#include <Scene_Container.h>
Scene_Container::Scene_Container |
( |
const std::string & |
path, |
|
|
Transform |
transform |
|
) |
| |
Scene_Container::~Scene_Container |
( |
| ) |
|
void Scene_Container::Destroy |
( |
| ) |
|
|
overridevirtual |
void Scene_Container::Draw |
( |
| ) |
|
void Scene_Container::Draw |
( |
GLuint |
shader | ) |
|
|
overridevirtual |
Draws via the given shader.
- Parameters
-
Implements IGameObject.
void Scene_Container::DrawShadow |
( |
| ) |
|
void Scene_Container::DrawShadow |
( |
GLuint |
shader | ) |
|
|
overridevirtual |
Draw shadows via the given shader.
Implements IGameObject.
const std::vector< Mesh * > Scene_Container::GetMeshes |
( |
| ) |
const |
btRigidBody * Scene_Container::getRigidBody |
( |
| ) |
|
const GLuint Scene_Container::GetTexture |
( |
const std::string & |
textureName | ) |
const |
|
overridevirtual |
Gets a texture.
- Parameters
-
textureName | The name of the texture. |
- Returns
- The texture.
Implements IGameObject.
void Scene_Container::InitRigidBody |
( |
btScalar |
mass | ) |
|
|
virtual |
Scene_Container owns this method because I, Dylan, have made an executive decision to make lights bound to the laws of physics impossible; I see no point for it (except for flashlights maybe). Our lights will be static, so the initialization of rigid bodies can be the sole responsibility of the Scene_Container, because it knows about all of its own vertices.
TODO: Support more than just Convex Hull Shape for collision detection; Triangle Mesh Shape might be more appropriate for static game objects.
void Scene_Container::SetProgram |
( |
GLuint |
shaderName | ) |
|
|
overridevirtual |
Sets the main shader program corresponding to this object.
- Author
- Harry
- Date
- 4/14/2016
- Parameters
-
shaderName | Name of the shader. |
Reimplemented from IGameObject.
void Scene_Container::SetShadowProgram |
( |
GLuint |
shaderName | ) |
|
|
overridevirtual |
Sets the shadow pass shader program corresponding to this object.
- Parameters
-
shaderName | Name of the shader. |
Reimplemented from IGameObject.
void Scene_Container::SetTexture |
( |
const std::string & |
textureName, |
|
|
const TextureType & |
textureType, |
|
|
const GLuint & |
texture |
|
) |
| |
|
overridevirtual |
Adds a texture to an object.
- Parameters
-
textureName | Name of the texture. |
textureType | Type of the texture. |
texture | The texture id. |
Implements IGameObject.
void Scene_Container::Update |
( |
| ) |
|
|
overridevirtual |