#include"root.h" #include"node.h" #include"mesh.h" #include"particleEmitter.h" #include"light.h" #include"material.h" using namespace std; namespace vb01{ Node::Node(Vector3 pos){ this->pos=pos; } Node::~Node(){} void Node::update(){ for(Mesh *m : meshes) m->update(); for(Light *l : lights) l->update(); for(ParticleEmitter *p : emitters) p->update(); for(Node *c : children) c->update(); } void Node::attachChild(Node *child){ Node *parent=getParent(); while(parent){ parent->getDescendants().push_back(child); parent=parent->getParent(); } children.push_back(child); descendants.push_back(child); } void Node::attachMesh(Mesh *mesh){ meshes.push_back(mesh); mesh->setNode(this); } void Node::attachParticleEmitter(ParticleEmitter *emitter){ emitters.push_back(emitter); emitter->setNode(this); } void Node::addLight(Light *light){ lights.push_back(light); light->setNode(this); Node *rootNode=Root::getSingleton()->getRootNode(); vector descendants=rootNode->getDescendants(); descendants.push_back(rootNode); int numLights=0; for(Node *n : descendants) numLights+=n->getNumLights(); for(Node *n : descendants){ vector meshes=n->getMeshes(); for(Mesh *m : meshes){ Material *mat=m->getMaterial(); string str=to_string(numLights>0?numLights:1); if(mat) mat->getShader()->editShader(false,'=',';',str); } } } }