Ejemplo n.º 1
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void RenderableZoneEntityItem::removeFromScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene,
                                                render::PendingChanges& pendingChanges) {
    pendingChanges.removeItem(_myMetaItem);
    if (_model) {
        _model->removeFromScene(scene, pendingChanges);
    }
}
Ejemplo n.º 2
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bool RenderableZoneEntityItem::addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene,
                                           render::PendingChanges& pendingChanges) {
    _myMetaItem = scene->allocateID();
    
    auto renderData = std::make_shared<RenderableZoneEntityItemMeta>(self);
    auto renderPayload = std::make_shared<RenderableZoneEntityItemMeta::Payload>(renderData);
    
    pendingChanges.resetItem(_myMetaItem, renderPayload);
    return true;
}
bool RenderableParticleEffectEntityItem::addToScene(EntityItemPointer self,
                                                    render::ScenePointer scene,
                                                    render::PendingChanges& pendingChanges) {

    auto particlePayload = std::shared_ptr<ParticlePayload>(new ParticlePayload(shared_from_this()));
    particlePayload->setPipeline(_untexturedPipeline);
    _renderItemId = scene->allocateID();
    auto renderData = ParticlePayload::Pointer(particlePayload);
    auto renderPayload = render::PayloadPointer(new ParticlePayload::Payload(renderData));
    pendingChanges.resetItem(_renderItemId, renderPayload);
    _scene = scene;
    return true;
}
Ejemplo n.º 4
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bool RenderableModelEntityItem::addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, 
                                            render::PendingChanges& pendingChanges) {
    _myMetaItem = scene->allocateID();
    
    auto renderData = std::make_shared<RenderableModelEntityItemMeta>(self);
    auto renderPayload = std::make_shared<RenderableModelEntityItemMeta::Payload>(renderData);
    
    pendingChanges.resetItem(_myMetaItem, renderPayload);
    
    if (_model) {
        render::Item::Status::Getters statusGetters;
        makeEntityItemStatusGetters(getThisPointer(), statusGetters);
        
        // note: we don't care if the model fails to add items, we always added our meta item and therefore we return
        // true so that the system knows our meta item is in the scene!
        _model->addToScene(scene, pendingChanges, statusGetters, _showCollisionHull);
    }

    return true;
}
void RenderableParticleEffectEntityItem::removeFromScene(EntityItemPointer self,
                                                         render::ScenePointer scene,
                                                         render::PendingChanges& pendingChanges) {
    pendingChanges.removeItem(_renderItemId);
    _scene = nullptr;
};
Ejemplo n.º 6
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void Overlay::removeFromScene(Overlay::Pointer overlay, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
    pendingChanges.removeItem(_renderItemID);
    render::Item::clearID(_renderItemID);
}
Ejemplo n.º 7
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bool Overlay::addToScene(Overlay::Pointer overlay, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
    _renderItemID = scene->allocateID();
    pendingChanges.resetItem(_renderItemID, std::make_shared<Overlay::Payload>(overlay));
    return true;
}