4 #include <physics_entity.h> 8 #include <time_integrator.h> 11 #include <GLFW/glfw3.h> 12 #include <net_force_accumulator.h> 24 std::vector<std::shared_ptr<PhysicsEntity>> m_physics_entity_ptrs;
25 std::vector<std::shared_ptr<Model>> m_model_ptrs;
26 std::shared_ptr<TimeIntegrator> m_time_integrator;
55 void GetPhysicsEntity(
const GLuint index, std::shared_ptr<PhysicsEntity> &entity_ptr);
61 void AddModel(std::shared_ptr<Model> model_ptr);
69 void GetModel(
const GLuint index, std::shared_ptr<Model> &model_ptr, GLuint &VAO);
void AddModel(std::shared_ptr< Model > model_ptr)
Definition: scene.cpp:28
void Render(Shader shader, Vector3Gf view_pos)
Definition: scene.cpp:74
data structure that represents a spring
Definition: spring.h:10
Scene()
Definition: scene.cpp:7
GLuint GetModelCount()
Definition: scene.cpp:44
void CleanUp()
Definition: scene.cpp:116
void GetModel(const GLuint index, std::shared_ptr< Model > &model_ptr, GLuint &VAO)
Definition: scene.cpp:33
void AddPhysicsEntity(std::shared_ptr< PhysicsEntity > entity_ptr)
Definition: scene.cpp:18
void StepPhysics()
Definition: scene.cpp:59
A scene in the engine.
Definition: scene.h:21
void AddSpring(Spring spring)
Definition: scene.cpp:49
GLuint GetPhysicsEntityCount()
Definition: scene.cpp:39
void GetPhysicsEntity(const GLuint index, std::shared_ptr< PhysicsEntity > &entity_ptr)
Definition: scene.cpp:23
void SetLight(Light light)
Definition: scene.cpp:54
Definition: net_force_accumulator.h:14