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Level H Engine
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A class that handles the model component. More...
#include <ModelComponent.h>


Public Member Functions | |
| virtual | ~ModelComponent () |
| A virtual destructor. More... | |
| void | onRender () |
| A function for the model render. More... | |
| void | initaliseHeightmap (std::string fileName) |
| A function to initalise a mesh with a heightmap. More... | |
| void | initalisePrimitive (Primitives::PrimativeType primType) |
| A function to initalise a mesh using a primiative type. More... | |
| void | initaliseHeightmap (std::string fileName, std::string textureFileName) |
| A function to initalise a mesh with a heightmap ad a texture. More... | |
| void | addMat4Uniform (std::string uniformID, float *matPointer) |
| A function to add a matrix 4 uniform. More... | |
| void | addVec3Uniform (std::string uniformID, Vec3 vec) |
| A function to initlaise the uniforms. More... | |
| void | initaliseUniforms () |
| A function to initlaise the uniforms. More... | |
| void | setDiffuse (Vec3 inDif) |
| A function to set the diffuse value. More... | |
| void | setAmbient (Vec3 inAmb) |
| A function to set the ambient value. More... | |
| void | initaliseMesh (std::string objFileName) |
| A function to initalise a mesh without a texture. More... | |
| void | initaliseMesh (std::string objFileName, std::string textureFileName) |
| A function to initalise a mesh with a texture. More... | |
| void | initaliseShaders (std::string vertexShaderFileName, std::string fragmentShaderFileName) |
| A function to initalise the shaders to use with the mesh. MUST BE RUN AFTER MESH INITALISE!!! More... | |
| void | initaliseShaders (std::string vertexShaderFileName, float inR, float inG, float inB) |
| A function to initalise the shaders to use a colour with the mesh. MUST BE RUN AFTER MESH INITALISE!!! More... | |
| void | initaliseShaders (std::string vertexShaderFileName, Vec3 inDiffuse, Vec3 inAmbient) |
| A function to initalise the shaders to use with the mesh. MUST BE RUN AFTER MESH INITALISE!!! More... | |
| void | initaliseDefaultColourShaders (std::string vertexShaderFileName, std::string inColour) |
| A function to initalise a default colour shader to use with the mesh. MUST BE RUN AFTER MESH INITALISE!!! More... | |
| std::string | getMeshID () |
| A function to get the mesh ID. More... | |
| virtual void | onAwake () |
| A virtual function for the componets awake. More... | |
| virtual void | onDestroy () |
| A virtual function for the componets destroy. More... | |
| void | setColour () |
| A function to set the colour. More... | |
Public Member Functions inherited from Component | |
| virtual | ~Component () |
| A virtual destructor. More... | |
| std::weak_ptr< GameObject > | getGameObject () |
| A function to get the game object linked with the component. More... | |
| virtual void | onUpdate () |
| A virtual function for the componets update. More... | |
| void | setDestroyed (bool inDestroyed) |
| A function to set the componets destroyed boolean. More... | |
| bool | getDestroyed () |
| A function to get the componets destroyed boolean. More... | |
| std::string | getID () |
| A function to set the components type ID. More... | |
Private Attributes | |
| std::string | shaderID |
| The Shader for the Model. More... | |
| std::string | meshID |
| The mesh for the Model. More... | |
| bool | textured |
| A boolean for if textured. More... | |
| bool | colour |
| std::unordered_map< std::string, float * > | mat4Uniforms |
| The Uniform locations for the shader program. More... | |
| std::unordered_map< std::string, Vec3 > | vec3Uniforms |
| Vec3 | ambient |
| The ambient and diffuse values. More... | |
| Vec3 | diffuse |
Additional Inherited Members | |
Protected Attributes inherited from Component | |
| std::string | id |
| The ID of the component type. More... | |
A class that handles the model component.
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virtual |
A virtual destructor.
| void ModelComponent::addMat4Uniform | ( | std::string | uniformID, |
| float * | matPointer | ||
| ) |
A function to add a matrix 4 uniform.
| uniformID | The ID of the uniform. |
| matPointer | A pointer to the matrix array. |

| void ModelComponent::addVec3Uniform | ( | std::string | uniformID, |
| Vec3 | vec | ||
| ) |
A function to initlaise the uniforms.

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A function to get the mesh ID.


| void ModelComponent::initaliseDefaultColourShaders | ( | std::string | vertexShaderFileName, |
| std::string | inColour | ||
| ) |
A function to initalise a default colour shader to use with the mesh. MUST BE RUN AFTER MESH INITALISE!!!
| vertexShaderFileName | The vertex shader to use. |
| inColour | The default colour shader to use. |


| void ModelComponent::initaliseHeightmap | ( | std::string | fileName | ) |
A function to initalise a mesh with a heightmap.
| fileName | The image file for the heightmap. |


| void ModelComponent::initaliseHeightmap | ( | std::string | fileName, |
| std::string | textureFileName | ||
| ) |
A function to initalise a mesh with a heightmap ad a texture.
| fileName | The image file for the heightmap. |
| textureFileName | The name of the texture file. |

| void ModelComponent::initaliseMesh | ( | std::string | objFileName | ) |
A function to initalise a mesh without a texture.
| objFileName | The obj file for the mesh. |


| void ModelComponent::initaliseMesh | ( | std::string | objFileName, |
| std::string | textureFileName | ||
| ) |
A function to initalise a mesh with a texture.
| objFileName | The obj file for the mesh. |
| textureFileName | The name of the texture file. |

| void ModelComponent::initalisePrimitive | ( | Primitives::PrimativeType | primType | ) |
A function to initalise a mesh using a primiative type.
| primType | The primitive type for the mesh. |


| void ModelComponent::initaliseShaders | ( | std::string | vertexShaderFileName, |
| std::string | fragmentShaderFileName | ||
| ) |
A function to initalise the shaders to use with the mesh. MUST BE RUN AFTER MESH INITALISE!!!
| vertexShaderFileName | The vertex shader to use. |
| fragmentShaderFileName | The fragment shader to use. |


| void ModelComponent::initaliseShaders | ( | std::string | vertexShaderFileName, |
| float | inR, | ||
| float | inG, | ||
| float | inB | ||
| ) |
A function to initalise the shaders to use a colour with the mesh. MUST BE RUN AFTER MESH INITALISE!!!
| vertexShaderFileName | The vertex shader to use. |
| inR | The colour red value. |
| inG | The colour green value. |
| inB | The colour blue value. |

| void ModelComponent::initaliseShaders | ( | std::string | vertexShaderFileName, |
| Vec3 | inDiffuse, | ||
| Vec3 | inAmbient | ||
| ) |
A function to initalise the shaders to use with the mesh. MUST BE RUN AFTER MESH INITALISE!!!
| vertexShaderFileName | The vertex shader to use. |
| inDiffuse | The diffuse colour value. |
| inAmbient | The ambient colour value. |

| void ModelComponent::initaliseUniforms | ( | ) |
A function to initlaise the uniforms.


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virtual |
A virtual function for the componets awake.
Reimplemented from Component.

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virtual |
A virtual function for the componets destroy.
Reimplemented from Component.

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virtual |
A function for the model render.
Reimplemented from Component.

| void ModelComponent::setAmbient | ( | Vec3 | inAmb | ) |
A function to set the ambient value.
| void ModelComponent::setColour | ( | ) |
A function to set the colour.

| void ModelComponent::setDiffuse | ( | Vec3 | inDif | ) |
A function to set the diffuse value.

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private |
The ambient and diffuse values.
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private |
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private |
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private |
The Uniform locations for the shader program.
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private |
The mesh for the Model.
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private |
The Shader for the Model.
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private |
A boolean for if textured.
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1.8.13