#include "ugameengine.h" UGameEngine::UGameEngine(AbstractRenderDevice* device) : _device(device) { } UGameEngine::~UGameEngine() { } void UGameEngine::draw() { _device->preDraw(); for(int i = 0; i < _entitites.size(); ++i) { UGEEntity* entity = _entitites[i]; if (entity->isVisible()) { entity->draw(_device); } } _device->postDraw(); } void UGameEngine::addEntity(UGEEntity *entity) { _entitites.append(entity); } void UGameEngine::lookAt(const Vector3D &eye, const Vector3D ¢er, const Vector3D &up) { _device->lookAt(eye, center, up); } void UGameEngine::setClearColor(const QColor &clearColor) { _device->setClearColor(clearColor); } void UGameEngine::initialize(int fov, int width, int height) { _device->initialize(fov, width, height); } void UGameEngine::resize(int width, int height) { _device->resize(width, height); } void UGameEngine::loadTextureFromFile(const QVariant &id, const QString &filename) { _device->loadTextureFromFile(id, filename); }