Added instance types
I feel like the way it works now isn't the best
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BIN
G3DTest.suo
BIN
G3DTest.suo
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@@ -233,6 +233,10 @@
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/>
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</FileConfiguration>
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</File>
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<File
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RelativePath=".\PhysicalInstance.cpp"
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>
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</File>
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</Filter>
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<Filter
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Name="Header Files"
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@@ -242,6 +246,10 @@
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RelativePath=".\Instance.h"
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>
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</File>
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<File
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RelativePath=".\PhysicalInstance.h"
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>
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</File>
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</Filter>
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<Filter
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Name="Resource Files"
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16
Instance.cpp
16
Instance.cpp
@@ -1,9 +1,25 @@
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#include <G3DAll.h>
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#include "Instance.h"
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std::string name;
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Instance* parent;
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static const int BASE_INSTANCE = 0;
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static const int PHYSICAL_INSTANCE = 1;
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static const int type = BASE_INSTANCE;
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Instance::Instance(void)
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{
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name = "Default Game Instance";
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}
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Instance::~Instance(void)
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{
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name = "Default Game Instance";
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}
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int getType()
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{
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return type;
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}
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@@ -5,4 +5,9 @@ class Instance
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public:
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Instance(void);
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~Instance(void);
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std::string name;
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int getType();
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Instance* parent; // Another pointer.
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static const int BASE_INSTANCE;
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static const int PHYSICAL_INSTANCE;
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};
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26
PhysicalInstance.cpp
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26
PhysicalInstance.cpp
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@@ -0,0 +1,26 @@
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#include <G3DAll.h>
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#include "PhysicalInstance.h"
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bool collides = true;
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bool anchored = false;
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Vector3 size;
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Vector3 position;
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Color3 color;
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//static const int type = PHYSICAL_INSTANCE;
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PhysicalInstance::PhysicalInstance(void)
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{
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name = "Default PhysicalInstance";
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collides = true;
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anchored = true;
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size = Vector3(2,1,4);
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position = Vector3(0,0,0);
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color = Color3::gray();
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}
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PhysicalInstance::~PhysicalInstance(void)
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{
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}
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10
PhysicalInstance.h
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10
PhysicalInstance.h
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@@ -0,0 +1,10 @@
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#pragma once
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#include "instance.h"
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class PhysicalInstance :
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public Instance
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{
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public:
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PhysicalInstance(void);
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~PhysicalInstance(void);
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};
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10
main.cpp
10
main.cpp
@@ -12,6 +12,7 @@
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*/
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#include <G3DAll.h>
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#include "Instance.h"
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#include "PhysicalInstance.h"
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#if G3D_VER < 61000
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#error Requires G3D 6.10
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@@ -19,6 +20,7 @@
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static const float VNUM = 0.01F;
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static const std::string VERSION = "PRE-ALPHA ";
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static std::vector<Instance> Instances;
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static Instance* dataModel;
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static GFontRef fntdominant = NULL;
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static GFontRef fntlighttrek = NULL;
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static bool democ = true;
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@@ -93,11 +95,17 @@ std::string Convert (float number){
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void Demo::onInit() {
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// Called before Demo::run() beings
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dataModel = new Instance();
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//dataModel->name = "undefined";
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dataModel->parent = NULL;
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PhysicalInstance* test = new PhysicalInstance();
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setDesiredFrameRate(FPSVal[index]);
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app->debugCamera.setPosition(Vector3(0, 2, 10));
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app->debugCamera.lookAt(Vector3(0, 2, 0));
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//std::string str = "Dynamica Duomillenium 5 Version " + VERSION + Convert(VNUM);
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std::string str = "Game \"undefined\"";
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std::string str = "Game \"" + dataModel->name + "\"";
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app->renderDevice->setCaption(str);
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GApplet::onInit();
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}
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