SceneNode中SubData改名为RenderableList
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@ -42,7 +42,7 @@ namespace hgl
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public:
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public:
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List<RenderableInstance *> SubData; ///<可渲染数据
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List<RenderableInstance *> RenderableList; ///<可渲染实例列表
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ObjectList<SceneNode> SubNode; ///<子节点
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ObjectList<SceneNode> SubNode; ///<子节点
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public:
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public:
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@ -54,8 +54,8 @@ namespace hgl
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ClearRenderable();
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ClearRenderable();
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}
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}
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void Add(RenderableInstance *r){if(r)SubData.Add(r);} ///<增加一个可渲染数据
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void Add(RenderableInstance *r){if(r)RenderableList.Add(r);} ///<增加一个可渲染实例
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void ClearRenderable(){SubData.Clear();} ///<清除可渲染数据
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void ClearRenderable(){RenderableList.Clear();} ///<清除所有可渲染实例
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void AddSubNode(SceneNode *n){if(n)SubNode.Add(n);} ///<增加一个子节点
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void AddSubNode(SceneNode *n){if(n)SubNode.Add(n);} ///<增加一个子节点
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SceneNode * CreateSubNode() ///<创建一个子节点
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SceneNode * CreateSubNode() ///<创建一个子节点
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@ -45,8 +45,8 @@ namespace hgl
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{
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{
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const Matrix4f fin_mv=(*mv)*(*node)->GetLocalToWorldMatrix();
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const Matrix4f fin_mv=(*mv)*(*node)->GetLocalToWorldMatrix();
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int sn=(*node)->SubData.GetCount();
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int sn=(*node)->RenderableList.GetCount();
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RenderableInstance **p=(*node)->SubData.GetData();
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RenderableInstance **p=(*node)->RenderableList.GetData();
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for(int j=0;j<sn;j++)
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for(int j=0;j<sn;j++)
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{
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{
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@ -65,7 +65,7 @@ namespace hgl
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if(!func(this,func_data))
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if(!func(this,func_data))
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return(false);
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return(false);
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if(SubData.GetCount())
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if(RenderableList.GetCount())
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rl->Add(this); //增加当前节点
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rl->Add(this); //增加当前节点
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int count=SubNode.GetCount();
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int count=SubNode.GetCount();
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