/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_SceneTraverser.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 24971 $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include #include #include #include #include #include #include #include #include #include #include #include #include namespace nw { namespace gfx { NW_UT_RUNTIME_TYPEINFO_DEFINITION(SceneTraverser, ISceneVisitor); //---------------------------------------- SceneTraverser* SceneTraverser::Builder::Create( os::IAllocator* allocator ) { NW_NULL_ASSERT(allocator); void* memory = allocator->Alloc(sizeof(SceneTraverser)); NW_NULL_ASSERT(memory); SceneTraverser* traverser = new(memory) SceneTraverser(allocator); return traverser; } //---------------------------------------- void SceneTraverser::Begin(SceneContext* sceneContext) { NW_NULL_ASSERT(sceneContext); this->m_SceneContext = sceneContext; // TODO: 現在はシーンノードの直列化の結果を初期化してますが、 // 必要時のみクリアするように検討中です。 this->m_SceneContext->Clear(); } //---------------------------------------- void SceneTraverser::End() { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext = NULL; } //---------------------------------------- void SceneTraverser::VisitSceneNode(SceneNode* node) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(node); } //---------------------------------------- void SceneTraverser::VisitTransformNode(TransformNode* node) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(node); } //---------------------------------------- void SceneTraverser::VisitModel(Model* model) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(model); this->m_SceneContext->PushModel(model); this->m_SceneContext->PushAnimatableNode(model); } //---------------------------------------- void SceneTraverser::VisitSkeletalModel(SkeletalModel* model) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(model); this->m_SceneContext->PushModel(model); this->m_SceneContext->PushSkeletalModel(model); this->m_SceneContext->PushAnimatableNode(model); } //---------------------------------------- void SceneTraverser::VisitCamera(Camera* camera) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(camera); this->m_SceneContext->PushCamera(camera); this->m_SceneContext->PushAnimatableNode(camera); } //---------------------------------------- void SceneTraverser::VisitFog(Fog* fog) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(fog); this->m_SceneContext->PushFog(fog); } //---------------------------------------- void SceneTraverser::VisitLight(Light* light) { NW_UNUSED_VARIABLE(light); this->m_SceneContext->PushSceneNode(light); this->m_SceneContext->PushLight(light); this->m_SceneContext->PushAnimatableNode(light); } //---------------------------------------- void SceneTraverser::VisitFragmentLight(FragmentLight* light) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(light); this->m_SceneContext->PushLight(light); this->m_SceneContext->PushFragmentLight(light); this->m_SceneContext->PushAnimatableNode(light); } #if defined(NW_GFX_VERTEX_LIGHT_ENABLED) //---------------------------------------- void SceneTraverser::VisitVertexLight(VertexLight* light) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(light); this->m_SceneContext->PushLight(light); this->m_SceneContext->PushVertexLight(light); this->m_SceneContext->PushAnimatableNode(light); } #endif //---------------------------------------- void SceneTraverser::VisitAmbientLight(AmbientLight* light) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(light); this->m_SceneContext->PushLight(light); this->m_SceneContext->PushAmbientLight(light); this->m_SceneContext->PushAnimatableNode(light); } //---------------------------------------- void SceneTraverser::VisitHemiSphereLight(HemiSphereLight* light) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(light); this->m_SceneContext->PushLight(light); this->m_SceneContext->PushHemiSphereLight(light); this->m_SceneContext->PushAnimatableNode(light); } //---------------------------------------- void SceneTraverser::VisitParticleSet(ParticleSet* particleSet) { particleSet->CopyTraversalResults(particleSet->GetParent()); NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(particleSet); this->m_SceneContext->PushParticleSet(particleSet); } //---------------------------------------- void SceneTraverser::VisitParticleEmitter(ParticleEmitter* particleEmitter) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(particleEmitter); this->m_SceneContext->PushParticleEmitter(particleEmitter); } //---------------------------------------- void SceneTraverser::VisitParticleModel(ParticleModel* model) { NW_NULL_ASSERT(this->m_SceneContext); this->m_SceneContext->PushSceneNode(model); this->m_SceneContext->PushModel(model); this->m_SceneContext->PushParticleModel(model); } } // namespace gfx } // namespace nw