📄 scenemanager.cpp
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#include "StdAfx.h"
#include "SceneManager.h"
#include "SceneObject.h"
#include "../gameplay/StaticActor.h"
#include "../model/Model.h"
#include "Frustum.h"
//-------------------------------------------------------------------------------
// 场景管理器全局对象
//-------------------------------------------------------------------------------
CSceneManager g_SceneManager;
//-------------------------------------------------------------------------------
// 构造函数
//-------------------------------------------------------------------------------
CSceneManager::CSceneManager()
{
}
//-------------------------------------------------------------------------------
// 析构函数
//-------------------------------------------------------------------------------
CSceneManager::~CSceneManager()
{
}
//-------------------------------------------------------------------------------
// 添加物体到场景
//-------------------------------------------------------------------------------
bool CSceneManager::AddObjectToScene(CSceneObject *obj)
{
m_ObjList.push_back(obj);
return true;
}
//-------------------------------------------------------------------------------
// 添加物体到场景
//-------------------------------------------------------------------------------
bool CSceneManager::AddObjectToQuadTree(CSceneObject *obj, float fWidth, float fHeight)
{
CStaticActor *pActor = (CStaticActor *)obj;
Model *pModel = pActor->GetModel();
m_oQuadTree.CreateQuadTree(pModel->GetPartMesh(0), pModel->GetPartTexture(0), fWidth, fHeight);
return true;
}
//-------------------------------------------------------------------------------
// 从场景中移除物体
//-------------------------------------------------------------------------------
void CSceneManager::RemoveObjectFromScene(CSceneObject *obj)
{
ObjectList::iterator itr;
for (itr = m_ObjList.begin(); itr != m_ObjList.end(); ++itr)
{
if (obj == (*itr))
{
m_ObjList.erase(itr);
break;
}
}
}
//-------------------------------------------------------------------------------
// 渲染场景
//-------------------------------------------------------------------------------
void CSceneManager::RenderScene()
{
g_Frustum.CalculateFrustum();
ObjectList::const_iterator itr;
for (itr = m_ObjList.begin(); itr != m_ObjList.end(); ++itr)
{
CSceneObject *pCurObj = *itr;
if (g_Frustum.SphereInFrustum(pCurObj->GetWorldSphere()))
{
pCurObj->RenderObject();
}
}
m_oQuadTree.DrawQuadTree();
}
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