/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "renderer/Scene.h"
#include "graphics/Model.h"
#include "graphics/ParticleEmitter.h"
///////////////////////////////////////////////////////////
// Default implementation traverses the model recursively and uses
// SubmitNonRecursive for the actual work.
void SceneCollector::SubmitRecursive(CModelAbstract* model)
{
if (model->ToCModel())
{
SubmitNonRecursive(model->ToCModel());
const std::vector& props = model->ToCModel()->GetProps();
for (size_t i = 0; i < props.size(); i++)
{
if (!props[i].m_Hidden)
SubmitRecursive(props[i].m_Model.get());
}
}
else if (model->ToCModelDecal())
{
Submit(model->ToCModelDecal());
}
else if (model->ToCModelParticleEmitter())
{
Submit(model->ToCModelParticleEmitter()->m_Emitter.get());
}
else if (model->ToCModelDummy())
{
}
else
debug_warn(L"unknown model type");
}