Polygon::Polygon(vec2* aVertices, unsigned int aCount) : GameObject("Polygon"), m_Shader(nullptr), m_AnchorPoint(0.0f, 0.0f), m_AnchorLocation(0.0f, 0.0f), m_Color(Color::BlueColor()), m_RenderMode(GL_TRIANGLE_FAN), m_IsFilled(true), m_PointSize(1.0f), m_TweenAnchorX(), m_TweenAnchorY(), m_TweenAlpha(), m_VertexArrayObject(0), m_VertexBufferObject(0) { //Set the shader as the default passthrough shader SetShader(ServiceLocator::GetShaderManager()->GetPassthroughShader()); //Set the vertices SetVertices(aVertices, aCount); //Intialize the position and angle SetLocalPosition(vec2(0.0f, 0.0f)); SetLocalAngle(0.0f); //Set the model matrix to dirty ModelMatrixIsDirty(true); }
Polygon::Polygon(vec2* aVertices, unsigned int aCount, Shader* aShader) : GameObject("Polygon"), m_Shader(aShader), m_AnchorPoint(0.0f, 0.0f), m_AnchorLocation(0.0f, 0.0f), m_Color(Color::BlackColor()), m_RenderMode(GL_TRIANGLE_FAN), m_IsFilled(true), m_PointSize(1.0f), m_TweenAnchorX(), m_TweenAnchorY(), m_TweenAlpha(), m_VertexArrayObject(0), m_VertexBufferObject(0) { //Set the vertices SetVertices(aVertices, aCount); //Intialize the position and angle SetLocalPosition(vec2(0.0f, 0.0f)); SetLocalAngle(0.0f); //Set the model matrix to dirty ModelMatrixIsDirty(); }
Polygon::Polygon(const string& aType) : GameObject(aType == "" ? "Polygon" : aType), m_Shader(nullptr), m_AnchorPoint(0.0f, 0.0f), m_AnchorLocation(0.0f, 0.0f), m_Color(Color::BlueColor()), m_RenderMode(GL_TRIANGLE_FAN), m_IsFilled(true), m_PointSize(1.0f), m_TweenAnchorX(), m_TweenAnchorY(), m_TweenAlpha(), m_VertexArrayObject(0), m_VertexBufferObject(0) { //Set the shader as the default passthrough shader SetShader(ServiceLocator::GetShaderManager()->GetPassthroughShader()); //Intialize the position and angle SetLocalPosition(0.0f, 0.0f); SetLocalAngle(0.0f); //Set the model matrix to dirty ModelMatrixIsDirty(); }
void PhysicsObject::SetTransform(float aX, float aY, float aAngle, double aDuration, EasingFunction aEasing, bool aReverse, int aRepeatCount) { SetLocalX(aX, aDuration, aEasing, aReverse, aRepeatCount); SetLocalY(aY, aDuration, aEasing, aReverse, aRepeatCount); SetLocalAngle(aAngle, aDuration, aEasing, aReverse, aRepeatCount); }