//-----------------------------------------------------------------------------
void ActorTreeAbstract::prepareActors(ActorCollection& actors)
{
  // finds the root transforms

  std::set< ITransform* > root_transforms;
  for(int i=0; i<(int)actors.size(); ++i)
  {
    for( ITransform* root = actors[i]->transform(); root; root = root->parent() )
      if ( !root->parent() )
        root_transforms.insert(root);
  }

  // setup the matrices

  std::set< ITransform* >::iterator tra = root_transforms.begin();
  while( tra != root_transforms.end() )
  {
    (*tra)->computeWorldMatrixRecursive();
    ++tra;
  }

  // setup the Actor[s] bounding box and bounding sphere

  for(int i=0; i<(int)actors.size(); ++i)
    actors[i]->computeBounds();
}
Example #2
0
//clear all actors
void VLBaseView::flush( bool bUpdate )
{
	ActorCollection actors;
	sceneManager()->tree()->extractActors(actors);

	for (int i=0;i<actors.size();i++)
	{
		sceneManager()->tree()->eraseActor(actors[i].get());	
		mTextDebug = NULL;
	}

	if (bUpdate)
	{
		openglContext()->update();
	}
}