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/******************************************************
* LEGACY CODE FROM EMBRYO VERY FIRST DRAFT *
* READ AT YOUR OWN RISK *
* I cannot be held responsible for any brain damage *
* resulting caused by the reading of this code *
* It worked at some point, so it should be pretty *
* easy to reimplment it *
******************************************************/
// TODO Scene must be able to hold Object and Camera
//#pragma once
//#include "Object.h"
//#include "Camera.h"
//#include "ShaderProgram.h"
//#include <vector>
//#include "ExternalLib/glad.h"
//typedef struct // one object could have multiple instances in the same scene
//{ // coordinates of Object's origin
// float xPos, yPos, zPos;
// float xRot, yRot, zRot;
//} Coordinates;
//bool operator==(Coordinates const& lhs, Coordinates const& rhs);
//typedef struct // forces (gravity, etc) //TODO ATM , it is mostly inadapted for non constant forces
//{ // force/movement applied to an Object
// float xPos, yPos, zPos;
// float xRot, yRot, zRot;
//} Force;
//bool operator==(Force const& lhs, Force const& rhs);
//typedef struct // OBject Instance
//{ // COMPLETEMENT DEBILE => because modification on ONE object will alter all the other ones
// // =====> get rid of OBI ! => or evolve OBI to PREFAB
// Object obj;
// Coordinates coords;
// std::vector<Force> forces;
//} OBI;
//bool operator==(OBI const& lhs, OBI const& rhs);
//class Scene
//{
// /*
// * Scene is encapsulating a VAO and everything needed to print the objects associated to it
// * It comes with a couple of handy functions that allows easy, comprehensive and fast development.
// * Allowing for instance to bind an object in one Line
// */
// public:
// /***** Constructors *****/
// Scene(ShaderProgram* sp);
// ~Scene();
// /***** Members *****/
// Camera cam;
// /***** Methods *****/
// void addObject(Object& object, Coordinates& coords, std::vector<Force> &forces);
// void addObject(Object& object, Coordinates& coords);
// int searchObject(Object& object) const;
// int searchObject(Object& object, Coordinates& coords);
// int searchObject(Object& object, Coordinates& coords_, std::vector<Force> forces);
// int remObject(Object& object);
// int remObject(Object& object, Coordinates coords);
// int remObject(Object& object, Coordinates coords_, std::vector<Force> forces);
// ShaderProgram* getShaderProgram();
// /***** Operator *****/
// bool operator==(Scene const& rhs) const
// {
// if ( cam == rhs.cam &&
// obis == rhs.obis
// )
// return true;
// else
// return false;
// }
//// void loadScene();
//// void unLoadScene();
//// void drawScene();
// void renderScene();
// void renderOBI(OBI o);
// private:
// /***** Members *****/
// ShaderProgram* shaderProgram;
// std::vector<OBI> obis; // vector storing an Object and its coordinates
//};