CG-Project2
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This State render an interactive scene with rendered meshes and lights. The user can modify their internal data, stored in components, thanks to ImGui panels and if the mesh has normals thei can be viewed in a panel using framebuffer for rendering. More...
#include <NormalViewState.hpp>
Public Member Functions | |
virtual void | onAttach () override |
This method is called after using StateManager::sync() (read StateMnaager::sync() documentation for more info). It should contain all the operations that must be done before you start the execution of a State. | |
virtual void | onDetach () override |
This method is called while using sync() (read sync() documentation for more info). It should contain all the operations that must be done at the end of State execution before deleting or changing State, it is automatically called by sync(). | |
virtual void | onUpdate () override |
This methods contains all the operations executed at every event::loop::LOOP_UPDATE if there are any. | |
virtual void | onRender () override |
This methods contains all the operations executed at every event::loop::LOOP_RENDER if there are any. | |
virtual bool | isCurrentStateEnd () override |
Retrieves the current binary state of the current State | |
NormalViewState () | |
Instances the normal view state. | |
Public Member Functions inherited from State | |
std::string | getName () const |
Retrieves the State name. | |
bool | isAttached () const |
Retrieves if the state is attached. | |
State (const std::string &name="State") | |
Instances a state with the given name. |
Additional Inherited Members | |
Protected Attributes inherited from State | |
const std::string | m_name |
state's name | |
bool | m_attached = false |
true if the state is attached |
This State render an interactive scene with rendered meshes and lights. The user can modify their internal data, stored in components, thanks to ImGui panels and if the mesh has normals thei can be viewed in a panel using framebuffer for rendering.
In this simulation there is no physics but the world camera has a collider so it won't penetrate in meshes inside the scene.
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overridevirtual |
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overridevirtual |
This method is called after using StateManager::sync() (read StateMnaager::sync() documentation for more info). It should contain all the operations that must be done before you start the execution of a State.
Also this method need to be called in child class implementation using State::onAttach()
Reimplemented from State.
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overridevirtual |
This method is called while using sync() (read sync() documentation for more info). It should contain all the operations that must be done at the end of State execution before deleting or changing State, it is automatically called by sync().
Also this method need to be called in child class implementation using State::onDetach()
Reimplemented from State.
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overridevirtual |
This methods contains all the operations executed at every event::loop::LOOP_RENDER if there are any.
Reimplemented from State.
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overridevirtual |
This methods contains all the operations executed at every event::loop::LOOP_UPDATE if there are any.
Reimplemented from State.