cameras before onEnter is called
- bool _cameraOrderDirty; // order is dirty, need sort
- EventListenerCustom* _event;
- std::vector<BaseLight *> _lights;
-
- private:
- CC_DISALLOW_COPY_AND_ASSIGN(Scene);
-
- #if (CC_USE_PHYSICS || (CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION))
- public:
-
- #if CC_USE_PHYSICS
- /** Get the physics world of the scene.
- * @return The physics world of the scene.
- * @js NA
- */
- PhysicsWorld* getPhysicsWorld() const { return _physicsWorld; }
- #endif
-
- #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
- /** Get the 3d physics world of the scene.
- * @return The 3d physics world of the scene.
- * @js NA
- */
- Physics3DWorld* getPhysics3DWorld() { return _physics3DWorld; }
-
- /**
- * Set Physics3D debug draw camera.
- */
- void setPhysics3DDebugCamera(Camera* camera);
- #endif
-
- /** Create a scene with physics.
- * @return An autoreleased Scene object with physics.
- * @js NA
- */
- static Scene *createWithPhysics();
-
- CC_CONSTRUCTOR_ACCESS:
- bool initWithPhysics();
-
- protected:
- void addChildToPhysicsWorld(Node* child);
- #if CC_USE_PHYSICS
- PhysicsWorld* _physicsWorld;
- #endif
-
- #if CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION
- Physics3DWorld* _physics3DWorld;
- Camera* _physics3dDebugCamera; //
- #endif
- #endif // (CC_USE_PHYSICS || CC_USE_3D_PHYSICS)
-
- #if CC_USE_NAVMESH
- public:
- /** set navigation mesh */
- void setNavMesh(NavMesh* navMesh);
- /** get navigation mesh */
- NavMesh* getNavMesh() const { return _navMesh; }
- /**
- * Set NavMesh debug draw camera.
- */
- void setNavMeshDebugCamera(Camera *camera);
- protected:
- NavMesh* _navMesh;
- Camera * _navMeshDebugCamera;
- #endif
-
- #if (CC_USE_PHYSICS || (CC_USE_3D_PHYSICS && CC_ENABLE_BULLET_INTEGRATION) || CC_USE_NAVMESH)
- public:
- void stepPhysicsAndNavigation(float deltaTime);
- #endif
- };
- // end of _2d group
- /// @}
- NS_CC_END
- #endif // __CCSCENE_H__
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