Basic Scene creation
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@ -1,7 +1,7 @@
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#include "Scene/Node.h"
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Node::Node(std::string& name)
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Node::Node(const std::string& name)
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: name(name), parent(nullptr), children(std::vector<Node*>()) {}
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Group::Group(std::string& name )
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Group::Group(const std::string& name )
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: Node(name), transform(Transform()) {}
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@ -2,17 +2,21 @@
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Scene* SceneManager::CreateScene(const std::string& name)
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{
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/*
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Scenes = std::map<std::string, Scene*>();
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SceneManager::Scenes[name] = new Scene(name);
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*/
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return &SceneManager::GetScene(name);
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return new Scene(name);
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}
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Scene& SceneManager::GetScene(const std::string& name)
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{
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return *SceneManager::Scenes[name];
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return Scene();
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//return *SceneManager::Scenes[name];
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}
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void SceneManager::LoadScene( Scene& scene)
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{
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CurrentScene = &scene;
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//SceneManager::CurrentScene = &scene;
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}
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12
BarinkEngine/Scene/SceneNodeTypes.cpp
Normal file
12
BarinkEngine/Scene/SceneNodeTypes.cpp
Normal file
@ -0,0 +1,12 @@
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#include "Scene/SceneNodeTypes.h"
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BarinkEngine::SceneCamera::SceneCamera()
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: Group(std::string("Camera")), camera(Camera(glm::vec3(0.0f), glm::vec3(0.0f), 0))
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{}
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BarinkEngine::SceneObject::SceneObject(std::string name, Renderable* visual)
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: Group(name), renderable(visual)
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{}
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BarinkEngine::SceneObject::~SceneObject()
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{}
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