eqemu

view src/scene.cc @ 12:2656099aff12

added copyright notices and license
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 18 Jul 2014 07:04:21 +0300
parents 977bc1cb055b
children
line source
1 /*
2 eqemu - electronic queue system emulator
3 Copyright (C) 2014 John Tsiombikas <nuclear@member.fsf.org>,
4 Eleni-Maria Stea <eleni@mutantstargoat.com>
6 This program is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
18 */
19 #include <stdio.h>
20 #include <stdlib.h>
21 #include <string.h>
22 #include "scene.h"
24 Scene::~Scene()
25 {
26 for(size_t i=0; i<objects.size(); i++) {
27 delete objects[i];
28 }
29 for(size_t i=0; i<meshes.size(); i++) {
30 delete meshes[i];
31 }
32 }
34 bool Scene::load(const char *fname)
35 {
36 FILE *fp = fopen(fname, "rb");
37 if(!fp) {
38 fprintf(stderr, "failed to open scene file: %s\n", fname);
39 return false;
40 }
42 bool res = load_obj(fp);
43 fclose(fp);
44 return res;
45 }
47 void Scene::add_object(Object *obj)
48 {
49 objects.push_back(obj);
50 }
52 void Scene::add_mesh(Mesh *mesh)
53 {
54 meshes.push_back(mesh);
55 }
57 int Scene::get_num_objects() const
58 {
59 return (int)objects.size();
60 }
62 int Scene::get_num_meshes() const
63 {
64 return (int)meshes.size();
65 }
67 Object *Scene::get_object(int idx) const
68 {
69 return objects[idx];
70 }
72 Object *Scene::get_object(const char *name) const
73 {
74 for(size_t i=0; i<objects.size(); i++) {
75 if(strcmp(objects[i]->get_name(), name) == 0) {
76 return objects[i];
77 }
78 }
79 return 0;
80 }
82 bool Scene::remove_object(Object *obj)
83 {
84 for(size_t i=0; i<objects.size(); i++) {
85 if(objects[i] == obj) {
86 objects.erase(objects.begin() + i);
87 return true;
88 }
89 }
90 return false;
91 }
93 Mesh *Scene::get_mesh(int idx) const
94 {
95 return meshes[idx];
96 }
98 void Scene::update(long msec)
99 {
100 }
102 void Scene::render() const
103 {
104 for(size_t i=0; i<objects.size(); i++) {
105 objects[i]->render();
106 }
107 }