// Copyright (C) 2017 Jérôme Leclercq // This file is part of the "Nazara Engine - Graphics module" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include namespace Nz { /*! * \brief Constructs a Model object by default */ inline Model::Model() { ResetMaterials(0); } /*! * \brief Constructs a Model object by copying another * * \param model Model to copy */ inline Model::Model(const Model& model) : InstancedRenderable(model) { SetMesh(model.m_mesh); // Since SetMesh does reset materials, we need reapply them SetSkinCount(model.GetSkinCount()); for (std::size_t skin = 0; skin < model.GetSkinCount(); ++skin) { for (std::size_t matIndex = 0; matIndex < model.GetMaterialCount(); ++matIndex) SetMaterial(skin, matIndex, model.GetMaterial(skin, matIndex)); } } /*! * \brief Adds this model to a render queue, using user-specified transform matrix and render order * * This can be useful when drawing particles * * \param renderQueue Queue to be added * \param transformMatrix Transform matrix to be used for rendering the model * \param renderOrder Specify the render queue layer to be used * \param scissorRect The Scissor rect to uses for rendering */ inline void Model::AddToRenderQueue(AbstractRenderQueue* renderQueue, const Matrix4f& transformMatrix, int renderOrder, const Recti& scissorRect) const { InstanceData instanceData(Nz::Matrix4f::Identity()); instanceData.renderOrder = renderOrder; instanceData.transformMatrix = transformMatrix; return AddToRenderQueue(renderQueue, instanceData, scissorRect); } /*! * \brief Creates a new Model from the arguments * \return A reference to the newly created model * * \param args Arguments for the model */ template ModelRef Model::New(Args&&... args) { std::unique_ptr object(new Model(std::forward(args)...)); object->SetPersistent(false); return object.release(); } } #include