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Cleanup update and matrix transformation
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19
Scene.h
19
Scene.h
@@ -32,7 +32,7 @@ public:
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virtual bool initialized () { return initialized_; }
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// pure virtual draw : to be instanciated to define node behavior
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virtual void draw (glm::mat4 modelview, glm::mat4 projection) = 0;
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virtual void draw (glm::mat4 projection) = 0;
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// update every frame
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virtual void update (float dt);
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@@ -40,15 +40,12 @@ public:
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// accept all kind of visitors
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virtual void accept (Visitor& v);
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virtual glm::mat4 getWorldToLocalMatrix () { return worldToLocal_; }
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virtual glm::mat4 getLocalToWorldMatrix () { return localToWorld_; }
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// public members, to manipulate with care
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Node* parent_;
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bool visible_;
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glm::mat4 worldToLocal_;
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glm::mat4 localToWorld_;
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glm::mat4 transform_;
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glm::mat4 localToRender_;
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glm::mat4 renderToLocal_;
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glm::vec3 scale_, rotation_, translation_;
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};
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@@ -83,7 +80,7 @@ public:
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virtual void init () override;
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virtual void accept (Visitor& v) override;
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virtual void draw (glm::mat4 modelview, glm::mat4 projection) override;
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virtual void draw (glm::mat4 projection) override;
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Shader *getShader() { return shader_; }
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void setShader( Shader* e ) { shader_ = e; }
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@@ -109,7 +106,7 @@ public:
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virtual void init () override;
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virtual void update (float dt) override;
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virtual void accept (Visitor& v) override;
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virtual void draw (glm::mat4 modelview, glm::mat4 projection) override;
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virtual void draw (glm::mat4 projection) override;
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virtual void addChild (Node *child);
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virtual void removeChild (Node *child);
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@@ -127,9 +124,9 @@ class Switch : public Group {
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public:
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Switch() : Group(), active_(end()) {}
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virtual void update ( float dt ) override;
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virtual void update (float dt) override;
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virtual void accept (Visitor& v) override;
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virtual void draw ( glm::mat4 modelview, glm::mat4 projection) override;
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virtual void draw (glm::mat4 projection) override;
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void addChild (Node *child) override;
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void removeChild (Node *child) override;
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