Moved Scene implementation around

This commit is contained in:
2023-02-21 20:59:42 -08:00
parent fc14618f38
commit 38527a7de6
42 changed files with 540 additions and 459 deletions

View File

@ -1,45 +1,44 @@
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "ExampleSpin.hpp"
#include "scene/Scene.hpp"
#include "game/DawnGame.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "display/mesh/CubeMesh.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
using namespace Dawn;
SceneItem * ExampleSpin::create(Scene *scene) {
auto item = scene->createSceneItem();
auto mr = item->addComponent<MeshRenderer>();
mr->mesh = new Mesh();
mr->mesh->createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
CubeMesh::buffer(mr->mesh, glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3(1, 1, 1), 0, 0);
auto mat = item->addComponent<SimpleTexturedMaterial>();
item->addComponent<ExampleSpin>();
return item;
}
ExampleSpin::ExampleSpin(SceneItem *item) :
SceneItemComponent(item)
{
getScene()->eventSceneUnpausedUpdate.addListener(this, &ExampleSpin::onUnpausedUpdate);
}
void ExampleSpin::onUnpausedUpdate() {
auto quat = this->transform->getLocalRotation();
quat = glm::rotate(quat, getGame()->timeManager.delta, glm::vec3(0, 1, 0));
quat = glm::rotate(quat, getGame()->timeManager.delta / 2.0f, glm::vec3(1, 0, 0));
quat = glm::rotate(quat, getGame()->timeManager.delta / 4.0f, glm::vec3(0, 0, 1));
this->transform->setLocalRotation(quat);
}
void ExampleSpin::onDispose() {
getScene()->eventSceneUnpausedUpdate.removeListener(this, &ExampleSpin::onUnpausedUpdate);
// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "ExampleSpin.hpp"
#include "game/DawnGame.hpp"
#include "scene/components/display/MeshRenderer.hpp"
#include "display/mesh/CubeMesh.hpp"
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
using namespace Dawn;
SceneItem * ExampleSpin::create(Scene *scene) {
auto item = scene->createSceneItem();
auto mr = item->addComponent<MeshRenderer>();
mr->mesh = new Mesh();
mr->mesh->createBuffers(CUBE_VERTICE_COUNT, CUBE_INDICE_COUNT);
CubeMesh::buffer(mr->mesh, glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3(1, 1, 1), 0, 0);
auto mat = item->addComponent<SimpleTexturedMaterial>();
item->addComponent<ExampleSpin>();
return item;
}
ExampleSpin::ExampleSpin(SceneItem *item) :
SceneItemComponent(item)
{
getScene()->eventSceneUnpausedUpdate.addListener(this, &ExampleSpin::onUnpausedUpdate);
}
void ExampleSpin::onUnpausedUpdate() {
auto quat = this->transform->getLocalRotation();
quat = glm::rotate(quat, getGame()->timeManager.delta, glm::vec3(0, 1, 0));
quat = glm::rotate(quat, getGame()->timeManager.delta / 2.0f, glm::vec3(1, 0, 0));
quat = glm::rotate(quat, getGame()->timeManager.delta / 4.0f, glm::vec3(0, 0, 1));
this->transform->setLocalRotation(quat);
}
void ExampleSpin::onDispose() {
getScene()->eventSceneUnpausedUpdate.removeListener(this, &ExampleSpin::onUnpausedUpdate);
}