systems whould work but i don't know how to put my entity in a scene

This commit is contained in:
Clément Le Bihan
2021-05-26 15:43:42 +02:00
parent 16f18c406d
commit 214b9a4674
2 changed files with 68 additions and 0 deletions
+67
View File
@@ -78,6 +78,73 @@ int demo()
window.close();
/*
* const int screenWidth = 800;
const int screenHeight = 450;
auto iterator = textures.begin();
const std::string modelPath = "assets/player/player.obj";
const std::string texturePath = "assets/player/blue.png";
//const std::string animationPath = "assets/guy.iqm";
RAY::TraceLog::setLevel(LOG_WARNING);
RAY::Window &window = RAY::Window::getInstance(screenWidth, screenHeight, "Bidibidibop", FLAG_WINDOW_RESIZABLE);
RAY::Image icon("assets/icon.png");
window.setIcon(icon);
RAY::Model model(modelPath);
RAY::Camera::Camera3D camera(RAY::Vector3(10.0f, 10.0f, 10.0f),
RAY::Vector3(0.0f, 0.0f, 0.0f),
RAY::Vector3(0.0f, 1.0f, 0.0f),
45.0f, CAMERA_PERSPECTIVE
);
WAL::Entity entityPlayer("roger");
RAY::Drawables::Drawables3D::Circle circle({300, 300, 300}, 50, 0XFFFFFFF, {0, 0, 0}, 0);
BBM::Drawable3DComponent<RAY::Drawables::Drawables3D::Circle> circleComponent(entityPlayer, circle);
BBM::Renderer3DSystem<RAY::Drawables::Drawables3D::Circle> circleSystem(window);
wal.addSystem(circleSystem);
entityPlayer.addComponent(circleComponent);
RAY::Texture texture(get_full_path(*iterator));
//RAY::ModelAnimations animations(modelPath);
RAY::Drawables::Drawables3D::Grid grid(10, 1.0f);
RAY::Drawables::Drawables2D::Text instructionText("PRESS SPACE to PLAY MODEL ANIMATION", 10, {10, 20} , MAROON);
model.setTextureToMaterial(MAP_DIFFUSE, texture);
RAY::Vector3 position(0.0f, 0.0f, 0.0f); // Set model position
camera.setMode(CAMERA_FREE); // Set free camera mode
float y_rotation = 0;
window.setFPS(60);
while (!window.shouldClose())
{
camera.update();
if (RAY::Controller::Keyboard::isReleased(KEY_SPACE))
{
++iterator;
if (iterator == textures.end())
iterator = textures.begin();
texture.unload();
texture.load(get_full_path(*iterator));
model.setTextureToMaterial(MAP_DIFFUSE, texture);
//animations[0].incrementFrameCounter();
//model.setAnimation(animations[0]);
}
window.setDrawingState(RAY::Window::DRAWING);
window.clear();
window.useCamera(camera);
window.draw(model, position, RAY::Vector3(1.0f, 20, 0.0f), -180.0f, RAY::Vector3( 5.0f, 5.0f, 5.0f ));
window.draw(grid);
window.unuseCamera();
window.draw(instructionText);
window.setDrawingState(RAY::Window::IDLE);
}
window.close();
*/
return 0;
}