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GameObject.cpp
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GameObject.cpp
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#include "GameObject.h"
GameObject::GameObject(string type, Transform* transform, Mesh geometry, Material material)
: _transform (transform), _geometry(geometry), _type(type), _material(material)
{
_parent = nullptr;
_textureRV[0] = { nullptr};
_textureRV[1] = { nullptr };
_textureRV[2] = { nullptr };
}
GameObject::~GameObject()
{
delete _transform;
}
void GameObject::Update(float deltaTime)
{
_transform->UpdateWorldMatrix();
if (_parent != nullptr)
{
XMStoreFloat4x4(&_transform->GetWorldMatrix4x4(), this->_transform->GetWorldMatrix() * _parent->_transform->GetWorldMatrix());
}
}
void GameObject::Draw(ID3D11DeviceContext * pImmediateContext)
{
// NOTE: We are assuming that the constant buffers and all other draw setup has already taken place
// Set vertex and index buffers
pImmediateContext->IASetVertexBuffers(0, 1, &_geometry._vertexBuffer, &_geometry._vertexBufferStride, &_geometry._vertexBufferOffset);
pImmediateContext->IASetIndexBuffer(_geometry._indexBuffer, DXGI_FORMAT_R16_UINT, 0);
pImmediateContext->DrawIndexed(_geometry._numberOfIndices, 0, 0);
}