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remove unused code

Kolja Strohm il y a 1 mois
Parent
commit
4d7aa91097
1 fichiers modifiés avec 0 ajouts et 147 suppressions
  1. 0 147
      FactoryCraft/FactoryClient.cpp

+ 0 - 147
FactoryCraft/FactoryClient.cpp

@@ -163,152 +163,6 @@ void createDefaultCube(Bildschirm* zScreen)
     data->release();
 }
 
-void createPlayer(Bildschirm* zScreen)
-{
-    Framework::Model3DData* data
-        = window->zBildschirm()->zGraphicsApi()->createModel("player");
-    data->setAmbientFactor(0.8f);
-    data->setDiffusFactor(0.1f);
-    data->setSpecularFactor(0.1f);
-    float size = 0.8f;
-    float left, right, top, bottom;
-    // Calculate the screen coordinates of the left side of the bitmap.
-    left = (float)((size / 2.0) * -1);
-    // Calculate the screen coordinates of the right side of the bitmap.
-    right = left + (float)size;
-    // Calculate the screen coordinates of the top of the bitmap.
-    top = (float)(size / 2.0);
-    // Calculate the screen coordinates of the bottom of the bitmap.
-    bottom = top - (float)size;
-    float front = -1.5f / 2;
-    float back = front + 1.5f;
-
-    Vertex3D* vertecies = new Vertex3D[24];
-    for (int i = 0; i < 24; i++)
-        vertecies[i].knochenId = 0;
-    vertecies[0].pos = Vec3<float>(left, top, front);
-    vertecies[0].tPos = Vec2<float>(0.f, 0.f);
-    vertecies[1].pos = Vec3<float>(right, top, front);
-    vertecies[1].tPos = Vec2<float>(1.f, 0.f);
-    vertecies[2].pos = Vec3<float>(left, bottom, front);
-    vertecies[2].tPos = Vec2<float>(0.f, 1.f);
-    vertecies[3].pos = Vec3<float>(right, bottom, front);
-    vertecies[3].tPos = Vec2<float>(1.f, 1.f);
-    vertecies[4].pos = Vec3<float>(left, top, back);
-    vertecies[4].tPos = Vec2<float>(0.0f, 0.0f);
-    vertecies[5].pos = Vec3<float>(right, top, back);
-    vertecies[5].tPos = Vec2<float>(1.0f, 0.0f);
-    vertecies[6].pos = Vec3<float>(left, bottom, back);
-    vertecies[6].tPos = Vec2<float>(0.0f, 1.0f);
-    vertecies[7].pos = Vec3<float>(right, bottom, back);
-    vertecies[7].tPos = Vec2<float>(1.0f, 1.0f);
-
-    vertecies[8].pos = Vec3<float>(left, top, front);
-    vertecies[8].tPos = Vec2<float>(1.f, 0.f);
-    vertecies[9].pos = Vec3<float>(right, top, front);
-    vertecies[9].tPos = Vec2<float>(0.f, 0.f);
-    vertecies[10].pos = Vec3<float>(left, bottom, front);
-    vertecies[10].tPos = Vec2<float>(1.f, 1.f);
-    vertecies[11].pos = Vec3<float>(right, bottom, front);
-    vertecies[11].tPos = Vec2<float>(0.f, 1.f);
-    vertecies[12].pos = Vec3<float>(left, top, back);
-    vertecies[12].tPos = Vec2<float>(0.0f, 0.0f);
-    vertecies[13].pos = Vec3<float>(right, top, back);
-    vertecies[13].tPos = Vec2<float>(1.0f, 0.0f);
-    vertecies[14].pos = Vec3<float>(left, bottom, back);
-    vertecies[14].tPos = Vec2<float>(0.0f, 1.0f);
-    vertecies[15].pos = Vec3<float>(right, bottom, back);
-    vertecies[15].tPos = Vec2<float>(1.0f, 1.0f);
-
-    vertecies[16].pos = Vec3<float>(left, top, front);
-    vertecies[16].tPos = Vec2<float>(0.f, 1.f);
-    vertecies[17].pos = Vec3<float>(right, top, front);
-    vertecies[17].tPos = Vec2<float>(1.f, 1.f);
-    vertecies[18].pos = Vec3<float>(left, bottom, front);
-    vertecies[18].tPos = Vec2<float>(0.f, 0.f);
-    vertecies[19].pos = Vec3<float>(right, bottom, front);
-    vertecies[19].tPos = Vec2<float>(1.f, 0.f);
-    vertecies[20].pos = Vec3<float>(left, top, back);
-    vertecies[20].tPos = Vec2<float>(0.0f, 0.0f);
-    vertecies[21].pos = Vec3<float>(right, top, back);
-    vertecies[21].tPos = Vec2<float>(1.0f, 0.0f);
-    vertecies[22].pos = Vec3<float>(left, bottom, back);
-    vertecies[22].tPos = Vec2<float>(0.0f, 1.0f);
-    vertecies[23].pos = Vec3<float>(right, bottom, back);
-    vertecies[23].tPos = Vec2<float>(1.0f, 1.0f);
-
-    data->setVertecies(vertecies, 24);
-    // the order of the polygons has to be NORTH, EAST, SOUTH, WEST, TOP, BOTTOM
-    // according to the Area definition down side
-    Polygon3D* p = new Polygon3D();
-    p->indexAnz = 6;
-    p->indexList = new int[p->indexAnz];
-    p->indexList[0] = 6 + 16;
-    p->indexList[1] = 2 + 16;
-    p->indexList[2] = 3 + 16;
-    p->indexList[3] = 6 + 16;
-    p->indexList[4] = 3 + 16;
-    p->indexList[5] = 7 + 16;
-    data->addPolygon(p);
-    // right side
-    p = new Polygon3D();
-    p->indexAnz = 6;
-    p->indexList = new int[p->indexAnz];
-    p->indexList[0] = 1 + 8;
-    p->indexList[1] = 7 + 8;
-    p->indexList[2] = 3 + 8;
-    p->indexList[3] = 1 + 8;
-    p->indexList[4] = 5 + 8;
-    p->indexList[5] = 7 + 8;
-    data->addPolygon(p);
-    // top side
-    p = new Polygon3D();
-    p->indexAnz = 6;
-    p->indexList = new int[p->indexAnz];
-    p->indexList[0] = 4 + 16;
-    p->indexList[1] = 1 + 16;
-    p->indexList[2] = 0 + 16;
-    p->indexList[3] = 4 + 16;
-    p->indexList[4] = 5 + 16;
-    p->indexList[5] = 1 + 16;
-    data->addPolygon(p);
-    // left side
-    p = new Polygon3D();
-    p->indexAnz = 6;
-    p->indexList = new int[p->indexAnz];
-    p->indexList[0] = 0 + 8;
-    p->indexList[1] = 2 + 8;
-    p->indexList[2] = 6 + 8;
-    p->indexList[3] = 0 + 8;
-    p->indexList[4] = 6 + 8;
-    p->indexList[5] = 4 + 8;
-    data->addPolygon(p);
-    // back side
-    p = new Polygon3D();
-    p->indexAnz = 6;
-    p->indexList = new int[p->indexAnz];
-    p->indexList[0] = 4;
-    p->indexList[1] = 6;
-    p->indexList[2] = 7;
-    p->indexList[3] = 4;
-    p->indexList[4] = 7;
-    p->indexList[5] = 5;
-    data->addPolygon(p);
-    // front side
-    p = new Polygon3D();
-    p->indexAnz = 6;
-    p->indexList = new int[p->indexAnz];
-    p->indexList[0] = 0;
-    p->indexList[1] = 3;
-    p->indexList[2] = 2;
-    p->indexList[3] = 0;
-    p->indexList[4] = 1;
-    p->indexList[5] = 3;
-    data->addPolygon(p);
-    data->calculateNormals();
-    data->release();
-}
-
 void createGrass(Bildschirm* zScreen)
 {
     Model3DData* data = zScreen->zGraphicsApi()->createModel("grass");
@@ -589,7 +443,6 @@ void createFluidCube(Bildschirm* zScreen)
 void createModels(Bildschirm* zScreen)
 {
     createDefaultCube(zScreen);
-    createPlayer(zScreen);
     createGrass(zScreen);
     createFluidCube(zScreen);
 }