tmp_Scene->addObject(new SceneObject(shader1, translate(vec3(1.f, 0.f, 1.f)), "cow/cow.dae", "model_cow.jpg"));
//tmp_Scene->addObject(new SceneObject(shader1, translate(vec3(-1.f, 2.f, -2.f)), "../models/box/box.dae", "../Textures/sky_withstars.png"));
//tmp_Scene->addObject(new SceneObject(shader1, translate(vec3(1.f, 3.f, -2.f)), "../models/cow/cow.dae", "../models/cow/texture.jpg"));
- import("level_test.dae", *tmp_Scene, shader1);
+ //import("level_test.dae", tmp_Scene, shader1);
}
}
-bool Game::import(const string& path, Scene& scene, Shader* shader)
+bool Game::import(const string& path, Scene* scene, Shader* shader)
{
Assimp::Importer importer;
delete vertex, normals, uvs, index;
//TODO enable different textures
- scene.addObject(new SceneObject(shader, translate(vec3(1.f, 0.f, 1.f)), model, "model_cow.jpg"));
+ scene->addObject(new SceneObject(shader, translate(vec3(1.f, 0.f, 1.f)), model, "model_cow.jpg")); //file->mRootNode->mChildren[n]->mTransformation.a1 ... d4
}
}
else
void update(float);
void draw() const;
- bool import(const string &path, Scene &scene, Shader* shader);
+ bool import(const string &path, Scene *scene, Shader* shader);
};
{
Assimp::Importer importer;
- const aiScene* scene = importer.ReadFile("../models/" + path, aiProcess_GenUVCoords | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType | aiProcess_PreTransformVertices);
+ const aiScene* scene = importer.ReadFile("../models/" + path, aiProcess_GenUVCoords | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); //aiProcess_PreTransformVertices
if (!scene)
{
Message::error("The file " + path + " couldn't be read.\n" + importer.GetErrorString());
using std::cout;
using std::endl;
-SceneObject::SceneObject(Shader* _shader, mat4& _model, string _modelpath, string texturepath, float _matter, float _speed, float _atack, vec3& _direction) :
+SceneObject::SceneObject(Shader* _shader, mat4& _model, string _modelpath, string texturepath) :
Model(_modelpath),
model(_model),
shader(_shader),
bindShader(shader);
}
-SceneObject::SceneObject(Shader* _shader, mat4& _model, Model* model_obj, string texturepath, float _matter, float _speed, float _atack, vec3& _direction) :
+SceneObject::SceneObject(Shader* _shader, mat4& _model, Model* model_obj, string texturepath) :
Model(*model_obj),
model(_model),
shader(_shader),
public:
//SceneObject(Shader* _shader, mat4& model);
- SceneObject(Shader* _shader, mat4& model, string modelpath, string texturepath, float matter = 1.f, float speed = 1.f, float atack = 1.f, vec3& direction = vec3(0.f));
- SceneObject(Shader* _shader, mat4& model, Model* model_obj, string texturepath, float matter = 1.f, float speed = 1.f, float atack = 1.f, vec3& direction = vec3(0.f));
+ SceneObject(Shader* _shader, mat4& model, string modelpath, string texturepath);
+ SceneObject(Shader* _shader, mat4& model, Model* model_obj, string texturepath);
virtual ~SceneObject();
virtual void update(float);