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fixed coordinate system and sebling rotation

Kolja Strohm 2 years ago
parent
commit
645bc6290b
2 changed files with 32 additions and 32 deletions
  1. 32 32
      FactoryCraft/Load.cpp
  2. BIN
      FactoryCraft/data_release/models/blocks.m3

+ 32 - 32
FactoryCraft/Load.cpp

@@ -22,9 +22,9 @@ void createDefaultCube(Bildschirm* zScreen)
     float size = 1;
     float left, right, top, bottom;
     // Calculate the screen coordinates of the left side of the bitmap.
-    left = (float)((-size / 2.0));
+    right = (float)((-size / 2.0));
     // Calculate the screen coordinates of the right side of the bitmap.
-    right = left + (float)size;
+    left = right + (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.
@@ -94,70 +94,70 @@ void createDefaultCube(Bildschirm* zScreen)
     // the order of the polygons has to be NORTH (front), EAST (left), SOUTH
     // (back), WEST (right), TOP, BOTTOM according to the Area definition front
     // side
-    Polygon3D* p = new Polygon3D();
+    Polygon3D* p = new Polygon3D(); // looking from (0,0,0) to (1,0,0) to see this side
     p->indexAnz = 6;
     p->indexList = new int[p->indexAnz];
     p->indexList[0] = 0;
-    p->indexList[1] = 2;
-    p->indexList[2] = 1;
+    p->indexList[1] = 1;
+    p->indexList[2] = 2;
     p->indexList[3] = 1;
-    p->indexList[4] = 2;
-    p->indexList[5] = 3;
+    p->indexList[4] = 3;
+    p->indexList[5] = 2;
     data->addPolygon(p);
     // left side
-    p = new Polygon3D();
+    p = new Polygon3D(); // looking from (0,0,0) to (0,1,0) to see this side
     p->indexAnz = 6;
     p->indexList = new int[p->indexAnz];
     p->indexList[0] = 0 + 8;
-    p->indexList[1] = 2 + 8;
-    p->indexList[2] = 1 + 8;
+    p->indexList[1] = 1 + 8;
+    p->indexList[2] = 2 + 8;
     p->indexList[3] = 1 + 8;
-    p->indexList[4] = 2 + 8;
-    p->indexList[5] = 3 + 8;
+    p->indexList[4] = 3 + 8;
+    p->indexList[5] = 2 + 8;
     data->addPolygon(p);
     // back side
-    p = new Polygon3D();
+    p = new Polygon3D(); // looking from (0,0,0) to (-1,0,0) to see this side
     p->indexAnz = 6;
     p->indexList = new int[p->indexAnz];
     p->indexList[0] = 0 + 4;
-    p->indexList[1] = 2 + 4;
-    p->indexList[2] = 1 + 4;
+    p->indexList[1] = 1 + 4;
+    p->indexList[2] = 2 + 4;
     p->indexList[3] = 1 + 4;
-    p->indexList[4] = 2 + 4;
-    p->indexList[5] = 3 + 4;
+    p->indexList[4] = 3 + 4;
+    p->indexList[5] = 2 + 4;
     data->addPolygon(p);
     // right side
-    p = new Polygon3D();
+    p = new Polygon3D(); // looking from (0,0,0) to (0,-1,0) to see this side
     p->indexAnz = 6;
     p->indexList = new int[p->indexAnz];
     p->indexList[0] = 0 + 12;
-    p->indexList[1] = 2 + 12;
-    p->indexList[2] = 1 + 12;
+    p->indexList[1] = 1 + 12;
+    p->indexList[2] = 2 + 12;
     p->indexList[3] = 1 + 12;
-    p->indexList[4] = 2 + 12;
-    p->indexList[5] = 3 + 12;
+    p->indexList[4] = 3 + 12;
+    p->indexList[5] = 2 + 12;
     data->addPolygon(p);
     // top side
-    p = new Polygon3D();
+    p = new Polygon3D(); // looking from (0,0,0) to (0,0,-1) to see this side
     p->indexAnz = 6;
     p->indexList = new int[p->indexAnz];
     p->indexList[0] = 0 + 16;
-    p->indexList[1] = 2 + 16;
-    p->indexList[2] = 1 + 16;
+    p->indexList[1] = 1 + 16;
+    p->indexList[2] = 2 + 16;
     p->indexList[3] = 1 + 16;
-    p->indexList[4] = 2 + 16;
-    p->indexList[5] = 3 + 16;
+    p->indexList[4] = 3 + 16;
+    p->indexList[5] = 2 + 16;
     data->addPolygon(p);
     // botom side
-    p = new Polygon3D();
+    p = new Polygon3D(); // looking from (0,0,0) to (0,0,1) to see this side
     p->indexAnz = 6;
     p->indexList = new int[p->indexAnz];
     p->indexList[0] = 0 + 20;
-    p->indexList[1] = 2 + 20;
-    p->indexList[2] = 1 + 20;
+    p->indexList[1] = 1 + 20;
+    p->indexList[2] = 2 + 20;
     p->indexList[3] = 1 + 20;
-    p->indexList[4] = 2 + 20;
-    p->indexList[5] = 3 + 20;
+    p->indexList[4] = 3 + 20;
+    p->indexList[5] = 2 + 20;
     data->addPolygon(p);
     data->calculateNormals();
     data->release();

BIN
FactoryCraft/data_release/models/blocks.m3