moved aabb calcs
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@@ -30,4 +30,36 @@ private:
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Vector3 playerNextPosition;
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};
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// TODO Rysowanie idzie wg tekstur
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// 2 Graczy, 1 mesh 2 tekstury
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// sharedFrames = objLoader.load("meshes/", "block", 1.0F);
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// var addedTextures = texturesRepo.addByMaterialNames("textures/dirt/", sharedFrames);
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// var addedTexture = texturesRepo.add("textures/blocks/sand.bmp");
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// dirt = new Mesh(sharedFrames);
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// sand = new Mesh(sharedFrames);
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// addedTextures[0].addUsage(dirt.Id, sharedFrames.getMaterialId(0));
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// addedTexture.addUsage(sand.Id, sand.getMaterialId(0));
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// 1 gracz, 2 dynamic tekstury
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// sharedFrames = objLoader.load("meshes/", "block", 1.0F);
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// var addedTexture1 = texturesRepo.add("textures/blocks/sand.bmp");
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// var addedTexture2 = texturesRepo.add("textures/blocks/sand_damaged.bmp");
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// sand = new Mesh(sharedFrames);
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// addedTexture1.removeUsage(sand.Id, sand.getMaterialId(0));
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// draw()
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// addedTexture2.addUsage(sand.Id, sand.getMaterialId(0));
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// 2 różne obj, te same tekstury
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// frames1 = objLoader.load("meshes/", "island", 1.0F);
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// frames2 = objLoader.load("meshes/", "islandAddons", 1.0F);
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// island = new Mesh(frames1);
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// islandAddons = new Mesh(frames2);
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// var addedTextures1 = texturesRepo.addByMaterialNames("textures/island/",frames1);
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// var addedTextures2 = texturesRepo.addByMaterialNames("textures/island/",frames2);
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// texturesRepo.remove(addedTextures2[0]); // duplicate
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// addedTextures1[0].addUsage(islandAddons.Id, islandAddons.getMaterialId(0));
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// Mesh -> position, rotation, color, scale, shouldBeLighted, clut, lod
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#endif
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