set_technique(t);
}
-// TODO should have copy-c'tor to set watch on lod0 mesh if necessary
+Object::Object(const Object &other):
+ lods(other.lods),
+ bounding_sphere(other.bounding_sphere)
+{
+ if(other.lod0_watched)
+ watch_lod0();
+}
+
+Object::Object(Object &&other):
+ lods(move(other.lods)),
+ bounding_sphere(move(other.bounding_sphere))
+{
+ if(other.lod0_watched)
+ watch_lod0();
+}
Object::~Object()
{
lod0_watched = false;
if(i==0 && m)
- if(ResourceManager *rm = m->get_manager())
- {
- rm->observe_resource(*m, *this);
- lod0_watched = true;
- }
+ watch_lod0();
update_bounding_sphere();
}
+void Object::watch_lod0()
+{
+ if(ResourceManager *rm = lods[0].mesh->get_manager())
+ {
+ rm->observe_resource(*lods[0].mesh, *this);
+ lod0_watched = true;
+ }
+}
+
void Object::update_bounding_sphere()
{
vector<Vector3> points;
for(unsigned j=0; j<n_vertices; ++j)
{
const float *v = reinterpret_cast<const float *>(vertices[j]+offset);
- points.push_back(Vector3(v[0], v[1], (three ? v[2] : 0.0f)));
+ points.emplace_back(v[0], v[1], (three ? v[2] : 0.0f));
}
}
throw logic_error("no mesh");
Renderer::Push push(renderer);
+ renderer.set_pipeline_key(this, tag.id);
method->apply(renderer);
setup_render(renderer, tag);
throw logic_error("no mesh");
Renderer::Push push(renderer);
+ renderer.set_pipeline_key(this, tag.id);
method->apply(renderer);
setup_render(renderer, tag);