X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fscene.h;h=65e1a55565a75c8cd6266d00f78a356b10aad7fe;hp=066d9dcb589c6b2d4e08b8d1d296239ce59abff8;hb=0d27f859021b4af5dbb5404ef5af012546abf335;hpb=ab9fd0ac34f8107ff8067607fad229d08b1c3935 diff --git a/src/scene.h b/src/scene.h index 066d9dc..65e1a55 100644 --- a/src/scene.h +++ b/src/scene.h @@ -2,20 +2,41 @@ #define SCENE_H_ #include +#include +#include #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 MetaScene; + class Scene { public: + std::string name; + + MetaScene *metascn; + DataMap datamap; + + // meshes objects and nodes are owned by Scene std::vector meshes; std::vector objects; SceneNode *nodes; + Mesh *walk_mesh; + + TextureSet *texset; + void *loader_data; + Scene(); ~Scene(); @@ -23,11 +44,59 @@ public: 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 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; }; +//! Resource manager for Scenes +class SceneSet : public DataSet { +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_