const Matrix Object::identity_matrix;
Object::Object():
- lods(1),
- lod0_watched(false)
+ lods(1)
{ }
Object::Object(const Mesh *m, const Technique *t):
- lods(1),
- lod0_watched(false)
+ Object()
{
set_mesh(m);
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));
}
}
void Object::render(Renderer &renderer, Tag tag) const
{
- const RenderPass *pass = get_pass(tag, 0);
- if(!pass)
+ const RenderMethod *method = get_method(tag, 0);
+ if(!method)
return;
const Mesh *mesh = lods.front().mesh;
throw logic_error("no mesh");
Renderer::Push push(renderer);
- pass->apply(renderer);
+ method->apply(renderer);
setup_render(renderer, tag);
mesh->draw(renderer);
void Object::render(Renderer &renderer, const ObjectInstance &inst, Tag tag) const
{
unsigned lod = min<unsigned>(inst.get_level_of_detail(renderer), lods.size()-1);
- const RenderPass *pass = get_pass(tag, lod);
- if(!pass)
+ const RenderMethod *method = get_method(tag, lod);
+ if(!method)
return;
const Mesh *mesh = lods[lod].mesh;
throw logic_error("no mesh");
Renderer::Push push(renderer);
- pass->apply(renderer);
+ method->apply(renderer);
setup_render(renderer, tag);
inst.setup_render(renderer, tag);
finish_render(renderer, tag);
}
-const RenderPass *Object::get_pass(Tag tag, unsigned lod) const
+const RenderMethod *Object::get_method(Tag tag, unsigned lod) const
{
const Technique *tech = lods[lod].technique;
if(!tech)
throw logic_error("no technique");
- return tech->find_pass(tag);
+ return tech->find_method(tag);
}
void Object::resource_loaded(Resource &res)
}
-Object::Loader::Loader(Object &o):
- LodLoader(o, 0, 0)
-{
- init();
-}
-
Object::Loader::Loader(Object &o, Collection &c):
- LodLoader(o, 0, &c)
-{
- init();
-}
-
-void Object::Loader::init()
+ LodLoader(o, 0, c)
{
add("bounding_sphere_hint", &Loader::bounding_sphere_hint);
add("level_of_detail", &Loader::level_of_detail);
void Object::Loader::level_of_detail(unsigned i)
{
- LodLoader ldr(obj, i, coll);
+ LodLoader ldr(obj, i, get_collection());
load_sub_with(ldr);
}
-Object::LodLoader::LodLoader(Object &o, unsigned i, Collection *c):
- DataFile::CollectionObjectLoader<Object>(o, c),
+Object::LodLoader::LodLoader(Object &o, unsigned i, Collection &c):
+ DataFile::CollectionObjectLoader<Object>(o, &c),
index(i),
lod(obj.get_lod(index, "Object::LodLoader::LodLoader"))
{