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ofApp.h
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ofApp.h
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#pragma once
#include "ofMain.h"
class Actor {
public:
Actor(vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list);
void update(const int& frame_span, vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list);
glm::vec3 getLocation();
glm::vec3 getLocation(int i);
vector<glm::vec3> getLog();
void setColor(ofColor color);
ofColor getColor();
private:
int select_index;
int next_index;
glm::vec3 location;
vector<glm::vec3> log;
ofColor color;
};
class ofApp : public ofBaseApp {
public:
void setup();
void update();
void draw();
void keyPressed(int key) {};
void keyReleased(int key) {};
void mouseMoved(int x, int y) {};
void mouseDragged(int x, int y, int button) {};
void mousePressed(int x, int y, int button) {};
void mouseReleased(int x, int y, int button) {};
void windowResized(int w, int h) {};
void dragEvent(ofDragInfo dragInfo) {};
void gotMessage(ofMessage msg) {};
vector<glm::vec3> parent_location_group;
vector<vector<int>> parent_next_index_group;
vector<int> parent_destination_group;
vector<unique_ptr<Actor>> parent_actor_group;
vector<vector<glm::vec3>> location_group_list;
vector<vector<vector<int>>> next_index_group_list;
vector<vector<int>> destination_group_list;
vector<vector<unique_ptr<Actor>>> actor_group_list;
};