
Added ability to hold shift and skip the terrain generation when loading Added ability for the perlin terrain to save a raw image of the terrain to use as a cache
53 lines
1.1 KiB
C++
53 lines
1.1 KiB
C++
#pragma once
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#include "DirectXFramework.h"
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#include "SharedMethods.h"
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#include "GamePadController.h"
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#include "TexturedCubeNode.h"
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#include "MeshNode.h"
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#include "SplitMeshNode.h"
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#include "ControlledMeshNode.h"
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#include "ControlledSplitMeshNode.h"
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#include "HeightMapTerrainNode.h"
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#include "PerlinTerrainNode.h"
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#include "SkyNode.h"
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#include <ctime>
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#include <set>
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class Graphics2 : public DirectXFramework
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{
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public:
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void CreateSceneGraph();
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void UpdateSceneGraph();
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private:
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bool _initDone = false;
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bool _boosting = false;
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float _boostMultiplier = 1;
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float _boostMin = 1;
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float _boostStep = 0.5f;
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float _boostMax = 5.0f;
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float _flySpeed = 0.0f;
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float _turnSpeed = 0.0f;
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int _invertPitch = 0;
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float _currentRotation = 0.0f;
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float _currentSideRotation = 0.0f;
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float _currentPropRotation = 0.0f;
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GamePadController _currentController;
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// Changed from a vector to a set because sets only allow for unique values and thats all i want
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set<ControlInputs> _currentInputs;
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shared_ptr<ObjectNode> _currentPlayerObject;
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bool _noClutter = false;
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void GetCurrentControlInputs();
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void ResetCurrentControlInputs();
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void GenerateClutter();
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};
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