class Model
{
public:
+ __declspec(deprecated)
Model(const string& modelpath, unsigned int index=0);
Model(const aiMesh* mesh);
Model(unsigned int numvertices, unsigned int numfaces, float *vertex, float *uvs, float *normals, unsigned int *index);
virtual ~Model();
// void useModel(Shader* shader);
+
void useModel(Shader* shader) const;
void useTexture(Texture* texture, Shader* shader) const;
void useMMatrix(const mat4& model,Shader* shader) const;
+
+ __declspec(deprecated)
void drawModel() const;
void drawModel(Shader* _shader, Texture* texture, const mat4& model) const;
unsigned int bindShader(Shader* shader);
unsigned int vertexBuffer, normalBuffer, uvBuffer, indexBuffer;
int2int_map shader_map;
-
+ __declspec(deprecated)
bool import(const string& path, unsigned int& numvertices, unsigned int& numfaces, float*& vertex, float*& uvs, float*& normals, unsigned int*& index, unsigned int mindex = 0);
bool import(const aiMesh* mesh, unsigned int& numvertices, unsigned int& numfaces, float*& vertex, float*& uvs, float*& normals, unsigned int*& index);
public:
//Scene();
Scene(unsigned int x, unsigned int y, unsigned int width, unsigned int height, float fovy, float zNear, float zFar, vec3 pos, SceneObject* lookat = NULL);
+ __declspec(deprecated)
Scene(Scene*);
+ __declspec(deprecated)
Scene(Scene* _Scene, unsigned int x, unsigned int y, unsigned int width, unsigned int height, float fovy, float zNear, float zFar, vec3 pos, SceneObject* lookat = NULL);
virtual ~Scene();
virtual vec3 getPosition() const;
+ __declspec(deprecated)
virtual void setModel(mat4&);
+ __declspec(deprecated)
virtual void turn(float angle, vec3& axis);
virtual void turnTo(vec3& direction, float speed = 1);
virtual void move(vec3& dist);
Shader* getShader();
+ __declspec(deprecated)
void setEnemy(bool isenemy);
+ __declspec(deprecated)
bool isEnemy();
protected:
void setMatter(float);
mat4 model;
+ __declspec(deprecated)
unsigned int modelID;
Shader* shader;