feat: use renderable
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@ -38,7 +38,7 @@ public:
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lightEntity = scene->CreateEntity();
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lightEntity.AddComponent<Transform>(glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
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lightEntity.AddComponent<light>(light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
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lightEntity.AddComponent<mesh>(std::shared_ptr<Object>(lightObj));
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lightEntity.AddComponent<mesh>(std::shared_ptr<Renderable>(lightObj));
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assert(lightEntity.HasComponent<mesh>() && "light doesn't have any mesh!");
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cameraEntity = scene->CreateEntity();
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@ -50,7 +50,7 @@ public:
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Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
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modelEntity = scene->CreateEntity();
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modelEntity.AddComponent<Transform>(glm::vec3(0.f, 0.0f, 0.f));
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modelEntity.AddComponent<mesh>(std::shared_ptr<Object>(targetObj));
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modelEntity.AddComponent<mesh>(std::shared_ptr<Renderable>(targetObj));
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modelEntity.AddComponent<rotate>();
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assert(modelEntity.HasComponent<mesh>() && "model doesn't have any mesh!");
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@ -77,7 +77,7 @@ public:
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Object* floorObj = Object::LoadFile("./assets/common/plane/plane.obj");
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auto floorEntt = scene->CreateEntity();
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floorEntt.AddComponent<Transform>(glm::vec3(0.f));
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floorEntt.AddComponent<Transform>(glm::vec3(0.f), glm::vec3(2.f), glm::vec3(5.f));
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floorEntt.AddComponent<mesh>(std::shared_ptr<Object>(floorObj));
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assert(floorEntt.HasComponent<mesh>() && "floor doesn't have any mesh component!");
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