[DEV] add display
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@ -58,6 +58,18 @@ ege::ElementGame::~ElementGame(void)
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IADisable();
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IADisable();
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// same ...
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// same ...
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DynamicDisable();
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DynamicDisable();
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if (NULL != m_mesh) {
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// release the mesh
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ewol::resource::Release(m_mesh);
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}
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if (NULL != m_body) {
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delete(m_body);
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m_body = NULL;
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}
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if (NULL != m_shape) {
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delete(m_shape);
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m_shape=NULL;
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}
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EGE_DEBUG("Destroy element : uId=" << m_uID);
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EGE_DEBUG("Destroy element : uId=" << m_uID);
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}
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}
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@ -405,6 +417,25 @@ void ege::ElementGame::DrawDebug(ewol::Colored3DObject* _draw, const ege::Camera
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* etk::matScale(vec3(0.05,0.05,0.05)));
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* etk::matScale(vec3(0.05,0.05,0.05)));
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}
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}
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void ege::ElementGame::Draw(int32_t _pass)
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{
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if (false == m_elementInPhysicsSystem) {
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return;
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}
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if (_pass==0) {
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if( NULL != m_body
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&& NULL != m_mesh
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&& m_body->getMotionState() ) {
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btScalar mmm[16];
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btDefaultMotionState* myMotionState = (btDefaultMotionState*)m_body->getMotionState();
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myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(mmm);
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mat4 transformationMatrix(mmm);
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transformationMatrix.Transpose();
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m_mesh->Draw(transformationMatrix);
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}
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}
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}
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void ege::ElementGame::DynamicEnable(void)
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void ege::ElementGame::DynamicEnable(void)
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{
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{
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@ -125,7 +125,7 @@ namespace ege
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* @brief Draw the curent element (can have multiple display)
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* @brief Draw the curent element (can have multiple display)
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* @param[in] pass Id of the current pass : [0..?]
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* @param[in] pass Id of the current pass : [0..?]
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*/
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*/
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virtual void Draw(int32_t _pass=0) { };
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virtual void Draw(int32_t _pass=0);
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/**
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/**
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* @brief Draw the current life of the element
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* @brief Draw the current life of the element
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