Loading include/GlApplication.hpp +2 −0 Changes for include/GlApplication.hpp: 2 added lines, 0 removed lines. Original line number Diff line number Diff line Loading @@ -12,6 +12,8 @@ #include <iostream> #include <memory> #include <cstdlib> #include <ctime> #include "GuiElement.hpp" #include "RenderObject.hpp" Loading include/model/Entity.hpp +2 −1 Changes for include/model/Entity.hpp: 2 added lines, 1 removed line. Original line number Diff line number Diff line Loading @@ -10,6 +10,8 @@ class Entity { public: glm::vec3 m_position; Entity(); virtual void update(const float &time); Loading @@ -35,7 +37,6 @@ class Entity { glm::mat4 m_modelMatrix; glm::vec3 m_position; glm::quat m_rotation; glm::vec3 m_scale; Loading src/GlApplication.cpp +4 −0 Changes for src/GlApplication.cpp: 4 added lines, 0 removed lines. Original line number Diff line number Diff line Loading @@ -10,6 +10,7 @@ GlApplication::GlApplication(int windowWidth, int windowHeight) m_spaceshipPlayer1(new Spaceship(Player::one, glm::mat4(1))), m_spaceshipPlayer2(new Spaceship(Player::two, glm::translate(glm::mat4(1), {0, 2, 2}))) { srand(time(NULL)); GLFWwindow * window = glfwGetCurrentContext(); glfwGetFramebufferSize(window, &windowWidth, &windowHeight); resize(window, windowWidth, windowHeight); Loading Loading @@ -65,9 +66,12 @@ void GlApplication::createEntities() { const float pi = glm::pi<float>(); for(int i = 0 ; i < 150 ; i++) { std::shared_ptr<Entity> asteroidEntity(new Asteroid()); asteroidEntity->setScale(0.25); asteroidEntity->move({rand() % 80 - 45, rand() % 80 - 45, rand() % 80 - 45}); m_entities[ModelKeys::ASTEROID].push_back(asteroidEntity); } /*std::shared_ptr<Entity> plankEntity(new Entity()); plankEntity->move({2, 1, -0.1}); Loading src/model/Asteroid.cpp +0 −2 Changes for src/model/Asteroid.cpp: 0 added lines, 2 removed lines. Original line number Diff line number Diff line Loading @@ -2,8 +2,6 @@ Asteroid::Asteroid() : Entity() { srand(time(NULL)); const float pi = glm::pi<float>(); this->rotationAngle = glm::vec3(glm::radians((float)(rand() % 180)) - pi, glm::radians((float)(rand() % 180)) - pi, glm::radians((float)(rand() % 180)) - pi); } Loading Loading
include/GlApplication.hpp +2 −0 Changes for include/GlApplication.hpp: 2 added lines, 0 removed lines. Original line number Diff line number Diff line Loading @@ -12,6 +12,8 @@ #include <iostream> #include <memory> #include <cstdlib> #include <ctime> #include "GuiElement.hpp" #include "RenderObject.hpp" Loading
include/model/Entity.hpp +2 −1 Changes for include/model/Entity.hpp: 2 added lines, 1 removed line. Original line number Diff line number Diff line Loading @@ -10,6 +10,8 @@ class Entity { public: glm::vec3 m_position; Entity(); virtual void update(const float &time); Loading @@ -35,7 +37,6 @@ class Entity { glm::mat4 m_modelMatrix; glm::vec3 m_position; glm::quat m_rotation; glm::vec3 m_scale; Loading
src/GlApplication.cpp +4 −0 Changes for src/GlApplication.cpp: 4 added lines, 0 removed lines. Original line number Diff line number Diff line Loading @@ -10,6 +10,7 @@ GlApplication::GlApplication(int windowWidth, int windowHeight) m_spaceshipPlayer1(new Spaceship(Player::one, glm::mat4(1))), m_spaceshipPlayer2(new Spaceship(Player::two, glm::translate(glm::mat4(1), {0, 2, 2}))) { srand(time(NULL)); GLFWwindow * window = glfwGetCurrentContext(); glfwGetFramebufferSize(window, &windowWidth, &windowHeight); resize(window, windowWidth, windowHeight); Loading Loading @@ -65,9 +66,12 @@ void GlApplication::createEntities() { const float pi = glm::pi<float>(); for(int i = 0 ; i < 150 ; i++) { std::shared_ptr<Entity> asteroidEntity(new Asteroid()); asteroidEntity->setScale(0.25); asteroidEntity->move({rand() % 80 - 45, rand() % 80 - 45, rand() % 80 - 45}); m_entities[ModelKeys::ASTEROID].push_back(asteroidEntity); } /*std::shared_ptr<Entity> plankEntity(new Entity()); plankEntity->move({2, 1, -0.1}); Loading
src/model/Asteroid.cpp +0 −2 Changes for src/model/Asteroid.cpp: 0 added lines, 2 removed lines. Original line number Diff line number Diff line Loading @@ -2,8 +2,6 @@ Asteroid::Asteroid() : Entity() { srand(time(NULL)); const float pi = glm::pi<float>(); this->rotationAngle = glm::vec3(glm::radians((float)(rand() % 180)) - pi, glm::radians((float)(rand() % 180)) - pi, glm::radians((float)(rand() % 180)) - pi); } Loading