#define SCENE_H_
#include <vector>
+#include <list>
#include "mesh.h"
#include "snode.h"
#include "texture.h"
+#include "dataset.h"
+#include "datamap.h"
enum {
SCNLOAD_FLIPYZ = 1,
- SCNLOAD_FLIPTEX = 2
+ SCNLOAD_FLIPTEX = 2,
+
+ SCNLOAD_STAGE_IO = 0x4000,
+ SCNLOAD_STAGE_GL = 0x8000
};
-class Scene {
-private:
- bool own_texset;
+class MetaScene;
+class Scene {
public:
+ MetaScene *metascn;
+ DataMap datamap;
+
+ // meshes objects and nodes are owned by Scene
std::vector<Mesh*> meshes;
std::vector<Object*> objects;
SceneNode *nodes;
+ Mesh *walk_mesh;
+
TextureSet *texset;
+ void *loader_data;
- explicit Scene(TextureSet *tset = 0);
+ explicit 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);
+ // merge scn into this scene, leaving scn empty and safe to destroy
+ bool merge(Scene *scn);
+
+ void add_object(Object *obj);
+ bool remove_object(Object *obj);
+ bool have_object(Object *obj) const;
+
+ void add_mesh(Mesh *m);
+ bool remove_mesh(Mesh *m);
+ bool have_mesh(Mesh *m) const;
+
+ void add_node(SceneNode *n);
+ 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
+ * need to change the algorithm.
+ */
+ Scene *extract_nodes(const char *qstr);
+
+ /* bake all node transformations to their respective meshes and make the
+ * node transformations identity.
+ * XXX this assumes no mesh is shared by two nodes.
+ */
+ void apply_xform();
+
void update(float dt);
void draw() const;
};
+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_