removed dff model

This commit is contained in:
Sandro Sobczyński
2020-11-01 14:17:52 +01:00
parent ef7bd425db
commit 200fa3e4d5
14 changed files with 163 additions and 201 deletions
+25 -23
View File
@@ -79,11 +79,12 @@ void Ari::onInit()
texRepo = engine.renderer->getTextureRepository();
// engine.audio.play();
// Vector3 islandPos = Vector3(0.0F, 10.0F, 0.0F);
// island = new Mesh();
// island->rotation.x = -1.6F;
// island->loadDff("sunnyisl/", "sunnyisl.dff", islandPos, 0.1F);
// island->shouldBeFrustumCulled = false;
Vector3 islandPos = Vector3(0.0F, 10.0F, 0.0F);
island = new Mesh();
island->rotation.x = -1.6F;
island->loadDff("sunnyisl/", "sunnyisl.dff", islandPos, 0.1F);
texRepo->addByMesh("sunnyisl/", *island);
island->shouldBeFrustumCulled = false;
// island->shouldBeBackfaceCulled = true;
// islandAddons = new Mesh();
@@ -91,17 +92,17 @@ void Ari::onInit()
// islandAddons->loadDff("sunnyisl/", "sunnyisl3.dff", islandPos, 0.1F);
// islandAddons->shouldBeFrustumCulled = false;
test = new Mesh();
Vector3 testpos = Vector3(0.0F, 10.0F, 0.0F);
test->loadObj("objanim/", "untitled", testpos, 10.0F, 2);
texRepo->addByMesh("objanim/", *test);
std::vector<MeshTexture *> *textures = texRepo->getAll();
textures->at(0)->removeLink(test->id, test->getMaterial(0).getId());
MeshTexture *tex = texRepo->add("objanim/", "water");
tex->addLink(test->id, test->getMaterial(0).getId());
texRepo->removeById(textures->at(0)->getId());
test->playAnimation(0, 1);
test->shouldBeBackfaceCulled = true;
// test = new Mesh();
// Vector3 testpos = Vector3(0.0F, 00.0F, 0.0F);
// test->loadObj("pillar/", "pillar", testpos, .1F, 1);
// texRepo->addByMesh("pillar/", *test);
// std::vector<MeshTexture *> *textures = texRepo->getAll();
// textures->at(0)->removeLink(test->id, test->getMaterial(0).getId());
// MeshTexture *tex = texRepo->add("objanim/", "water");
// tex->addLink(test->id, test->getMaterial(0).getId());
// texRepo->removeById(textures->at(0)->getId());
// test->playAnimation(0, 0);
// test->shouldBeBackfaceCulled = true;
// TODO 1 - Merge dff/md2
// TODO 2 - Refactor
@@ -110,10 +111,11 @@ void Ari::onInit()
// test->shouldBeFrustumCulled = true;
// skybox = new Mesh();
// Vector3 skyboxPos = Vector3(0.0F, 10.0F, 0.0F);
// skybox->loadObj("skybox/", "skybox.obj", skyboxPos, 80.0F);
// skybox->shouldBeFrustumCulled = true;
skybox = new Mesh();
Vector3 skyboxPos = Vector3(0.0F, 10.0F, 0.0F);
skybox->loadObj("skybox/", "skybox", skyboxPos, 80.0F, 1, false);
skybox->shouldBeFrustumCulled = true;
texRepo->addByMesh("skybox/", *skybox);
// waterFloors = new Mesh *[WATER_TILES_COUNT];
// spirals = new Point[WATER_TILES_COUNT];
@@ -151,9 +153,9 @@ void Ari::onUpdate()
if (engine.pad.isCrossClicked)
printf("FPS:%f\n", engine.fps);
camera->update(engine.pad, player->mesh);
engine.renderer->draw(test);
// engine.renderer->draw(skybox);
// engine.renderer->draw(island);
// engine.renderer->draw(test);
engine.renderer->draw(skybox);
engine.renderer->draw(island);
// engine.renderer->draw(islandAddons);
// // engine.renderer->draw(&player->mesh);
// for (u8 i = 0; i < WATER_TILES_COUNT; i++)