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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@ -1,10 +1,5 @@
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#include "SplitMeshNode.h"
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SplitMeshNode::SplitMeshNode(wstring name, wstring modelName)
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{
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_modelName = modelName;
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}
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bool SplitMeshNode::Initialise()
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{
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bool currentStatus = true;
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@ -16,8 +11,8 @@ bool SplitMeshNode::Initialise()
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currentStatus = false;
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}
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else
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{
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Add(AddMeshNode(_mesh->GetRootNode()));
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{
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Add(AddMeshNode(_mesh->GetRootNode()));
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}
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if (currentStatus)
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@ -28,10 +23,10 @@ bool SplitMeshNode::Initialise()
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return currentStatus;
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}
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SceneGraphPointer SplitMeshNode::AddMeshNode(shared_ptr<Node> node)
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SceneNodePointer SplitMeshNode::AddMeshNode(shared_ptr<Node> node)
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{
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unsigned int subMeshCount = (unsigned int)node->GetMeshCount();
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SceneGraphPointer currentNodeGraph = make_shared<SceneGraph>(node->GetName());
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SceneNodePointer currentNodeGraph = make_shared<SceneGraph>(node->GetName());
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/*string nameString;
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for (char x : node->GetName())
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@ -46,8 +41,7 @@ SceneGraphPointer SplitMeshNode::AddMeshNode(shared_ptr<Node> node)
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{
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unsigned int meshIndex = node->GetMesh(i);
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shared_ptr<SubMesh> subMesh = _mesh->GetSubMesh(meshIndex);
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shared_ptr<SubMeshNode> subNode = make_shared<SubMeshNode>(node->GetName() + L"_" + to_wstring(i), subMesh);
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subNode->SetWorldTransform(XMMatrixIdentity());
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shared_ptr<SubMeshNode> subNode = make_shared<SubMeshNode>(node->GetName() + L"_" + to_wstring(i), subMesh);
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currentNodeGraph->Add(subNode);
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}
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