6 static void destroy_node_tree(SceneNode *n);
23 destroy_node_tree(nodes);
26 for(int i=0; i<(int)meshes.size(); i++) {
34 for(int i=0; i<(int)objects.size(); i++) {
40 static void destroy_node_tree(SceneNode *n)
44 int nsub = n->get_num_children();
45 for(int i=0; i<nsub; i++) {
46 destroy_node_tree(n->get_child(i));
51 // Scene::load defined in sceneload.cc
53 bool Scene::merge(Scene *scn)
57 walk_mesh->append(*scn->walk_mesh);
58 delete scn->walk_mesh;
62 walk_mesh = scn->walk_mesh;
66 int nmeshes = scn->meshes.size();
67 for(int i=0; i<nmeshes; i++) {
68 meshes.push_back(scn->meshes[i]);
72 int nobj = scn->objects.size();
73 for(int i=0; i<nobj; i++) {
74 objects.push_back(scn->objects[i]);
79 int nchildren = scn->nodes ? scn->nodes->get_num_children() : 0;
80 for(int i=0; i<nchildren; i++) {
81 SceneNode *n = scn->nodes->get_child(i);
82 scn->nodes->remove_child(n);
85 if(scn->nodes && scn->nodes->get_num_objects() > 0) {
86 warning_log("merging with scene which has objects in its root node. these objects will not be merged!\n");
97 void Scene::add_object(Object *obj)
99 objects.push_back(obj);
102 bool Scene::remove_object(Object *obj)
104 std::vector<Object*>::iterator it = std::find(objects.begin(), objects.end(), obj);
105 if(it != objects.end()) {
112 bool Scene::have_object(Object *obj) const
114 return std::find(objects.begin(), objects.end(), obj) != objects.end();
117 void Scene::add_mesh(Mesh *m)
122 bool Scene::remove_mesh(Mesh *m)
124 std::vector<Mesh*>::iterator it = std::find(meshes.begin(), meshes.end(), m);
125 if(it != meshes.end()) {
132 bool Scene::have_mesh(Mesh *m) const
134 return std::find(meshes.begin(), meshes.end(), m) != meshes.end();
137 void Scene::add_node(SceneNode *n)
139 // we always want to have a dedicated root node
141 nodes = new SceneNode;
143 nodes->set_name("root");
149 bool Scene::remove_node(SceneNode *n)
152 if(!n || !(par = n->get_parent())) {
156 int nsub = n->get_num_children();
157 for(int i=0; i<nsub; i++) {
158 SceneNode *c = n->get_child(i);
163 return par->remove_child(n);
166 bool Scene::have_node(SceneNode *n) const
168 return n->scene == this;
171 static void find_nodes_rec(std::list<SceneNode*> *res, SceneNode *tree, const std::regex &re)
173 if(std::regex_match(tree->get_name(), re)) {
174 res->push_back(tree);
177 int num = tree->get_num_children();
178 for(int i=0; i<num; i++) {
179 find_nodes_rec(res, tree->get_child(i), re);
183 Scene *Scene::extract_nodes(const char *qstr)
189 std::list<SceneNode*> nodelist;
190 find_nodes_rec(&nodelist, nodes, re);
191 if(nodelist.empty()) {
195 Scene *res = new Scene;
197 for(SceneNode *n : nodelist) {
199 int nobj = n->get_num_objects();
200 for(int i=0; i<nobj; i++) {
201 Object *obj = n->get_object(i);
202 if(obj->get_type() == OBJ_MESH) {
203 // XXX this assumes that meshes aren't shared between objects.
204 // maybe we'll have to refcount them at some point, and copy if nref>1
205 ObjMesh *om = (ObjMesh*)obj;
206 remove_mesh(om->mesh);
207 res->add_mesh(om->mesh);
211 res->add_object(obj);
220 void Scene::apply_xform()
222 nodes->apply_xform();
225 void Scene::update(float dt)
231 int nobj = objects.size();
232 for(int i=0; i<nobj; i++) {
233 if(!objects[i]->node) {
234 // only update objects which don't belong to a scenegraph node
235 // to avoid updating objects twice
236 objects[i]->update(dt);
241 void Scene::draw() const
243 if(!objects.empty()) {
244 int nobj = objects.size();
245 for(int i=0; i<nobj; i++) {
249 int nmesh = meshes.size();
250 for(int i=0; i<nmesh; i++) {