fixed some graphical node issues
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f0cd0fbace
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eb1e8d12de
@ -110,7 +110,8 @@ void Engine::setScene(SceneTree *scene)
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m_renderer->setScene(m_scene);
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m_renderer->resizeGL(m_window->getSize().x, m_window->getSize().y);
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m_sparrowshell->setSceneTree(scene);
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scene->addObject(scene->getRootObject(), m_sparrowshell);
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scene->getRootObject()->addChild(m_sparrowshell);
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scene->updateShaders();
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}
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void Engine::outputShell(std::string str)
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@ -5,6 +5,13 @@ GraphicalContainerNode::GraphicalContainerNode()
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}
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void GraphicalContainerNode::setSceneTree(SceneTree* tree)
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{
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SceneNode::setSceneTree(tree);
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for(auto child : m_children)
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child->setSceneTree(tree);
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}
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void GraphicalContainerNode::addChild(GraphicalNode *node)
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{
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if(node != nullptr)
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@ -10,6 +10,10 @@ class GraphicalContainerNode : public GraphicalNode
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protected:
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std::vector<GraphicalNode*> m_children;
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public:
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virtual void update() {}
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virtual void setSceneTree(SceneTree* tree);
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GraphicalContainerNode();
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void addChild(GraphicalNode* node);
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void removeChild(GraphicalNode* node);
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@ -8,7 +8,7 @@ GraphicalNode::GraphicalNode() : m_visible(true)
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void GraphicalNode::setSceneTree(SceneTree *tree){
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SceneNode::setSceneTree(tree);
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if (tree)
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if(tree)
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tree->addToIndex(this);
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}
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@ -16,7 +16,7 @@ public:
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GraphicalNode();
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void toggleVisibility();
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void setSceneTree(SceneTree* tree);
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virtual void setSceneTree(SceneTree* tree);
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void setTransform(const glm::mat4 &transform) { m_transform = transform; }
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const glm::mat4& getTransform() { return m_transform; }
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@ -11,10 +11,7 @@ class LightNode : public GraphicalNode
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public:
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LightNode(Light* light) : m_light(light) {}
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virtual void update()
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{
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}
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virtual void update() {}
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virtual Light* getLight() { return m_light; }
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};
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@ -43,13 +43,6 @@ void SceneTree::update()
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m_root.update();
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}
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void SceneTree::addObject(ContainerNode *parent, SceneNode *node)
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{
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parent->addChild(node);
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node->setSceneTree(this);
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((DeferredPipeline*) m_pipeline)->refreshScene(this);
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}
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void SceneTree::addToIndex(SceneNode* node){
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Light *light = node->getLight();
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GeometryNode *geometrynode = node->getGeometryNode();
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@ -76,3 +69,7 @@ void SceneTree::removeFromIndex(SceneNode *node){
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}
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}
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void SceneTree::updateShaders()
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{
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((DeferredPipeline*) m_pipeline)->refreshScene(this);
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}
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@ -33,10 +33,10 @@ public:
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void setMainCamera(CameraNode *camera);
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ContainerNode* getRootObject(){return &m_root;}
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void addObject(ContainerNode *parent, SceneNode *node);
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void addToIndex(SceneNode* node);
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void removeObject(ContainerNode* parent,SceneNode *node);
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void removeFromIndex(SceneNode *node);
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void updateShaders();
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private:
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ContainerNode m_root;
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std::vector<Light*> m_lights;
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@ -13,6 +13,7 @@
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#include <scene/textnode.h>
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#include <scene/cameranode.h>
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#include <scene/lightnode.h>
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#include <scene/graphicalcontainernode.h>
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#include <tools/graph.h>
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#include <tools/pathfinder.h>
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#include <tools/loader.h>
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@ -89,20 +90,20 @@ public:
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float height = getHeight(x+6.7, z+15.7, 2.5f);
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height += getHeight(x+5.76, z+2.14, 5.4f);
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height += getHeight(x, z, 10.f);
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return y - height;
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return y+8.f - height;
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}
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};
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void generateTerrain(SceneTree *scene)
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{
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ContainerNode* terrainContainer = new ContainerNode();
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scene->addObject(scene->getRootObject(), terrainContainer);
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GraphicalContainerNode* terrainContainer = new GraphicalContainerNode();
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scene->getRootObject()->addChild(terrainContainer);
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TestGen gen;
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PhongMaterial *mat = new PhongMaterial();
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mat->emission = glm::vec3(0.5f, 0.1f, 0.1f);
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for(int x=-8; x<8; ++x)
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for(int y=-4; y<4; ++y)
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for(int z=-8; z<8; ++z)
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for(int x=-6; x<6; ++x)
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for(int y=-3; y<3; ++y)
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for(int z=-6; z<6; ++z)
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{
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Chunk *chunk = new Chunk(&gen); // ! WARNING ! : chunk pointer is lost and never deleted
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glm::vec3 pos(x, y, z);
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@ -114,8 +115,8 @@ void generateTerrain(SceneTree *scene)
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chunk->mesh->setMaterial(mat);
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chunk->mesh->initGL();
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MeshNode *node = new MeshNode(chunk->mesh);
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node->setTransform(glm::translate(glm::mat4(), pos*8.f));
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scene->addObject(terrainContainer, node);
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node->setTransform(glm::translate(glm::scale(glm::mat4(), glm::vec3(2.f)), pos*8.f));
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terrainContainer->addChild(node);
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}
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}
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}
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@ -130,13 +131,13 @@ int main(){
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CameraNode *cam = new CameraNode(engine.getInput());
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cam->setInputs(myKeysMap::MOVE_CAMERA, myKeysMap::ROTATE_CAMERA);
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scene.addObject(scene.getRootObject(), cam);
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scene.getRootObject()->addChild(cam);
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scene.setMainCamera(cam);
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LightNode *sunLight = new LightNode(new DirectionnalLight(glm::vec3(5, 8, -2), glm::vec3(1.f)));
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LightNode *ambientLight = new LightNode(new AmbientLight());
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scene.addObject(scene.getRootObject(), ambientLight);
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scene.addObject(scene.getRootObject(), sunLight);
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scene.getRootObject()->addChild(ambientLight);
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scene.getRootObject()->addChild(sunLight);
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/* Exemple creation mesh 2D
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*
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@ -147,13 +148,13 @@ int main(){
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mesh->setMaterial(mat);
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mesh->setDepth(1);
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mesh->initGL();
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scene.addObject(scene.getRootObject(),new MeshNode(mesh));
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scene.getRootObject()->addChild(new MeshNode(mesh));
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*/
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/* Exemple ajout d'un objet a la scene
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*
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SparrowShell *shell = new SparrowShell(engine.getWindow(),engine.getInput());
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scene.addObject(scene.getRootObject(),shell);
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scene.getRootObject()->addChild(shell);
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*/
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// the pipeline needs to updates his shaders because the scene changed
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@ -165,13 +166,13 @@ int main(){
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RESOURCE_ADD(fonte_des_neiges,Font,"shellfont");
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TextNode* tnode/* = new MeshNode(fonte_des_neiges->getTextMesh("Hello World!"));
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scene.addObject(scene.getRootObject(),mnode)*/;
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scene.getRootObject()->addChild(mnode)*/;
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// mnode = new MeshNode(fonte_des_neiges->getTextMesh("Portez ce vieux whisky au juge blond qui fume.", glm::vec3(0.5, 0.7, 0.2)));
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// mnode->setTransform(glm::rotate(glm::translate(glm::mat4(), glm::vec3(70, 30, 0)), 0.4f, glm::vec3(0, 0, 1)));
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// utils::setPosition2D(mnode,glm::vec2(0, 400));
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// utils::rotate2D(mnode, glm::vec2(10,10),0.5);
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// scene.addObject(scene.getRootObject(),mnode);
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// scene.getRootObject()->addChild(mnode);
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tnode = fonte_des_neiges->getTextNode("Such Text", glm::vec3(0.7, 0.4, 0.2), 32.f);
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@ -181,25 +182,24 @@ int main(){
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tnode->m_movement = glm::translate(glm::rotate(glm::translate(glm::mat4(), glm::vec3(240, 180, 0)), 0.03f, glm::vec3(0, 0, 1)), glm::vec3(-240, -180, 0));
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// mnode->setTransform(glm::rotate(glm::translate(glm::mat4(), glm::vec3(200, 170, 0)), -0.5f, glm::vec3(0, 0, 1)));
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scene.addObject(scene.getRootObject(),(SceneNode*)tnode);
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scene.getRootObject()->addChild((SceneNode*)tnode);
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//tnode = fonte_des_neiges->getTextNode("Such Text", glm::vec3(0.7, 0.4, 0.2));
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//tnode->setTransform(glm::rotate(glm::translate(glm::mat4(), glm::vec3(200, 170, 0)), -0.5f, glm::vec3(0, 0, 1)));
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//scene.addObject(scene.getRootObject(),tnode);
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//scene.getRootObject()->addChild(tnode);
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// mnode = new MeshNode(fonte_des_neiges->getTextMesh("Very font", glm::vec3(0.7, 0.2, 0.8)));
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// mnode->setTransform(glm::rotate(glm::translate(glm::mat4(), glm::vec3(180, 400, 0)), 0.1f, glm::vec3(0, 0, 1)));
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// scene.addObject(scene.getRootObject(),mnode);
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// scene.getRootObject()->addChild(mnode);
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// mnode = new MeshNode(fonte_des_neiges->getTextMesh("Much animation", glm::vec3(0.3, 0.3, 0.8)));
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// mnode->setTransform(glm::translate(glm::mat4(), glm::vec3(400, 250, 0)));
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// mnode->m_movement = glm::translate(glm::rotate(glm::translate(glm::mat4(), glm::vec3(580, 280, 0)), 0.03f, glm::vec3(0, 0, 1)), glm::vec3(-580, -280, 0));
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// scene.addObject(scene.getRootObject(),mnode);
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// scene.getRootObject()->addChild(mnode);
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generateTerrain(&scene);
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engine.setScene(&scene);
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engine.outputShell("Hello World!");
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