]> git.tdb.fi Git - libs/gl.git/blobdiff - source/object.cpp
Add an interface for obtaining bounding spheres from renderables
[libs/gl.git] / source / object.cpp
index 6bc872a198553eb38aa65ae67052b32ace758597..d35517bf3adeb43773760cc2d6648d65f05a1c06 100644 (file)
@@ -41,6 +41,32 @@ void Object::set_mesh(unsigned i, const Mesh *m)
        meshes[i].keep();
 }
 
+void Object::update_bounding_sphere()
+{
+       vector<Vector3> points;
+       for(vector<RefPtr<const Mesh> >::const_iterator i=meshes.begin(); i!=meshes.end(); ++i)
+       {
+               const VertexArray &vertices = (*i)->get_vertices();
+               int offset = vertices.get_format().offset(VERTEX3);
+               if(offset<0)
+               {
+                       // TODO Handle two-dimensional meshes
+                       bounding_sphere = Geometry::BoundingSphere<float, 3>();
+                       return;
+               }
+
+               unsigned n_vertices = vertices.size();
+               points.reserve(points.size()+n_vertices);
+               for(unsigned j=0; j<n_vertices; ++j)
+               {
+                       const float *v = vertices[j];
+                       points.push_back(Vector3(v[offset], v[offset+1], v[offset+2]));
+               }
+       }
+
+       bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
+}
+
 const Mesh *Object::get_mesh(unsigned i) const
 {
        if(i>=meshes.size())
@@ -103,7 +129,9 @@ void Object::render(Renderer &renderer, const ObjectInstance &inst, const Tag &t
 
 const RenderPass *Object::get_pass(const Tag &tag) const
 {
-       if(!technique || !technique->has_pass(tag))
+       if(!technique)
+               throw logic_error("!technique");
+       if(!technique->has_pass(tag))
                return 0;
        return &technique->get_pass(tag);
 }
@@ -134,6 +162,11 @@ void Object::Loader::init()
        add("lod_mesh", &Loader::mesh_lod);
 }
 
+void Object::Loader::finish()
+{
+       obj.update_bounding_sphere();
+}
+
 void Object::Loader::mesh_inline()
 {
        RefPtr<Mesh> msh = new Mesh;