#include <vector>
#include <list>
+#include <string>
#include "mesh.h"
#include "snode.h"
#include "texture.h"
+#include "dataset.h"
+#include "datamap.h"
enum {
SCNLOAD_FLIPYZ = 1,
SCNLOAD_STAGE_GL = 0x8000
};
-class Scene {
-private:
- bool own_texset;
+class MetaScene;
+class Scene {
public:
+ std::string name;
+
+ MetaScene *metascn;
+ DataMap datamap;
+
// meshes objects and nodes are owned by Scene
std::vector<Mesh*> meshes;
std::vector<Object*> objects;
Mesh *walk_mesh;
- TextureSet *texset; // only owned by Scene if own_texset is true
+ TextureSet *texset;
void *loader_data;
- explicit Scene(TextureSet *tset = 0);
+ Scene();
~Scene();
Scene(const Scene &rhs) = delete;
Scene &operator =(const Scene &rhs) = delete;
void destroy();
+ void clear(); // clear all contents (meshes, objects, and nodes)
bool load(const char *fname, unsigned int flags = 0);
bool remove_node(SceneNode *n);
bool have_node(SceneNode *n) const;
+ // find node by name
+ SceneNode *find_node(const char *name) const;
+ // match nodes with regexp and return the first that matches
+ SceneNode *match_node(const char *qstr) const;
+ // match nodes with regexp and return a list of matches
+ std::list<SceneNode*> match_nodes(const char *qstr) const;
+
/* find and remove all nodes whose names match the regexp
* XXX at the moment this has the effect of flattening the hierarchy in the
* result scene. If we ever need verbatim extraction of whole subtrees we'll
void draw() const;
};
+//! Resource manager for Scenes
+class SceneSet : public DataSet<Scene*> {
+private:
+ static Scene *create_scene();
+ static bool load_scene(Scene *scn, const char *fname);
+ static bool done_scene(Scene *scn);
+ static void free_scene(Scene *scn);
+
+public:
+ SceneSet();
+};
+
#endif // SCENE_H_