source: trunk/VUT/work/TestCullingTerrain/SceneContentGenerator.h @ 80

Revision 80, 1.3 KB checked in by mattausch, 20 years ago (diff)
Line 
1#ifndef _SCENECONTENTGENERATOR_H__
2#define _SCENECONTENTGENERATOR_H__
3
4#include <OgrePrerequisites.h>
5#include <OgreMath.h>
6#include <Ogre.h>
7
8namespace Ogre {
9
10/** Class which fills a scene with content in a random fashion.
11*/
12class SceneContentGenerator
13{
14public:
15        SceneContentGenerator(SceneManager *sm);
16       
17        /** Generates scene object in a random fashion.
18                @param number of objects to generate
19                @param objName the name of the mesh to be generated
20        */
21        void GenerateScene(int numObjects, const String &objName);
22        /** Generates a new object in the scene using ray scene queries
23                and inserts it into scene hierarchy.
24                @param position position where the object is created
25                @param rotation rotation angle applied locally to object
26                @objName the name of the object entity
27                @returns scene object if it was successfully created, NULL otherwise
28        */
29        SceneNode *GenerateSceneObject(const Vector3 &position,
30                const Vector3 &rotation, const String &objName);
31
32        void SetMinAngle(Vector3 minAngle);
33        void SetMaxAngle(Vector3 maxAngle);
34        void SetMinPos(Vector3 minPos);
35        void SetMaxPos(Vector3 maxPos);
36       
37protected:
38
39        Vector3 mMinAngle;
40        Vector3 mMaxAngle;
41        Vector3 mMaxPos;
42        Vector3 mMinPos;
43       
44        SceneManager *mSceneMgr;
45        int mCount;             // The number of objects on the screen
46};
47
48} // namespace Ogre
49
50#endif // SCENECONTENTGENERATOR_H_
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