+#include <algorithm>
#include <msp/strings/format.h>
#include "animatedobject.h"
#include "object.h"
#include "renderer.h"
#include "technique.h"
+using namespace std;
+
namespace Msp {
namespace GL {
shdata = new ProgramData;
}
+AnimatedObject::~AnimatedObject()
+{
+ delete shdata;
+}
+
void AnimatedObject::set_matrix(const Matrix &m)
{
matrix = m;
void AnimatedObject::set_pose_matrix(unsigned link, const Matrix &m)
{
if(shdata)
- shdata->uniform_matrix4(format("pose[%d]", link), m);
+ {
+ if(link*16>=pose_data.size())
+ pose_data.resize((link+1)*16);
+ copy(m.data(), m.data()+16, &pose_data[link*16]);
+ shdata->uniform_matrix4_array("pose[0]", pose_data.size()/16, &pose_data[0]);
+ }
}
void AnimatedObject::setup_render(Renderer &renderer, const Tag &) const
{
renderer.matrix_stack() *= matrix;
if(shdata)
- renderer.add_shader_data(shdata);
+ renderer.add_shader_data(*shdata);
+}
+
+
+AnimatedObject::Loader::Loader(AnimatedObject &o):
+ DataFile::ObjectLoader<AnimatedObject>(o)
+{
+ add("position", &Loader::position);
+ add("rotation", &Loader::rotation);
+ add("scale", &Loader::scale);
+ add("scale", &Loader::scale_uniform);
+}
+
+void AnimatedObject::Loader::position(float x, float y, float z)
+{
+ obj.matrix.translate(x, y, z);
+}
+
+void AnimatedObject::Loader::rotation(float a, float x, float y, float z)
+{
+ obj.matrix.rotate_deg(a, x, y, z);
+}
+
+void AnimatedObject::Loader::scale(float x, float y, float z)
+{
+ obj.matrix.scale(x, y, z);
+}
+
+void AnimatedObject::Loader::scale_uniform(float s)
+{
+ obj.matrix.scale(s);
}
} // namespace GL