Esempio n. 1
0
void FamilyManager::addEntityToFamilies(Entity* entity) {
	//Entity zu RenderNode-Family hinzufuegen
	if(RenderNode().isEntityMember(entity)) {
		addMemberToFamily(Family::RENDER_SYSTEM, new RenderNode(entity));
	}

	//Entity zu MotionControlNode-Family hinzufuegen
	if(MotionControlNode().isEntityMember(entity)) {
		addMemberToFamily(Family::MOTION_CONTROL_SYSTEM, new MotionControlNode(entity));
	}

	//Entity zu GunControlNode-Family hinzufuegen
	if(GunControlNode().isEntityMember(entity)) {
		addMemberToFamily(Family::GUN_CONTROL_SYSTEM, new GunControlNode(entity));
	}

	//Entity zu MovementNode-Family hinzufuegen
	if(MovementNode().isEntityMember(entity)) {
		addMemberToFamily(Family::MOVEMENT_SYSTEM, new MovementNode(entity));
	}
}
Esempio n. 2
0
// render the objects in the scene (and optionally the tree)
void BSPTree::RenderGL()
{
	ObjectList::iterator oit = m_kObjects.begin();
    while (oit != m_kObjects.end())
    {
        Object* pObj = *oit;
        pObj->RenderGL();
        oit++;
    }

    const LightList* lights = g_pScene->GetLights();
	LightList::const_iterator l;
	for (l=lights->begin();l!=lights->end();l++)
	{
		(*l)->RenderGL();
	}

	if (render_tree){
		float boxTimes = 0;
		box.RenderGL();
		RenderNode(root,box,boxTimes,0);
	}
}
Esempio n. 3
0
bool JObjectTree::DrawNodeCallback( const Frame& ext, JObject* pObject,
                                    bool bExpanded, void* pContext ) const
{
    RenderNode( pObject, ext, bExpanded );
    return true;
} // JObjectTree::DrawNodeCallback
/** Add new render node
 *
 **/
void TileLoadBalancer::addRenderNode(const RenderNode &rn,UInt32 id)
{
    while(_renderNode.size()<=id)
        _renderNode.push_back(RenderNode());
    _renderNode[id]=rn;
}
Esempio n. 5
0
void VideoManager::render()
{
	for_each(m_videoListener.begin(), m_videoListener.end(), RenderNode());
}