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Scene.cpp
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Scene.cpp
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/*
* Copyright (c) 2014-2023, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact chebert@nvidia.com (Chris Hebert) for feedback */
#include "Scene.h"
Scene::Scene()
: m_id(0)
{
}
Scene::Scene(const Scene::ID& inID)
: m_id(inID)
{
}
void Scene::update()
{
size_t cnt = m_root_nodes.count();
for(size_t i = 0; i < cnt; ++i)
{
m_root_nodes.getNode(i)->update();
}
cnt = m_camera_list.count();
for(size_t i = 0; i < cnt; ++i)
{
m_camera_list.getNode(i)->update();
}
}
Node::NodeList& Scene::Nodes()
{
return m_root_nodes;
}
Node::NodeList& Scene::Cameras()
{
return m_camera_list;
}
Node::NodeList& Scene::Lights()
{
return m_light_list;
}
void Scene::CurrentCamera(Camera* inCamera)
{
m_current_camera = inCamera;
}
void Scene::CurrentCamera(const Camera::ID& inCamera)
{
m_current_camera = (Camera*)m_camera_list.getNode(inCamera);
}
Camera* Scene::CurrentCamera()
{
return m_current_camera;
}
Camera* Scene::newCamera(const float& inX, const float& inY, const float& inZ)
{
m_current_camera = m_camera_list.newNodeClass<Camera>(NULL);
m_current_camera->GetTransform().translate(inX, inY, inZ);
return m_current_camera;
}
Camera* Scene::getCamera(const Camera::ID& inID)
{
return (Camera*)m_camera_list.getNode(inID);
}
void Scene::getTriangles(render::TriangleList& outTriangles)
{
size_t cnt = m_root_nodes.count();
for(size_t i = 0; i < cnt; ++i)
{
m_root_nodes.getNode(i)->getTriangles(outTriangles);
}
}
Scene::~Scene() {}