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Commit 88ece5b4 authored by Martin Štourač's avatar Martin Štourač
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simulator using only scene, cleaned up constructor

parent 1ac93935
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......@@ -64,9 +64,6 @@ private:
std::vector<cam_control_ptr> cam_controls;
/* SCENE */
std::vector<object_ptr> objects;
std::vector<frame_ptr> obj_frames;
std::vector<node_ptr> scene;
node_ptr selection;
......
......@@ -116,17 +116,9 @@ Simulator::Simulator()
"./data/shaders/lightshader.frag")},
{"basic", std::make_shared<Shader>("./data/shaders/basicshader.vert",
"./data/shaders/basicshader.frag")}}
, cam_controls{std::make_shared<CameraController>()}
, objects{std::make_shared<Object>(lit_cube_vertices, lit_cube_indices, lit_cube_normals),
std::make_shared<Object>(lit_cube_vertices, lit_cube_indices, lit_cube_normals, glm::vec3(1.0f, 1.0f, 1.0f))}
, obj_frames{std::make_shared<Frame>(),
std::make_shared<Frame>(glm::vec3(1.2f, 2.0f, 2.0f ))}
, obj_controls{std::make_shared<ObjectController>()}
, cam_controls{std::make_shared<CameraController>()}
{
/* SET LIGHT CUBE SHADER AND SIZE */
objects[1]->setShaderType("basic");
obj_frames[1]->setScale(glm::vec3(0.1f, 0.1f, 0.1f));
create_scene();
find_cameras(scene);
find_lights(scene);
......@@ -225,11 +217,19 @@ void Simulator::find_cameras(const std::vector<node_ptr> &scene)
void Simulator::create_scene()
{
for (std::size_t i = 0; i < objects.size(); ++i)
{
scene.emplace_back(std::make_shared<Node>(obj_frames[i]));
scene[i]->addObject(objects[i]);
}
/* ADD DEFAULT CUBE */
scene.emplace_back(std::make_shared<Node>(std::make_shared<Frame>(Frame{})));
scene.back()->addObject(std::make_shared<Object>(lit_cube_vertices, lit_cube_indices, lit_cube_normals));
/* ADD LIGHT CUBE AND ITS LIGHT */
scene.emplace_back(std::make_shared<Node>(std::make_shared<Frame>(Frame{glm::vec3(1.2f, 2.0f, 2.0f)})));
scene.back()->addObject(std::make_shared<Object>(lit_cube_vertices,
lit_cube_indices,
lit_cube_normals,
glm::vec3(1.0f, 1.0f, 1.0f),
"basic"));
scene.back()->getFrame()->setScale(glm::vec3(0.1f, 0.1f, 0.1f));
scene.back()->addObject(std::make_shared<Light>(glm::vec3(1.0f, 1.0f, 1.0f), scene.back()->getFrame()));
/* ADD GRID */
scene.emplace_back(std::make_shared<Node>(std::make_shared<Frame>(glm::vec3(0, 0, 0))));
......@@ -241,10 +241,6 @@ void Simulator::create_scene()
grid->setDrawMode(GL_LINES);
scene.back()->addObject(std::move(grid));
/* ADD LIGHT */
scene.emplace_back(std::make_shared<Node>(obj_frames[1]));
scene.back()->addObject(std::make_shared<Light>(glm::vec3(1.0f, 1.0f, 1.0f), scene.back()->getFrame()));
/* ADD CAMERA */
scene.emplace_back(std::make_shared<Node>(std::make_shared<Frame>(glm::vec3(0.0f, 1.0f, 6.0f))));
scene.back()->addObject(std::make_shared<Camera>(60.0f, scene.back()->getFrame()));
......
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