X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fscene.h;h=65e1a55565a75c8cd6266d00f78a356b10aad7fe;hp=a8c8e6a1524069a2cadad9128f82ea0c1bc09e90;hb=0d27f859021b4af5dbb5404ef5af012546abf335;hpb=d4d7f73284783d2a50d71014789d196bef7d0e0e diff --git a/src/scene.h b/src/scene.h index a8c8e6a..65e1a55 100644 --- a/src/scene.h +++ b/src/scene.h @@ -3,20 +3,30 @@ #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 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 meshes; std::vector objects; @@ -24,15 +34,17 @@ public: 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); @@ -51,6 +63,13 @@ public: 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 @@ -68,4 +87,16 @@ public: 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_