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; } }
void HitBox::Draw(Graphics2D&g, long gameTime) { drawActor(g, gameTime, (x*Camera::Zoom), (y*Camera::Zoom), Camera::Zoom); }
void WireframeActor::Draw(Graphics2D& g,long gameTime) //Draws WireframeActor if setVisible is true { drawActor(g,gameTime,x,y,1); }