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GameScene.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\GameFactory\GameScene.h
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#pragma once #include "precompiled.h" #include "GameEntity.h" #include "InputManager.h" namespace GameFactory{ class GameScene { private: MyList
mEntityPool; SceneManager* mSceneMgr; RenderWindow* mRenderWindow; Camera* mCamera; NxPhysicsSDK* mPhysSDK; NxScene* mPhysScene; static GameScene* theSingleton; InputManager* mInputManager; protected: bool mIsRunning; public: static Real GravityValue; GameEntity* test; GameScene(const String& resourceName, SceneManager* pSceneManager, RenderWindow* renderWindow, Camera* camera, NxPhysicsSDK* pPhysicSDK, NxScene* pPhysicScene); virtual ~GameScene(); inline static GameScene* GetSingleton(){ myassert(theSingleton!=NULL); return theSingleton; } inline RenderWindow* GetRenderWindow()const {return mRenderWindow;}; inline SceneManager* GetSceneManager()const {return mSceneMgr;}; inline NxPhysicsSDK* GetPhysicsSDK()const {return mPhysSDK;}; inline NxScene* GetPhysicsScnene()const {return mPhysScene;}; inline void _addEntity(GameEntity* entity){ myassert(entity!=NULL); mEntityPool.Put(*entity); }; inline void _removeEntity(GameEntity* entity){ myassert(entity!=NULL); mEntityPool.Remove(*entity); } void FrameMove(Real elapsedTime); PhysicalEventHandler* RayCastClosest(const Vec3& from, const Vec3& direction, Vec3* hitPosition = NULL, Vec3* hitNormal = NULL); void _GetRayCameraToViewport(const Vec3& mousePos, Vec3& from, Vec3& direction); void FrustumCheck(const Vec3& mouseTopLeft, const Vec3& mouseBottomRight, void (*callback)(PhysicalEventHandler*)); inline void SetIsRunning(bool isRunning){mIsRunning = isRunning;}; inline bool GetIsRunning(){return mIsRunning;}; }; }
GameScene.h
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