22 const auto& primitiveSets = mesh->getPrimitiveSets();
27 for (uint32_t i = 0; i < primitiveSets.size(); ++i) {
34 camera->setParent(
this);
49 renderQueue.
addLight(*const_cast<Node*>(
this));
virtual void addLight(Scene::Node &node)=0
std::vector< Node * > _children
virtual void addMeshInstance(Scene::Node &node, const Renderer &renderer)=0
std::vector< Resource::SharedPtr< Render::Material > > materials
Scene::Node * getParent() const
virtual void needUpdate() override
void attachCamera(Resource::SharedPtr< Render::Camera::Camera > camera)
const Math::Vec3f & getAbsolutePosition()
void attachLight(Resource::SharedPtr< Render::Light > light)
Dummy class for a shared pointer.
void attachMeshInstance(Resource::SharedPtr< Render::Mesh > mesh, Resource::SharedPtr< Render::Material > material=nullptr)
Node * createSceneNode(const std::string &name)
Resource::SharedPtr< Render::Light > _light
Node * createSceneNode(const std::string &name)
void fetchVisibleObjects(const Renderer &renderer, const Render::View &renderView, const Render::Camera::Camera &camera, Render::Queue &renderQueue) const
Resource::SharedPtr< Render::Camera::Camera > _camera
Node(Scene &scene, const std::string &name)
MeshInstance _meshInstance
virtual void needUpdate()
Resource::SharedPtr< Render::Mesh > mesh