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https://github.com/rwengine/openrw.git
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3e9b0c64e4
This moves the object rendering logic into ObjectRenderer. This makes GameRenderer a bit smaller. There are some rendering logic decisions that haven't been brought back yet since they may be better placed elsewhere.
54 lines
973 B
C++
54 lines
973 B
C++
#include "data/Model.hpp"
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#include <iostream>
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#include <glm/gtc/matrix_transform.hpp>
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Model::Geometry::Geometry()
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: flags(0)
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{
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}
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Model::Geometry::~Geometry()
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{
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}
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ModelFrame::ModelFrame(unsigned int index, ModelFrame* parent, glm::mat3 dR, glm::vec3 dT)
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: index(index), defaultRotation(dR), defaultTranslation(dT), parentFrame(parent)
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{
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if(parent != nullptr) {
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parent->childs.push_back(this);
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}
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reset();
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}
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void ModelFrame::reset()
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{
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matrix = glm::translate(glm::mat4(), defaultTranslation) * glm::mat4(defaultRotation);
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}
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void ModelFrame::addGeometry(size_t idx)
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{
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geometries.push_back(idx);
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}
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Model::~Model()
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{
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for(auto mf : frames) {
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delete mf;
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}
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}
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void Model::recalculateMetrics()
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{
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boundingRadius = std::numeric_limits<float>::min();
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for (size_t g = 0; g < geometries.size(); g++)
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{
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RW::BSGeometryBounds& bounds = geometries[g]->geometryBounds;
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boundingRadius = std::max(boundingRadius, glm::length(bounds.center) + bounds.radius);
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}
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}
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