Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way.

This commit is contained in:
Areloch 2019-02-23 15:55:28 -06:00
parent 775ca57047
commit 9bf8337e4a
37 changed files with 509 additions and 140 deletions

View file

@ -35,6 +35,8 @@
#include "renderInstance/renderPassManager.h"
#include "console/engineAPI.h"
#include "T3D/Scene.h"
extern bool gEditingMission;
//--------------------------------------------------------------------------
@ -59,13 +61,13 @@ DefineEngineFunction(pathOnMissionLoadDone, void, (),,
"@ingroup Networking")
{
// Need to load subobjects for all loaded interiors...
SimGroup* pMissionGroup = dynamic_cast<SimGroup*>(Sim::findObject("MissionGroup"));
AssertFatal(pMissionGroup != NULL, "Error, mission done loading and no mission group?");
Scene* scene = Scene::getRootScene();
AssertFatal(scene != NULL, "Error, mission done loading and no scene?");
U32 currStart = 0;
U32 currEnd = 1;
Vector<SimGroup*> groups;
groups.push_back(pMissionGroup);
groups.push_back(scene);
while (true) {
for (U32 i = currStart; i < currEnd; i++) {