
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
37 lines
737 B
C++
37 lines
737 B
C++
#pragma once
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#include "DirectXFramework.h"
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#include "SharedMethods.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 "TerrainNode.h"
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#include <ctime>
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enum class ControlInputs {Forward, Back, TurnLeft, TurnRight, StrafeLeft, StrafeRight, Up, Down, Fire1, Fire2};
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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 _boosting;
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float _boostMultiplier;
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float _flySpeed;
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float _turnSpeed;
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int _invertPitch;
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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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vector<ControlInputs> _currentInputs;
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void GetCurrentControlInputs();
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void ResetCurrentControlInputs();
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};
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