1 #include <msp/datafile/collection.h>
2 #include "animatedobject.h"
14 for(list<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
18 void Scene::render(const Tag &tag) const
21 render(renderer, tag);
24 void Scene::setup_frustum(const Renderer &renderer) const
26 const Camera *camera = renderer.get_camera();
30 float y = tan(camera->get_field_of_view()/2.0f);
31 float s = sqrt(y*y+1);
32 frustum_edges[0] = Vector3(0, 1/s, y/s);
33 frustum_edges[1] = Vector3(0, -1/s, y/s);
35 float x = y*camera->get_aspect();
37 frustum_edges[2] = Vector3(1/s, 0, x/s);
38 frustum_edges[3] = Vector3(-1/s, 0, x/s);
41 bool Scene::frustum_cull(const Renderer &renderer, const Renderable &renderable) const
43 const Matrix *matrix = renderable.get_matrix();
44 const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
45 const Camera *camera = renderer.get_camera();
46 if(!matrix || !bsphere || !camera)
49 Matrix mvm = camera->get_matrix()**matrix;
50 float n = camera->get_near_clip();
51 float f = camera->get_far_clip();
53 Vector3 center = mvm*bsphere->get_center();
54 float radius = bsphere->get_radius();
56 if(center.z-radius>-n || center.z+radius<-f)
58 for(unsigned i=0; i<4; ++i)
59 if(dot(center, frustum_edges[i])>radius)
66 Scene::Loader::Loader(Scene &s, Collection &c):
67 DataFile::CollectionObjectLoader<Scene>(s, &c)
69 add("object", &Loader::object);
72 void Scene::Loader::object(const string &n)
74 RefPtr<AnimatedObject> anob = new AnimatedObject(get_collection().get<GL::Object>(n));
77 obj.owned_data.push_back(anob.release());