#define SCENE_H_
#include <vector>
+#include <list>
#include "mesh.h"
#include "snode.h"
#include "texture.h"
bool own_texset;
public:
+ // meshes objects and nodes are owned by Scene
std::vector<Mesh*> meshes;
std::vector<Object*> objects;
SceneNode *nodes;
- TextureSet *texset;
+ Mesh *walk_mesh;
+
+ TextureSet *texset; // only owned by Scene if own_texset is true
explicit Scene(TextureSet *tset = 0);
~Scene();
bool load(const char *fname, unsigned int flags = 0);
+ 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 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;
};