Remove large resources. (#16)
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@@ -11,26 +11,21 @@
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using namespace Qtk;
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ExampleScene::ExampleScene(Qtk::Scene * scene) : Qtk::SceneInterface(scene) {
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ExampleScene::ExampleScene()
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{
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setSceneName("Example Scene");
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getCamera().getTransform().setTranslation(-8.0f, 0.0f, 10.0f);
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getCamera().getTransform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
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}
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ExampleScene::~ExampleScene() {}
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ExampleScene::~ExampleScene() = default;
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void ExampleScene::init() {
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auto skybox = new Qtk::Skybox("Skybox");
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setSkybox(skybox);
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std::string spartanPath = QTK_EXAMPLE_SOURCE_DIR;
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spartanPath += "/resources/models/spartan/spartan.obj";
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auto spartan = new Model("spartan", spartanPath.c_str());
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addObject(spartan);
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spartan->getTransform().setTranslation(-4.0f, 0.0f, 0.0f);
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void ExampleScene::init()
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{
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setSkybox(new Qtk::Skybox);
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auto mesh = addObject(
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new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ARRAYS)));
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new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
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mesh->getTransform().setTranslation(-5.0f, 0.0f, -2.0f);
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// QTK_DRAW_ARRAYS is the default for generic shapes in qtk/shape.h
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@@ -56,11 +51,20 @@ void ExampleScene::init() {
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mesh->setColor(GREEN);
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}
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void ExampleScene::draw() {
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void ExampleScene::draw()
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{
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// The base class method _must_ be called first, before additional logic.
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Scene::draw();
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// No additional custom draw logic for this example.
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// QtkScene in Qtk desktop application is an example using custom draw logic.
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}
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void ExampleScene::update() {
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void ExampleScene::update()
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{
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auto top_triangle = MeshRenderer::getInstance("topTriangle");
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auto bottom_triangle = MeshRenderer::getInstance("bottomTriangle");
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// Pitch forward and roll sideways
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MeshRenderer::getInstance("leftTriangle")
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->getTransform()
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@@ -69,27 +73,20 @@ void ExampleScene::update() {
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->getTransform()
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.rotate(0.75f, 0.0f, 0.0f, 1.0f);
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// Make the top and bottom triangles slide left-to-right.
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static float translateX = 0.025f;
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float limit = -9.0f; // Origin position.x - 2.0f
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float posX = MeshRenderer::getInstance("topTriangle")
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->getTransform()
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.getTranslation()
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.x();
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if(posX < limit || posX > limit + 4.0f) {
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float posX = top_triangle->getTransform().getTranslation().x();
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if (posX < limit || posX > limit + 4.0f) {
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translateX = -translateX;
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}
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MeshRenderer::getInstance("topTriangle")
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->getTransform()
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.translate(translateX, 0.0f, 0.0f);
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MeshRenderer::getInstance("bottomTriangle")
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->getTransform()
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.translate(-translateX, 0.0f, 0.0f);
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MeshRenderer::getInstance("topTriangle")
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->getTransform()
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.rotate(0.75f, 0.2f, 0.0f, 0.4f);
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MeshRenderer::getInstance("bottomTriangle")
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->getTransform()
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.rotate(0.75f, 0.0f, 0.2f, 0.4f);
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top_triangle->getTransform().translate(translateX, 0.0f, 0.0f);
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bottom_triangle->getTransform().translate(-translateX, 0.0f, 0.0f);
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// Apply some rotation to the triangles as they move left-to-right.
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top_triangle->getTransform().rotate(0.75f, 0.2f, 0.0f, 0.4f);
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bottom_triangle->getTransform().rotate(0.75f, 0.0f, 0.2f, 0.4f);
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MeshRenderer::getInstance("centerCube")
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->getTransform()
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