1 #include <msp/datafile/collection.h>
2 #include "animatedobject.h"
14 for(list<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
18 void Scene::render(const Tag &tag) const
21 render(renderer, tag);
24 bool Scene::setup_frustum(const Renderer &renderer) const
26 const Camera *camera = renderer.get_camera();
30 culling_matrix = renderer.get_matrix();
32 float y = tan(camera->get_field_of_view()/2.0f);
33 float s = sqrt(y*y+1);
34 frustum_edges[0] = Vector4(0, 1/s, y/s, 0);
35 frustum_edges[1] = Vector4(0, -1/s, y/s, 0);
37 float x = y*camera->get_aspect();
39 frustum_edges[2] = Vector4(1/s, 0, x/s, 0);
40 frustum_edges[3] = Vector4(-1/s, 0, x/s, 0);
42 frustum_edges[4] = Vector4(0, 0, -1, -camera->get_far_clip());
43 frustum_edges[5] = Vector4(0, 0, 1, camera->get_near_clip());
48 bool Scene::frustum_cull(const Renderable &renderable) const
50 const Matrix *matrix = renderable.get_matrix();
51 const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
52 if(!matrix || !bsphere)
55 Vector4 center = culling_matrix*(*matrix*compose(bsphere->get_center(), 1.0f));
56 float radius = bsphere->get_radius();
58 for(unsigned i=0; i<6; ++i)
59 if(inner_product(center, frustum_edges[i])>radius)
66 Scene::Loader::Loader(Scene &s, Collection &c):
67 DataFile::CollectionObjectLoader<Scene>(s, &c)
69 add("object", &Loader::object);
72 void Scene::Loader::object(const string &n)
74 RefPtr<AnimatedObject> anob = new AnimatedObject(get_collection().get<GL::Object>(n));
77 obj.owned_data.push_back(anob.release());