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[CORE][ADD] Renderable add API
- getters - position - rotation - scaleVal - normal - disposeLight
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@ -59,6 +59,13 @@ void Renderable::makeLight() {
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_light = new ScopedLight(glm::vec3(0.0f));
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_light = new ScopedLight(glm::vec3(0.0f));
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}
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}
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void Renderable::disposeLight() {
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if (_light != nullptr) {
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delete _light;
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_light = nullptr;
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}
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}
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void Renderable::render(ShaderProgram shader) {
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void Renderable::render(ShaderProgram shader) {
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// Check if initialized
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// Check if initialized
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if (_model == nullptr) {
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if (_model == nullptr) {
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@ -32,6 +32,10 @@ public:
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~Renderable();
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~Renderable();
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public:
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public:
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glm::vec3 position() const { return _position; }
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glm::mat4 rotation() const { return _rotation; }
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glm::vec3 scaleVal() const { return _scale; }
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void setModel(Model* model);
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void setModel(Model* model);
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void move(glm::vec3 deltaVec);
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void move(glm::vec3 deltaVec);
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void setPosition(glm::vec3 position);
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void setPosition(glm::vec3 position);
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@ -44,6 +48,7 @@ public:
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ScopedLight* originalLight() const; // pass out the light object to scene manager to set light attributes
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ScopedLight* originalLight() const; // pass out the light object to scene manager to set light attributes
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bool hasLight() const { return _light != nullptr; }
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bool hasLight() const { return _light != nullptr; }
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void makeLight(); // create a light source in the object
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void makeLight(); // create a light source in the object
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void disposeLight(); // remove the light source in the object
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const Boundary& boundary() const { return _boundary; }
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const Boundary& boundary() const { return _boundary; }
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