Loader(Object &, Collection &);
private:
void init();
+ virtual void finish();
- private:
void mesh_inline();
void mesh_inline_lod(unsigned);
void mesh(const std::string &);
private:
std::vector<RefPtr<const Mesh> > meshes;
RefPtr<const Technique> technique;
+ Geometry::BoundingSphere<float, 3> bounding_sphere;
public:
Object();
void set_mesh(const Mesh *m) { set_mesh(0, m); }
void set_mesh(unsigned, const Mesh *);
+private:
+ void update_bounding_sphere();
+public:
const Mesh *get_mesh(unsigned = 0) const;
void set_technique(const Technique *);
const Technique *get_technique() const { return technique.get(); }
+ virtual const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return &bounding_sphere; }
+
virtual void render(const Tag &tag = Tag()) const;
virtual void render(Renderer &, const Tag & = Tag()) const;
called before and after drawing the mesh. */
virtual void render(Renderer &, const ObjectInstance &, const Tag & = Tag()) const;
+protected:
+ virtual void setup_render(Renderer &, const Tag &) const { }
+ virtual void finish_render(Renderer &, const Tag &) const { }
+
private:
const RenderPass *get_pass(const Tag &) const;
};