#include "HydraGame.h" bool HydraGame::Initialise() { // m_angle = 0.01f; m_sun_light_id = GetEngine()->ActorManager()->CreateActor(); GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id); GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, 0.0f, 0.0f); GetEngine()->ActorManager()->SetPosition(m_sun_light_id, glm::dvec3(0.0f, 4.0f, 10.0f)); // m_other_light_id = GetEngine()->ActorManager()->CreateActor(); // GetEngine()->ActorManager()->InitialiseActor(m_other_light_id); // GetEngine()->ActorManager()->SetOrientation(m_other_light_id, 0.4f, 0.5f, 0.0f); // //1.570796327f // //3.141592654f m_plane_actor_id = GetEngine()->ActorManager()->CreateActor(); GetEngine()->ActorManager()->InitialiseActor(m_plane_actor_id); GetEngine()->ActorManager()->SetPosition(m_plane_actor_id, glm::dvec3(0, 0, 0)); // m_cube_actor_id = GetEngine()->ActorManager()->CreateActor(); // GetEngine()->ActorManager()->InitialiseActor(m_cube_actor_id); // GetEngine()->ActorManager()->SetPosition(m_cube_actor_id, glm::dvec3(0, -2, 0)); // GetEngine()->ActorManager()->SetRelationship(m_plane_actor_id, m_cube_actor_id); m_gltf_id = GetEngine()->ActorManager()->LoadActor("c:/Code/HydraV3/Media/AntiqueCamera.glb"); GetEngine()->ActorManager()->InitialiseActor(m_gltf_id); GetEngine()->ActorManager()->SetPosition(m_gltf_id, glm::dvec3(0, 0, 0)); m_player_actor_id = GetEngine()->ActorManager()->CreateActor(); GetEngine()->ActorManager()->InitialiseActor(m_player_actor_id); GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 4, 4)); GetEngine()->PossessPlayer(m_player_actor_id); GetEngine()->Camera()->AttachToActor(m_player_actor_id); return false; } void HydraGame::Update(float delta_t_seconds) { if (GetEngine()->KeyPressed(HYDRA_KEY_CODES::HYDRA_KEY_ESCAPE)) { GetEngine()->Exit(); } // GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, m_angle, 0.4, 0.0f); // if(m_angle > (M_PI) - 0.01) // { // m_angle = 0.01; // } m_angle += m_diff; GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.2, m_angle, 0); // GetEngine()->ActorManager()->SetOrientation(m_gltf_id, 0, m_angle, 0); // GetEngine()->ActorManager()->SetOrientation(m_plane_actor_id, 0, m_angle, 0); }