void ramBaseApp::drawNodeArrays()
{
	// draw nodearray

	for (int n = 0; n < getNumNodeArray(); n++)
	{
		const ramNodeArray &o = getNodeArray(n);

		if (o.isActor())
			drawActor((ramActor &)o);
		else
			drawRigid((ramRigidBody &)o);
	}

	// draw bus

	map<string, ramNodeArray>::iterator it = getActorManager().getAllBus().begin();

	while (it != getActorManager().getAllBus().end())
	{
		const ramNodeArray &o = (*it).second;

		if (o.isActor())
			drawActor((ramActor &)o);
		else
			drawRigid((ramRigidBody &)o);

		++it;
	}
}
void ramBaseApp::drawNodeArrays()
{
	// draw nodearray

	for (int n = 0; n < getNumNodeArray(); n++)
	{
		const ramNodeArray &o = getNodeArray(n);
		
		glPushAttrib(GL_ALL_ATTRIB_BITS);
		glPushMatrix();
		ofPushStyle();
		if (o.isActor())
			drawActor((ramActor &)o);
		else
			drawRigid((ramRigidBody &)o);
		
		ofPopStyle();
		glPopMatrix();
		glPopAttrib();
	}

	// draw bus

	map<string, ramNodeArray>::iterator it = getActorManager().getAllBus().begin();

	while (it != getActorManager().getAllBus().end())
	{
		const ramNodeArray &o = (*it).second;
		
		glPushAttrib(GL_ALL_ATTRIB_BITS);
		glPushMatrix();
		ofPushStyle();
		if (o.isActor())
			drawActor((ramActor &)o);
		else
			drawRigid((ramRigidBody &)o);
		ofPopStyle();
		glPopMatrix();
		glPopAttrib();
		++it;
	}
}
Beispiel #3
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	void HitBox::Draw(Graphics2D&g, long gameTime)
	{
		drawActor(g, gameTime, (x*Camera::Zoom), (y*Camera::Zoom), Camera::Zoom);
	}
Beispiel #4
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	void WireframeActor::Draw(Graphics2D& g,long gameTime) //Draws WireframeActor if setVisible is true
	{
	    drawActor(g,gameTime,x,y,1);
	}