small refactoring
parent
b4d7373461
commit
874df60941
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@ -15,7 +15,7 @@ int main() {
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//game.create(1920, 1080, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen);
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//game.create(1920, 1080, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen);
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// Optimal for MacBook Pro 16 display:
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// Optimal for MacBook Pro 16 display:
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game.create(2048, 1152, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR);
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game.create(2048, 1152, ShooterConsts::PROJECT_NAME, false, Consts::BACKGROUND_COLOR);
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//game.create(3072, 1920, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR);
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//game.create(3072, 1920, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR);
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return 0;
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return 0;
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@ -58,7 +58,7 @@ void Engine::create(int screenWidth, int screenHeight, const std::string &name,
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Time::startTimer("d projections");
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Time::startTimer("d projections");
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if (_useOpenGL) {
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if (_useOpenGL) {
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GLfloat *view = camera->glInvModel();
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GLfloat *view = camera->glInvModel();
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screen->pushGLStates();
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screen->popGLStates();
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screen->prepareToGlDrawMesh();
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screen->prepareToGlDrawMesh();
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for (auto &it : *world) {
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for (auto &it : *world) {
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if (it.second->isVisible()) {
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if (it.second->isVisible()) {
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@ -68,7 +68,7 @@ void Engine::create(int screenWidth, int screenHeight, const std::string &name,
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delete[] model;
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delete[] model;
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}
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}
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}
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}
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screen->popGLStates();
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screen->pushGLStates();
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delete[] view;
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delete[] view;
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} else {
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} else {
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// clear triangles from previous frame
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// clear triangles from previous frame
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@ -12,16 +12,18 @@
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using namespace std;
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using namespace std;
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void World::addBody(std::shared_ptr<RigidBody> body) {
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std::shared_ptr<RigidBody> World::addBody(std::shared_ptr<RigidBody> body) {
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_objects.emplace(body->name(), body);
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_objects.emplace(body->name(), body);
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Log::log("World::addBody(): inserted body '" + body->name().str() + "' with " +
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Log::log("World::addBody(): inserted body '" + body->name().str() + "' with " +
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std::to_string(_objects[body->name()]->triangles().size()) + " tris.");
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std::to_string(_objects[body->name()]->triangles().size()) + " tris.");
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return _objects[body->name()];
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}
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}
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void World::loadBody(const ObjectNameTag &tag, const string &filename, const Vec3D &scale) {
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std::shared_ptr<RigidBody> World::loadBody(const ObjectNameTag &tag, const string &filename, const Vec3D &scale) {
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_objects.emplace(tag, std::make_shared<RigidBody>(tag, filename, scale));
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_objects.emplace(tag, std::make_shared<RigidBody>(tag, filename, scale));
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Log::log("World::loadBody(): inserted body from " + filename + " with title '" + tag.str() + "' with " +
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Log::log("World::loadBody(): inserted body from " + filename + " with title '" + tag.str() + "' with " +
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std::to_string(_objects[tag]->triangles().size()) + " tris.");
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std::to_string(_objects[tag]->triangles().size()) + " tris.");
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return _objects[tag];
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}
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}
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IntersectionInformation World::rayCast(const Vec3D &from, const Vec3D &to, const std::string &skipTags) {
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IntersectionInformation World::rayCast(const Vec3D &from, const Vec3D &to, const std::string &skipTags) {
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@ -30,10 +30,10 @@ public:
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void update();
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void update();
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void addBody(std::shared_ptr<RigidBody> mesh);
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std::shared_ptr<RigidBody> addBody(std::shared_ptr<RigidBody> mesh);
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std::shared_ptr<RigidBody> body(const ObjectNameTag &tag);
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std::shared_ptr<RigidBody> body(const ObjectNameTag &tag);
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void removeBody(const ObjectNameTag &tag);
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void removeBody(const ObjectNameTag &tag);
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void loadBody(const ObjectNameTag &tag, const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
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std::shared_ptr<RigidBody> loadBody(const ObjectNameTag &tag, const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
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void loadMap(const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
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void loadMap(const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
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// std::string skipTags is a string that consist of all objects we want to skip in ray casting
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// std::string skipTags is a string that consist of all objects we want to skip in ray casting
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