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use cgmath::{Matrix4, Vector3, One};
use id_tree::*;
use ModelHandle;
use TextHandle;
use RenderGroup;
pub enum SceneNodeEntry {
Model(ModelHandle),
Text(TextHandle),
Empty,
}
pub struct SceneNode {
pub entry: SceneNodeEntry,
pub group: RenderGroup,
pub transform: Matrix4<f32>,
}
impl SceneNode {
pub fn new(entry: SceneNodeEntry) -> Self {
SceneNode {
entry: entry,
group: RenderGroup::Simple,
transform: Matrix4::one(),
}
}
pub fn empty() -> Self {
SceneNode {
entry: SceneNodeEntry::Empty,
group: RenderGroup::None,
transform: Matrix4::one(),
}
}
pub fn translate(&mut self, translation: Vector3<f32>) {
self.transform = self.transform * Matrix4::from_translation(translation);
}
}
pub struct Scene {
root_id: NodeId,
pub graph: Tree<SceneNode>,
}
impl Scene {
pub fn new() -> Self {
use id_tree::InsertBehavior::*;
let mut graph: Tree<SceneNode> = TreeBuilder::new().build();
let root_node = SceneNode::empty();
let root_id = graph.insert(Node::new(root_node), AsRoot).unwrap();
Scene { root_id, graph }
}
pub fn traverse(&self) -> PreOrderTraversal<SceneNode> {
self.graph.traverse_pre_order(&self.root_id).unwrap()
}
pub fn insert(&mut self, node: SceneNode, parent_id: &NodeId) -> NodeId {
use id_tree::InsertBehavior::*;
let child_id = self.graph
.insert(Node::new(node), UnderNode(parent_id))
.unwrap();
child_id
}
pub fn get_root_id(&self) -> NodeId {
self.root_id.clone()
}
pub fn get_graph(&mut self) -> &mut Tree<SceneNode> {
&mut self.graph
}
}