Added the camera class
Added the DDS Texture Loading for future use Added the gamepad class for future use Added first child method to the scenegraph Added RGB to intensity and lerp methods to the shared methods class Added the terrain node class with normals Fixed issue with submeshnode not passing the world transform to the actual meshes
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@ -26,12 +26,14 @@ public:
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virtual void DoTestUpdate(float inputTest) { _testInt = inputTest; }
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void SetWorldTransform(FXMMATRIX& worldTransformation) { XMStoreFloat4x4(&_worldTransformation, worldTransformation); }
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void AddToWorldTransform(FXMMATRIX& transformation) { XMStoreFloat4x4(&_worldTransformation, XMLoadFloat4x4(&_worldTransformation) * transformation); }
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// Although only required in the composite class, these are provided
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// in order to simplify the code base.
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virtual void Add(SceneNodePointer node) {}
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virtual void Remove(SceneNodePointer node) {};
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virtual SceneNodePointer Find(wstring name) { return (_name == name) ? shared_from_this() : nullptr; }
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virtual SceneNodePointer GetFirstChild() { return shared_from_this(); }
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protected:
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XMFLOAT4X4 _worldTransformation;
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