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