first working version of SparrowEngine
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11e640be23
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@ -1,6 +1,8 @@
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project(SparrowEngine)
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project(SparrowEngine)
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cmake_minimum_required(VERSION 2.8)
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cmake_minimum_required(VERSION 2.8)
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find_package(OpenGL REQUIRED)
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if(WIN32)
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if(WIN32)
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set(SYSTEM_LIB_PATH "win32")
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set(SYSTEM_LIB_PATH "win32")
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else(WIN32)
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else(WIN32)
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@ -84,6 +86,13 @@ find_library(LINEAR_MATH_LIBRARY
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${LIB_ROOT}
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${LIB_ROOT}
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)
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)
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find_library(GLEW_LIBRARY
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NAMES
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GLEW
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PATHS
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${LIB_ROOT}
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)
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target_link_libraries(
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target_link_libraries(
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${LIBRARY_NAME}
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${LIBRARY_NAME}
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${SFML_LIBRARY_WINDOW}
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${SFML_LIBRARY_WINDOW}
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@ -93,6 +102,8 @@ target_link_libraries(
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${BULLET_COLLISION_LIBRARY}
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${BULLET_COLLISION_LIBRARY}
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${BULLET_DYNAMICS_LIBRARY}
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${BULLET_DYNAMICS_LIBRARY}
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${LINEAR_MATH_LIBRARY}
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${LINEAR_MATH_LIBRARY}
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${GLEW_LIBRARY}
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${OPENGL_LIBRARIES}
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)
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)
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target_link_libraries(
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target_link_libraries(
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@ -1,7 +1,50 @@
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#include "cameranode.h"
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#include "cameranode.h"
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#include <glm/ext.hpp>
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CameraNode::CameraNode()
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CameraNode::CameraNode(glm::vec3 position, float yFov, float near, float far) :
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m_hasMoved(true),
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m_hasResized(false),
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m_eye(position),
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m_target(0, 0, 1),
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m_yFov(yFov),
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m_near(near),
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m_far(far)
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{
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{
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}
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}
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void CameraNode::setPosition(glm::vec3 position)
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{
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m_hasMoved = true;
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m_eye = position;
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}
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void CameraNode::setTarget(glm::vec3 target)
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{
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m_hasMoved = true;
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m_target = target;
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}
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void CameraNode::update()
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{
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if(m_hasMoved)
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m_view = glm::lookAt(m_eye, m_target, glm::vec3(0, 1, 0));
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if(m_hasResized)
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m_projection = glm::perspective(m_yFov, m_ratio, m_near, m_far);
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}
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glm::mat4 CameraNode::getProjectionMatrix()
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{
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return m_projection;
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}
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glm::mat4 CameraNode::getViewMatrix()
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{
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return m_view;
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}
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void CameraNode::resize(int width, int height)
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{
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m_hasResized = false;
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m_ratio = ((float)width)/((float)height);
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}
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27
cameranode.h
27
cameranode.h
@ -6,16 +6,33 @@
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class CameraNode : public SceneNode, public Camera
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class CameraNode : public SceneNode, public Camera
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{
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{
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bool m_hasMoved;
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bool m_hasResized;
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glm::vec3 m_eye;
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glm::vec3 m_target;
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float m_yFov;
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float m_ratio;
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float m_near;
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float m_far;
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glm::mat4 m_projection;
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glm::mat4 m_view;
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public:
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public:
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CameraNode();
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CameraNode(glm::vec3 position, float yFov = 70.f, float near = 0.1f, float far = 100.f);
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CameraNode(float yFov = 70.f, float near = 0.1f, float far = 100.f) :
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CameraNode(glm::vec3(0), yFov, near, far) {}
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void setPosition(glm::vec3 position);
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void setTarget(glm::vec3 target);
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virtual void update();
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virtual void update();
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virtual glm::mat4 getProjectionMatrix();
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virtual glm::mat4 getProjectionMatrix();
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virtual glm::mat4 getViewMatrix();
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virtual glm::mat4 getViewMatrix();
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virtual void resize(int width, int height);
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virtual void resize(int width, int height);
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signals:
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public slots:
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};
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};
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#endif // CAMERANODE_H
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#endif // CAMERANODE_H
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32
engine.cpp
32
engine.cpp
@ -8,15 +8,32 @@
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#include <btBulletDynamicsCommon.h>
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#include <btBulletDynamicsCommon.h>
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#include "resourcemanager.h"
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#include "resourcemanager.h"
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#include "scene.h"
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#include "scene.h"
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#include "cameranode.h"
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Engine::Engine() :
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Engine::Engine() :
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m_input(NULL),
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m_input(NULL),
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m_window(NULL)
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m_window(NULL),
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m_world(NULL)
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{
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{
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m_clock = new sf::Clock();
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m_clock = new sf::Clock();
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m_clock->restart();
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m_clock->restart();
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m_renderer = new SparrowRenderer();
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m_renderer = new SparrowRenderer();
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m_renderer->setCamera(NULL); // TODO
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m_renderer->setCamera(NULL);
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}
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Engine::~Engine()
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{
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delete m_clock;
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if(m_window != NULL)
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m_renderer->destroyGL();
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delete m_renderer;
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if(m_window != NULL)
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{
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delete m_window;
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delete m_input;
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}
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if(m_world != NULL)
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delete m_world;
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}
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}
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void Engine::createWindow(std::string title,
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void Engine::createWindow(std::string title,
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@ -53,7 +70,8 @@ void Engine::update()
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// update Scene
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// update Scene
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m_scene->update();
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m_scene->update();
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// update Physics
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// update Physics
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m_world->stepSimulation(1000.f*(float)getDeltaTime());
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if(m_world != NULL)
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m_world->stepSimulation(1000.f*(float)getDeltaTime());
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// update Display
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// update Display
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m_renderer->renderGL();
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m_renderer->renderGL();
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m_window->display();
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m_window->display();
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@ -61,15 +79,15 @@ void Engine::update()
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void Engine::start()
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void Engine::start()
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{
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{
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running = true;
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m_running = true;
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while(!m_input->isCloseRequested() && running){
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while(!m_input->isCloseRequested() && m_running){
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update();
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update();
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}
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}
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}
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}
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void Engine::stop()
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void Engine::stop()
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{
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{
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running = false;
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m_running = false;
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}
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}
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unsigned int Engine::getTime()
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unsigned int Engine::getTime()
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@ -84,5 +102,5 @@ unsigned int Engine::getDeltaTime()
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void Engine::setScene(std::string sceneName)
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void Engine::setScene(std::string sceneName)
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{
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{
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m_scene = RESOURCE_GET(Scene,sceneName);
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m_scene = RESOURCE_GET(Scene, sceneName);
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}
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}
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5
engine.h
5
engine.h
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{
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{
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public:
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public:
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Engine();
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Engine();
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~Engine();
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void createWindow(std::string title = "SparrowEngine",
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void createWindow(std::string title = "SparrowEngine",
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unsigned int w = 800,
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unsigned int w = 800,
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unsigned int h = 600,
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unsigned int h = 600,
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bool isWindowed = true);
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bool isWindowed = true);
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void setScene(std::string sceneName);
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void setScene(std::string sceneName);
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void initPhysics();
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void start();
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void start();
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void stop();
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void stop();
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@ -39,7 +41,7 @@ private:
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unsigned int m_timeStamp = 0;
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unsigned int m_timeStamp = 0;
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unsigned int m_lastTimeStamp = 0;
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unsigned int m_lastTimeStamp = 0;
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bool running;
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bool m_running;
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sf::Window* m_window;
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sf::Window* m_window;
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Input* m_input;
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Input* m_input;
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btDiscreteDynamicsWorld* m_world;
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btDiscreteDynamicsWorld* m_world;
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SparrowRenderer* m_renderer;
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SparrowRenderer* m_renderer;
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void initPhysics();
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void update();
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void update();
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};
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};
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12
main.cpp
12
main.cpp
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#include "engine.h"
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#include "engine.h"
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#include <input.h>
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#include <input.h>
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#include "scene.h"
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#include "cameranode.h"
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#include "resourcemanager.h"
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#include "sparrowrenderer.h"
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int main(){
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int main(){
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CameraNode camera;
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RESOURCE_ADD(&camera, SceneNode, "camera");
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Scene scene("testScene");
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scene.addChild("camera");
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Engine engine;
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Engine engine;
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engine.getRenderer()->setCamera(&camera);
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engine.createWindow("test");
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engine.createWindow("test");
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engine.setScene("testScene");
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engine.start();
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engine.start();
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}
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}
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11
scene.cpp
11
scene.cpp
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#include "scene.h"
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#include "scene.h"
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#include "resourcemanager.h"
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#include "resourcemanager.h"
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Scene::Scene()
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// Scene
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{
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Scene::Scene(std::string name) :
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m_name(name)
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{
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RESOURCE_ADD(this, Scene, m_name);
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}
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}
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void Scene::update()
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Scene::~Scene()
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{
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{
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m_root->update();
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RESOURCE_ADD(NULL, Scene, m_name);
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}
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}
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// Container Node
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// Container Node
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20
scene.h
20
scene.h
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#include <vector>
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#include <vector>
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#include <string>
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#include <string>
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class SceneNode;
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class ContainerNode;
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class Scene
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{
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public:
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Scene();
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void update();
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private:
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ContainerNode* m_root;
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};
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class SceneNode
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class SceneNode
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{
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{
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@ -32,4 +21,13 @@ protected:
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std::vector<SceneNode*> m_children;
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std::vector<SceneNode*> m_children;
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};
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};
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class Scene : public ContainerNode
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{
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public:
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Scene(std::string name);
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~Scene();
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private:
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std::string m_name;
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};
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#endif // SCENE_H
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#endif // SCENE_H
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