Changing vector of objects to vector of pointer of objects for clearer construnction.
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parent
ed44f71b8c
commit
97aeb6c965
30
level.cc
30
level.cc
@ -12,6 +12,9 @@ Level::Level() {
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}
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Level::~Level() {
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for(unsigned int i = 0; i<objects.size(); i++) {
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delete(objects.at(i));
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}
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}
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void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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@ -25,14 +28,15 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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//add player
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Model model = Model("MarbleSmooth.obj", 0.75f);
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Material material = Material("marbleTexture_small.png", 0.1f, 0.5f, 0.5f, 3.0f);
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Object object = Object(model, material, glm::vec3(0.0f, 10.0f, 0.0f),
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Object* object = new Object(model, material, glm::vec3(0.0f, 10.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(object);
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this->physics.addPlayer(1.25f,object,8.0f,1);
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this->physics.addPlayer(1.25f,*object,8.0f,1);
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cameraCenter = object;
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Model skydomeModel = Model("skydome.obj", skydomeSize);
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Material skydomeMaterial = Material("skydome.png", 0.7f, 0.0f, 0.0f, 0.0f);
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Object skydomeObject = Object(skydomeModel, skydomeMaterial, glm::vec3(0.0f, 0.0f, 0.0f),
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Object* skydomeObject = new Object(skydomeModel, skydomeMaterial, glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(skydomeObject);
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skydome = skydomeObject;
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@ -40,20 +44,20 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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Model torchModel = Model("torch.obj", 0.75f);
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Material torchMaterial = Material("torchTexture.png", 0.1f, 0.3f, 0.7f, 10.0f);
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//Create object
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Object torchObject = Object(torchModel, torchMaterial, glm::vec3(-3.0f, 6.0f, 0.0f),
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Object* torchObject = new Object(torchModel, torchMaterial, glm::vec3(-3.0f, 6.0f, 0.0f),
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glm::vec3(0.0f, 1.0472f, 0.0f), shader);
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objects.push_back(torchObject);
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Model blockModel = Model("Block.obj", 1.0f);
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Material blockMaterial = Material("blockTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f);
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Object blockObject = Object(blockModel, blockMaterial, glm::vec3(2.0f, 7.0f, 2.0f),
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Object* blockObject = new Object(blockModel, blockMaterial, glm::vec3(2.0f, 7.0f, 2.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(blockObject);
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physics.addBox(1,1,1,blockObject,0,2);
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physics.addBox(1,1,1,*blockObject,0,2);
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Model columnModel = Model("Column.obj", 1.0f);
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Material columnMaterial = Material("columnTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f);
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Object columnObject = Object(columnModel, columnMaterial, glm::vec3(-2.0f, 7.0f, -2.0f),
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Object* columnObject = new Object(columnModel, columnMaterial, glm::vec3(-2.0f, 7.0f, -2.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(columnObject);
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@ -75,12 +79,10 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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// load a texture:
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Material terrainMaterial = Material("seamlessTerrain.png", 0.1f, 0.8f, 0.2f, 3.0f);
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//Create object
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Object terrainObject = Object(terrainModel, terrainMaterial,
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Object* terrainObject = new Object(terrainModel, terrainMaterial,
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glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(terrainObject);
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cameraCenter = &objects[0];
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skybox = &objects[1];
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//addTerrainPhysic
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physics.addTerrain(terrain.getHeightmapWidth(), terrain.getHeightmapHeight(), terrain.getHeightmap());
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@ -88,13 +90,11 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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void Level::render() {
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for(unsigned int i = 0; i<objects.size(); i++) {
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objects[i].render();
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objects.at(i)->render();
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}
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}
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void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool sPressed, bool dPressed) {
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// rotate bunny
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//cameraCenter->setRotation(glm::vec3(0.0f, 1.0472f * runTime, 0.0f));
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// Ignore first two mouse updates, because they are incorrect
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static int i = 0;
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if (i <2) {
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@ -122,8 +122,8 @@ void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPre
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physics.takeUpdateStep(runTime);
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objects[0].setPosition(physics.getPos(0));
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objects[0].setRotation(physics.getRotation(0));
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cameraCenter->setPosition(physics.getPos(0));
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cameraCenter->setRotation(physics.getRotation(0));
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skydome->setPosition(glm::vec3(cameraCenter->getPosition().x,
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0.0f, cameraCenter->getPosition().z));
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