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forked from 0ad/0ad
0ad/source/renderer/Scene.cpp
Ykkrosh d3048906cb # Unit animation improvements.
Animate props much more sensibly.
Move ammo code out of CUnit.
Move animation logic out of CModel.
Launch projectiles from the correct location.
Use entity's speeds and sounds in actor viewer.
Add -nosound option to disable audio, and allow audio by default in
Atlas.
Remove some obsolete options.

This was SVN commit r7609.
2010-06-05 00:49:14 +00:00

48 lines
1.5 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* File : Scene.cpp
* Project : graphics
* Description : This file contains default implementations and utilities
* : to be used together with the Scene interface and related
* : classes.
*
* @note This file would fit just as well into the graphics/ subdirectory.
*/
#include "precompiled.h"
#include "graphics/Model.h"
#include "renderer/Scene.h"
///////////////////////////////////////////////////////////
// Default implementation traverses the model recursively and uses
// SubmitNonRecursive for the actual work.
void SceneCollector::SubmitRecursive(CModel* model)
{
SubmitNonRecursive(model);
const std::vector<CModel::Prop>& props = model->GetProps();
for (size_t i = 0; i < props.size(); i++)
{
if (!props[i].m_Hidden)
SubmitRecursive(props[i].m_Model);
}
}