#include <msp/datafile/collection.h>
-#include "animatedobject.h"
+#include <msp/fs/utils.h>
#include "camera.h"
+#include "objectinstance.h"
+#include "occludedscene.h"
#include "orderedscene.h"
#include "renderer.h"
#include "scene.h"
namespace Msp {
namespace GL {
-Scene::~Scene()
-{
- for(vector<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
- delete *i;
-}
-
bool Scene::setup_frustum(const Renderer &renderer) const
{
const Camera *camera = renderer.get_camera();
if(!camera)
return false;
- culling_matrix = renderer.get_matrix();
+ culling_matrix = camera->get_view_matrix()*renderer.get_matrix();
if(camera->is_orthographic())
{
register_type<SimpleScene>("simple");
register_type<ZSortedScene>("zsorted");
register_type<OrderedScene>("ordered");
- // TODO OccludedScene requires a collection as a constructor parameter
- //register_type<OccludedScene>("occluded");
+ register_type<OccludedScene>("occluded");
}
return registry;
}
{
add("object", &Loader::object);
add("object", &Loader::object_tagged);
+ add("scene", &Loader::scene);
}
void Scene::Loader::object(const string &n)
void Scene::Loader::object_tagged(const string &n, const string &t)
{
- RefPtr<AnimatedObject> anob = new AnimatedObject(get_collection().get<GL::Object>(n));
- load_sub(*anob);
- obj.add(*anob);
+ RefPtr<ObjectInstance> inst = new ObjectInstance(get_collection().get<GL::Object>(n));
+ load_sub(*inst);
+ get_collection().add(format("%s/%d.inst", FS::basename(get_source()), inst_counter++), inst.get());
if(content && !t.empty())
- (*content)[t] = anob.get();
- obj.owned_data.push_back(anob.release());
+ (*content)[t] = inst.get();
+ obj.add(*inst.release());
+}
+
+void Scene::Loader::scene(const string &n)
+{
+ obj.add(get_collection().get<Scene>(n));
}