6 static void destroy_node_tree(SceneNode *n);
37 destroy_node_tree(nodes);
40 for(int i=0; i<(int)meshes.size(); i++) {
48 for(int i=0; i<(int)objects.size(); i++) {
54 static void destroy_node_tree(SceneNode *n)
58 int nsub = n->get_num_children();
59 for(int i=0; i<nsub; i++) {
60 destroy_node_tree(n->get_child(i));
65 // Scene::load defined in sceneload.cc
67 bool Scene::merge(Scene *scn)
71 walk_mesh->append(*scn->walk_mesh);
72 delete scn->walk_mesh;
76 walk_mesh = scn->walk_mesh;
80 int nmeshes = scn->meshes.size();
81 for(int i=0; i<nmeshes; i++) {
82 meshes.push_back(scn->meshes[i]);
86 int nobj = scn->objects.size();
87 for(int i=0; i<nobj; i++) {
88 objects.push_back(scn->objects[i]);
93 int nchildren = scn->nodes ? scn->nodes->get_num_children() : 0;
94 for(int i=0; i<nchildren; i++) {
95 SceneNode *n = scn->nodes->get_child(i);
96 scn->nodes->remove_child(n);
99 if(scn->nodes && scn->nodes->get_num_objects() > 0) {
100 warning_log("merging with scene which has objects in its root node. these objects will not be merged!\n");
111 void Scene::add_object(Object *obj)
113 objects.push_back(obj);
116 bool Scene::remove_object(Object *obj)
118 std::vector<Object*>::iterator it = std::find(objects.begin(), objects.end(), obj);
119 if(it != objects.end()) {
126 bool Scene::have_object(Object *obj) const
128 return std::find(objects.begin(), objects.end(), obj) != objects.end();
131 void Scene::add_mesh(Mesh *m)
136 bool Scene::remove_mesh(Mesh *m)
138 std::vector<Mesh*>::iterator it = std::find(meshes.begin(), meshes.end(), m);
139 if(it != meshes.end()) {
146 bool Scene::have_mesh(Mesh *m) const
148 return std::find(meshes.begin(), meshes.end(), m) != meshes.end();
151 void Scene::add_node(SceneNode *n)
153 // we always want to have a dedicated root node
155 nodes = new SceneNode;
157 nodes->set_name("root");
163 bool Scene::remove_node(SceneNode *n)
166 if(!n || !(par = n->get_parent())) {
170 int nsub = n->get_num_children();
171 for(int i=0; i<nsub; i++) {
172 SceneNode *c = n->get_child(i);
177 return par->remove_child(n);
180 bool Scene::have_node(SceneNode *n) const
182 return n->scene == this;
185 static void find_nodes_rec(std::list<SceneNode*> *res, SceneNode *tree, const std::regex &re)
187 if(std::regex_match(tree->get_name(), re)) {
188 res->push_back(tree);
191 int num = tree->get_num_children();
192 for(int i=0; i<num; i++) {
193 find_nodes_rec(res, tree->get_child(i), re);
197 Scene *Scene::extract_nodes(const char *qstr)
203 std::list<SceneNode*> nodelist;
204 find_nodes_rec(&nodelist, nodes, re);
205 if(nodelist.empty()) {
209 Scene *res = new Scene;
211 for(SceneNode *n : nodelist) {
213 int nobj = n->get_num_objects();
214 for(int i=0; i<nobj; i++) {
215 Object *obj = n->get_object(i);
216 if(obj->get_type() == OBJ_MESH) {
217 // XXX this assumes that meshes aren't shared between objects.
218 // maybe we'll have to refcount them at some point, and copy if nref>1
219 ObjMesh *om = (ObjMesh*)obj;
220 remove_mesh(om->mesh);
221 res->add_mesh(om->mesh);
225 res->add_object(obj);
234 void Scene::apply_xform()
236 nodes->apply_xform();
239 void Scene::update(float dt)
245 int nobj = objects.size();
246 for(int i=0; i<nobj; i++) {
247 if(!objects[i]->node) {
248 // only update objects which don't belong to a scenegraph node
249 // to avoid updating objects twice
250 objects[i]->update(dt);
255 void Scene::draw() const
257 if(!objects.empty()) {
258 int nobj = objects.size();
259 for(int i=0; i<nobj; i++) {
263 int nmesh = meshes.size();
264 for(int i=0; i<nmesh; i++) {