Esempio n. 1
0
void MScene::drawObjectsBehaviors(void)
{
	unsigned int i;
	unsigned int oSize = getObjectsNumber();
	for(i=0; i<oSize; i++)
	{
		MObject3d * object = getObjectByIndex(i);
		if(! object->isActive())
			continue;

		object->drawBehaviors();
	}
}
Esempio n. 2
0
void MFixedRenderer::updateVisibility(MScene * scene, MOCamera * camera)
{
	// make frustum
	camera->getFrustum()->makeVolume(camera);

	// compute object visibility
	unsigned int i;
	unsigned int oSize = scene->getObjectsNumber();
	for(i=0; i<oSize; i++)
	{
		MObject3d * object = scene->getObjectByIndex(i);
		if(object->isActive())
			object->updateVisibility(camera);
	}
}
Esempio n. 3
0
void MScene::update(void)
{
	// update objects
	unsigned int i;
	unsigned int oSize = getObjectsNumber();
	for(i=0; i<oSize; i++)
	{
		MObject3d * object = getObjectByIndex(i);
		if(object->isActive())
			object->update();
	}

	// update current frame
	m_currentFrame++;
}
Esempio n. 4
0
void MScene::updateObjectsMatrices(void)
{
	unsigned int i;
	unsigned int oSize = getObjectsNumber();
	for(i=0; i<oSize; i++)
	{
		MObject3d * object = getObjectByIndex(i);
		if(! object->isActive())
			continue;

		if(! object->hasParent())
		{
			if(object->needToUpdate())
				object->computeLocalMatrix();
			object->computeChildsMatrices();
		}
	}
}
Esempio n. 5
0
void MGame::update(void)
{
	MEngine * engine = MEngine::getInstance();

	// run script
	if(engine->getScriptContext())
		engine->getScriptContext()->callFunction("onSceneUpdate");

	// get level
	MLevel * level = MEngine::getInstance()->getLevel();
	if(! level)
		return;

	// get current scene
	MScene * scene = level->getCurrentScene();
	if(! scene)
		return;

	// update behaviors
	unsigned int i;
	unsigned int oSize = scene->getObjectsNumber();
	for(i=0; i<oSize; i++)
	{
		MObject3d * object = scene->getObjectByIndex(i);
		if(! object->isActive())
			continue;
			
		object->updateBehaviors();
	}

	// update scene
	scene->update();

	// update physics
	scene->updatePhysics();

	// update objects matrices
	scene->updateObjectsMatrices();

	// flush input
	engine->getInputContext()->flush();
}