| 125 | } |
| 126 | |
| 127 | inline scene::INodePtr findFirstEntity(const scene::INodePtr& parent, |
| 128 | const std::function<bool(const IEntityNodePtr&)>& predicate) |
| 129 | { |
| 130 | IEntityNodePtr candidate; |
| 131 | |
| 132 | parent->foreachNode([&](const scene::INodePtr& node) |
| 133 | { |
| 134 | auto entity = std::dynamic_pointer_cast<IEntityNode>(node); |
| 135 | |
| 136 | if (entity && predicate(entity)) |
| 137 | { |
| 138 | candidate = entity; |
| 139 | return false; |
| 140 | } |
| 141 | |
| 142 | return true; |
| 143 | }); |
| 144 | |
| 145 | return candidate; |
| 146 | } |
| 147 | |
| 148 | inline scene::INodePtr findWorldspawn(const scene::INodePtr& root) |
| 149 | { |
no test coverage detected