
Added the DDS Texture Loading for future use Added the gamepad class for future use Added first child method to the scenegraph Added RGB to intensity and lerp methods to the shared methods class Added the terrain node class with normals Fixed issue with submeshnode not passing the world transform to the actual meshes
31 lines
749 B
C++
31 lines
749 B
C++
#pragma once
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#include <list>
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#include "SceneNode.h"
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class SceneGraph : public SceneNode
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{
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public:
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SceneGraph() : SceneNode(L"Root") {};
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SceneGraph(wstring name) : SceneNode(name) {};
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~SceneGraph(void) {};
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bool Initialise(void);
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void Update(FXMMATRIX& currentWorldTransformation);
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void Render(void);
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void Shutdown(void);
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void Add(SceneNodePointer node);
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void Remove(SceneNodePointer node);
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SceneNodePointer Find(wstring name);
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SceneNodePointer GetRootNode();
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SceneNodePointer GetParent();
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SceneNodePointer GetFirstChild();
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private:
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// Here you need to add whatever collection you are going to
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// use to store the children of this scene graph
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list<SceneNodePointer> _children;
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};
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typedef shared_ptr<SceneGraph> SceneGraphPointer;
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