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基底クラスのサイズが変わってしまいアクセスエラーが出る原因が知りたい。
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提示コードですが
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提示コードですがActorクラスのサイズが変わっているためアクセスエラーが出る原因がわかりせん。これはなぜなのでしょうか?printfデバッグをした結果void RendererDepth()関数が原因なのでその定義をみましたが問題ありません。これは何が原因なのでしょうか?
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Ground.cpp以外のvoid RendererDepth()は空の定義のみです。
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GithubコードのCamera.chpp Renderer()関数部 Ground.cpp void RendererDepth()関数部です。
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Github: https://github.com/Shigurechan/TopViewGame
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Github: [https://github.com/Shigurechan/TopViewGame](https://github.com/Shigurechan/TopViewGame)
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##### 端末
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```
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model->setBindBuffer();
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model->shader.setEnable();
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/*文字数の関係で割愛*/
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model->shader.setDisable();
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model->setUnBindBuffer();
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提示コードですが下記のコメント部のコードで以下の端末のエラーが出ますこれは何が原因なのでしょうか?Actor.hppを継承してlightCub.cppやGround.cppを作成してそれをCamera.cppのメンバ関数で基底のアドレスを取得してそれを参照してループさせているのですがRendererDepth()関数の時だけ例外が出る原因がわかりません。これはなぜでしょうか?
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Ground.cpp以外のvoid RendererDepth()は空の定義のみです。
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GithubコードのCamera.chpp Renderer()関数部 Ground.cpp void RendererDepth()関数部です。
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Github: https://github.com/Shigurechan/TopViewGame
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提示コードですが下記のコメント部のコードで以下の端末のエラーが出ますこれは何が原因なのでしょうか?Actor.hppを継承してlightCub.cppやGround.cppを作成してそれをCamera.cppのメンバ関数で基底のアドレスを取得してそれを参照してループさせているのですがRendererDepth()関数の時だけ例外が出る原因がわかりません。これはなぜでしょうか?
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Ground.cpp以外のvoid RendererDepth()は空の定義のみです。
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Github: https://github.com/Shigurechan/TopViewGame
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##### 端末
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```
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[shigurechan@localhost TopViewGame]$ ./program
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提示コードですが下記のコメント部のコードで以下の端末のエラーが出ますこれは何が原因なのでしょうか?Actor.hppを継承してlightCub.cppやGround.cppを作成してそれをCamera.cppのメンバ関数で基底のアドレスを取得してそれを参照してループさせているのですがRendererDepth()関数の時だけ例外が出る原因がわかりません。これはなぜでしょうか?
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Ground.cpp以外のvoid RendererDepth()は空の定義のみです。
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##### 端末
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```
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[shigurechan@localhost TopViewGame]$ ./program
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#ifndef ___ACTOR_HPP___
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#define ___ACTOR_HPP___
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#include <memory>
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#include <GL/glew.h>
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#include "../../FrameWork/header/Resource.hpp"
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#include "../../FrameWork/header/Shader.hpp"
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#include "../../FrameWork/header/Model.hpp"
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class Actor
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{
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public:
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#endif
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```
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#####
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##### Ground.cpp
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```
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Ground::Ground() : Actor()
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{
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FrameWork::D3::LoadObj("Game/model/ground.obj",file);
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#include <glm/glm.hpp>
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model = std::make_shared<FrameWork::D3::Object>(&file,GL_STATIC_DRAW);
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shader.Load("FrameWork/shader/3D//ShadowMap/ShadowMap.vert","FrameWork/shader/3D/ShadowMap/ShadowMap.frag");
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shaderDepth.Load("FrameWork/shader/3D//ShadowMap/ShadowTexture.vert","FrameWork/shader/3D/ShadowMap/ShadowTexture.frag");
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}
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void Ground::Renderer(glm::mat4 view)const
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{
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model->shader = shaderDepth;
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model->setBindBuffer();
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model->shader.setEnable();
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lightCube = std::make_shared<LightCube>();
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ground = std::make_shared<Ground>();
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control = std::make_shared<Control>();
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cube = std::make_shared<Cube>();
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model->shader.setUniformMatrix4fv("lightSpaceMatrix",lightSpaceMatrix);
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control->setObject(lightCube);
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control->setObject(cube);
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control->setCamera(camera);
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model->shader.setDisable();
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model->setUnBindBuffer();
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}
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void Ground::RendererDepth(GLuint depth,glm::mat4 view)const
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{
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model->shader = shader;
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model->setBindBuffer();
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model->shader.setEnable();
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model->shader.setDisable();
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model->setUnBindBuffer();
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}
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Ground::~Ground()
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{
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lightCube->Update();
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ground->Update();
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}
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}
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Ground::Ground() : Actor()
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{
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{
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FrameWork::D3::LoadObj("Game/model/ground.obj",file);
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model = std::make_shared<FrameWork::D3::Object>(&file,GL_STATIC_DRAW);
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shader.Load("FrameWork/shader/3D//ShadowMap/ShadowMap.vert","FrameWork/shader/3D/ShadowMap/ShadowMap.frag");
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shaderDepth.Load("FrameWork/shader/3D//ShadowMap/ShadowTexture.vert","FrameWork/shader/3D/ShadowMap/ShadowTexture.frag");
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texture = FrameWork::LoadTexture("Game/Assets/debug.png");
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model->setTexture(texture);
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//camera->setView(control);
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camera->setView(ground);
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printf("ああああ\n");
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model->setPosition(glm::vec3(0,0,-5));
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model->setScale(glm::vec3(100,1,100));
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model->setRotate(glm::vec3(1,0,0),0);
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}
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void
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void Ground::setLightPosition(glm::vec3 pos)
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{
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Update();
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model->shader.setEnable();
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model->shader.setUniform4f("uFragment",FrameWork::GetGlColor(glm::vec4(200,255,255,255)));
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model->shader.setDisable();
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}
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void Ground::Update()
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{
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model->shader.setEnable();
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/*
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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*/
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model->shader.setDisable();
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}
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void Ground::Renderer(glm::mat4 view)const
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{
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model->shader = shaderDepth;
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model->setBindBuffer();
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model->shader.setEnable();
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glm::mat4 lightProjection, lightView;
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glm::mat4 lightSpaceMatrix;
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float near_plane = 1.0f, far_plane = 7.5f;
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//lightProjection = glm::perspective(glm::radians(45.0f), (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT, near_plane, far_plane); // note that if you use a perspective projection matrix you'll have to change the light position as the current light position isn't enough to reflect the whole scene
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lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
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lightView = glm::lookAt(glm::vec3(0,0,-5), glm::vec3(0.0f), glm::vec3(0.0, 1.0, 0.0));
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lightSpaceMatrix = lightProjection * lightView;
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// render scene from light's point of view
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model->shader.setUniformMatrix4fv("lightSpaceMatrix",lightSpaceMatrix);
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model->shader.setDisable();
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model->setUnBindBuffer();
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}
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void Ground::RendererDepth(GLuint depth,glm::mat4 view)const
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{
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model->shader = shader;
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model->setBindBuffer();
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model->shader.setEnable();
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glm::mat4 lightProjection, lightView;
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glm::mat4 lightSpaceMatrix;
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float near_plane = 1.0f, far_plane = 7.5f;
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//lightProjection = glm::perspective(glm::radians(45.0f), (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT, near_plane, far_plane); // note that if you use a perspective projection matrix you'll have to change the light position as the current light position isn't enough to reflect the whole scene
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lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
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lightView = glm::lookAt(glm::vec3(0,0,-5), glm::vec3(0.0f), glm::vec3(0.0, 1.0, 0.0));
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lightSpaceMatrix = lightProjection * lightView;
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// render scene from light's point of view
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model->shader.setUniformMatrix4fv("lightSpaceMatrix",lightSpaceMatrix);
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model->shader.setUniform3f("viewPos", glm::vec3(0,0,-5));
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model->shader.setUniform3f("lightPos", glm::vec3(0,100,-5));
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model->setEnableTexture(texture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, depth);
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model->Renderer(view);
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model->shader.setDisable();
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model->setUnBindBuffer();
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}
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Ground::~Ground()
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{
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}
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```
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1
文章を修正
title
CHANGED
File without changes
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body
CHANGED
@@ -54,6 +54,71 @@
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#endif
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```
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##### Game.chpp
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```
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#include "../header/Game.hpp"
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60
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#include <glm/glm.hpp>
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61
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#include <glm/gtc/matrix_transform.hpp>
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63
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Game::Game() : Scene(Sequence::Game)
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64
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{
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65
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66
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camera = std::make_shared<FrameWork::Camera>();
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67
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68
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lightCube = std::make_shared<LightCube>();
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ground = std::make_shared<Ground>();
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70
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control = std::make_shared<Control>();
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71
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cube = std::make_shared<Cube>();
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74
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control->setObject(lightCube);
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76
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control->setObject(cube);
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control->setCamera(camera);
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79
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}
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80
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81
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void Game::Update()
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84
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{
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85
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control->Update();
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86
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+
lightCube->Update();
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87
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ground->Update();
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cube->Update();
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89
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+
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90
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}
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91
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+
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92
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void Game::Renderer() const
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93
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{
|
94
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camera->setView(lightCube);
|
95
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+
//camera->setView(control);
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96
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+
camera->setView(ground);
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97
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+
printf("ああああ\n");
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98
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|
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camera->Renderer();
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100
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}
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101
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void Game::Loop()
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103
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{
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Update();
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Renderer();
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}
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Game::~Game()
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{
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}
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```
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##### Camera.cpp
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58
123
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```
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