void Skeleton::updateSkeleton(GraphicsObject *node, FrameBucket* pResult) { // --------- Do pose stuff here ----------------------- this->setBonePose(node, pResult); // iterate through all of the active children - copied from GOM, will it work here??? GraphicsObject *child = 0; if (node->getChild() != 0) { child = (GraphicsObject *)node->getChild(); // make sure that allocation is not a child node while (child != 0) { updateSkeleton( child, pResult ); // goto next sibling - node's child, but now we are iterating SIBLINGS child = (GraphicsObject *)child->getSibling(); } } else { // bye bye exit condition } }
void GraphicsObjectManager::privDrawObjectsDepthFirst( GraphicsObject *node ) const { GraphicsObject *child = 0; // --------- Do draw stuff here ----------------------- // node->print(); node->transform(); node->setRenderState(); node->draw(); // --------- Do draw stuff here ----------------------- // iterate through all of the active children if (node->getChild() != 0) { child = (GraphicsObject *)node->getChild(); // make sure that allocation is not a child node while (child != 0) { privDrawObjectsDepthFirst( child ); // goto next sibling child = (GraphicsObject *)child->getSibling(); } } else { // bye bye exit condition } }