Improved logger, added a debug timer, other small stuff, and wrote more user guide
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f66c3fb4e0
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25 files changed
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@@ -61,6 +61,7 @@
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(SolutionDir)NothinFancy\src\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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<MultiProcessorCompilation>true</MultiProcessorCompilation>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@@ -90,6 +91,7 @@ if exist "base.nfpack" (copy "base.nfpack" "$(OutDir)assets\")</Command>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>$(ProjectDir)src\include\;$(SolutionDir)NothinFancy\src\include\</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)obj\</ObjectFileName>
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<MultiProcessorCompilation>true</MultiProcessorCompilation>
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</ClCompile>
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<Link>
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<SubSystem>Windows</SubSystem>
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@@ -16,6 +16,8 @@ int main(int argc, char* argv[]) {
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app.setDefaultState("Main State");
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app.run();
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delete test;
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}
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return 0;
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@@ -6,11 +6,9 @@ void MainState::onEnter() {
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camera->setType(currCamType);
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ap.load("example.nfpack");
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test.create(ap.get("2mats.obj"), nf::Entity::Type::DYNAMIC);
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test.setPosition(nf::Vec3(0.0, 1.5, -5.0));
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plane.create(ap.get("env.obj"), nf::Entity::Type::MAP);
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test.create(ap.get("2mats.obj"), nf::Vec3(0.0, 1.5, -5.0), nf::Entity::Type::DYNAMIC);
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plane.create(ap.get("env.obj"), nf::Vec3(0.0, -20.0, 0.0), nf::Entity::Type::MAP);
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plane.setScale(20.0);
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plane.setPosition(0.0, -20.0, 0.0);
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light.create(nf::Vec3(0.0, 20.0, 0.0), nf::Vec3(1.0, 1.0, 1.0));
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light2.create(nf::Vec3(-10.0, 20.0, -10.0), nf::Vec3(1.0, 1.0, 1.0));
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@@ -42,8 +40,7 @@ void MainState::onEnter() {
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for (int y = 0; y < 3; y++) {
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for (int z = 0; z < 3; z++) {
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entities.push_back(new nf::Entity);
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entities.back()->create(nf::BaseAssets::cube, nf::Entity::Type::DYNAMIC);
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entities.back()->setPosition(nf::Vec3(5.0 + x * 2.05, 1.0 + y * 2.05, -5.0 + z * 2.05));
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entities.back()->create(nf::BaseAssets::cube, nf::Vec3(5.0 + x * 2.05, 1.0 + y * 2.05, -5.0 + z * 2.05), nf::Entity::Type::DYNAMIC);
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}
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}
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}
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@@ -51,7 +48,8 @@ void MainState::onEnter() {
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grav = 2.0f;
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setGravity(grav);
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amb = 0.5f;
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amb = 0.1f;
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setAmbientLight(amb);
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camera->setPosition(-20.0, 7.0, 0.0);
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camera->setRotation(85.0, -30.0);
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@@ -97,8 +95,7 @@ void MainState::update(float deltaTime) {
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if (camera->getType() == nf::Camera::Type::FIRST_PERSON && (app->isMouseClicked(NFI_LEFTMOUSE) || app->isMouseHeld(NFI_RIGHTMOUSE))) {
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entities.push_back(new nf::Entity);
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entities.back()->create(nf::BaseAssets::sphere, nf::Entity::Type::DYNAMIC);
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entities.back()->setPosition(camera->getPosition() + camera->getRotation() * 5.0);
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entities.back()->create(nf::BaseAssets::sphere, camera->getPosition() + camera->getRotation() * 5.0, nf::Entity::Type::DYNAMIC);
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entities.back()->setVelocity(camera->getRotation() * 100.0f);
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entities.back()->setMass(1000.0f);
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}
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