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make item cube model unneeded

Kolja Strohm 1 an în urmă
părinte
comite
8ac01deafe
2 a modificat fișierele cu 4 adăugiri și 153 ștergeri
  1. 4 1
      FactoryCraft/FactoryClient.cpp
  2. 0 152
      FactoryCraft/Load.cpp

+ 4 - 1
FactoryCraft/FactoryClient.cpp

@@ -115,12 +115,15 @@ void FactoryClient::loadServerInfo()
             float maxX = MAX(
                 MAX(MAX(abs(min.x), abs(max.x)), MAX(abs(min.y), abs(max.y))),
                 MAX(abs(min.z), abs(max.z)));
-            kam->setPosition(Vec3<float>(maxX * 5, 0.f, 0.f));
+            kam->setPosition(Vec3<float>(maxX * 6, 0.f, 0.f));
         }
         mdl->setModelDaten(data);
         mdl->setModelTextur(itemTypes[i]->getItemTextur());
         mdl->setPosition(Vec3<float>(0.f, 0.f, 0.f));
         mdl->setDrehung(0.25f, 0.25f, 0.55f);
+        mdl->setAmbientFactor(0.8f);
+        mdl->setDiffusFactor(0.1f);
+        mdl->setSpecularFactor(0.1f);
         w->addZeichnung(mdl);
         w->tick(0);
         window->zBildschirm()->lock();

+ 0 - 152
FactoryCraft/Load.cpp

@@ -164,157 +164,6 @@ void createDefaultCube(Bildschirm* zScreen)
     data->release();
 }
 
-void createCubeItem(Bildschirm* zScreen)
-{
-    Framework::Model3DData* data
-        = window->zBildschirm()->zGraphicsApi()->createModel("itemCube");
-    data->setAmbientFactor(0.8f);
-    data->setDiffusFactor(0.1f);
-    data->setSpecularFactor(0.1f);
-    float size = 0.2f;
-    float left, right, top, bottom;
-    // Calculate the screen coordinates of the left side of the bitmap.
-    left = (float)((-size / 2.0));
-    // 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 = -size / 2;
-    float back = front + size;
-
-    Vertex3D* vertecies = new Vertex3D[24];
-    for (int i = 0; i < 24; i++)
-        vertecies[i].knochenId = 0;
-    // front side
-    vertecies[0].pos = Vec3<float>(left, front, top);
-    vertecies[0].tPos = Vec2<float>(0.f, 0.f);
-    vertecies[1].pos = Vec3<float>(right, front, top);
-    vertecies[1].tPos = Vec2<float>(1.f, 0.f);
-    vertecies[2].pos = Vec3<float>(left, front, bottom);
-    vertecies[2].tPos = Vec2<float>(0.f, 1.f);
-    vertecies[3].pos = Vec3<float>(right, front, bottom);
-    vertecies[3].tPos = Vec2<float>(1.f, 1.f);
-    // back side
-    vertecies[4].pos = Vec3<float>(right, back, top);
-    vertecies[4].tPos = Vec2<float>(0.0f, 0.0f);
-    vertecies[5].pos = Vec3<float>(left, back, top);
-    vertecies[5].tPos = Vec2<float>(1.0f, 0.0f);
-    vertecies[6].pos = Vec3<float>(right, back, bottom);
-    vertecies[6].tPos = Vec2<float>(0.0f, 1.0f);
-    vertecies[7].pos = Vec3<float>(left, back, bottom);
-    vertecies[7].tPos = Vec2<float>(1.0f, 1.0f);
-    // left side
-    vertecies[8].pos = Vec3<float>(left, back, top);
-    vertecies[8].tPos = Vec2<float>(0.f, 0.f);
-    vertecies[9].pos = Vec3<float>(left, front, top);
-    vertecies[9].tPos = Vec2<float>(1.f, 0.f);
-    vertecies[10].pos = Vec3<float>(left, back, bottom);
-    vertecies[10].tPos = Vec2<float>(0.f, 1.f);
-    vertecies[11].pos = Vec3<float>(left, front, bottom);
-    vertecies[11].tPos = Vec2<float>(1.f, 1.f);
-    // right side
-    vertecies[12].pos = Vec3<float>(right, front, top);
-    vertecies[12].tPos = Vec2<float>(0.0f, 0.0f);
-    vertecies[13].pos = Vec3<float>(right, back, top);
-    vertecies[13].tPos = Vec2<float>(1.0f, 0.0f);
-    vertecies[14].pos = Vec3<float>(right, front, bottom);
-    vertecies[14].tPos = Vec2<float>(0.0f, 1.0f);
-    vertecies[15].pos = Vec3<float>(right, back, bottom);
-    vertecies[15].tPos = Vec2<float>(1.0f, 1.0f);
-    // top side
-    vertecies[16].pos = Vec3<float>(left, back, top);
-    vertecies[16].tPos = Vec2<float>(0.f, 0.f);
-    vertecies[17].pos = Vec3<float>(right, back, top);
-    vertecies[17].tPos = Vec2<float>(1.f, 0.f);
-    vertecies[18].pos = Vec3<float>(left, front, top);
-    vertecies[18].tPos = Vec2<float>(0.f, 1.f);
-    vertecies[19].pos = Vec3<float>(right, front, top);
-    vertecies[19].tPos = Vec2<float>(1.f, 1.f);
-    // botom side
-    vertecies[20].pos = Vec3<float>(left, front, bottom);
-    vertecies[20].tPos = Vec2<float>(0.0f, 0.0f);
-    vertecies[21].pos = Vec3<float>(right, front, bottom);
-    vertecies[21].tPos = Vec2<float>(1.0f, 0.0f);
-    vertecies[22].pos = Vec3<float>(left, back, bottom);
-    vertecies[22].tPos = Vec2<float>(0.0f, 1.0f);
-    vertecies[23].pos = Vec3<float>(right, back, bottom);
-    vertecies[23].tPos = Vec2<float>(1.0f, 1.0f);
-
-    data->setVertecies(vertecies, 24);
-    // 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();
-    p->indexAnz = 6;
-    p->indexList = new int[p->indexAnz];
-    p->indexList[0] = 0;
-    p->indexList[1] = 2;
-    p->indexList[2] = 1;
-    p->indexList[3] = 1;
-    p->indexList[4] = 2;
-    p->indexList[5] = 3;
-    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] = 1 + 8;
-    p->indexList[3] = 1 + 8;
-    p->indexList[4] = 2 + 8;
-    p->indexList[5] = 3 + 8;
-    data->addPolygon(p);
-    // back side
-    p = new Polygon3D();
-    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[3] = 1 + 4;
-    p->indexList[4] = 2 + 4;
-    p->indexList[5] = 3 + 4;
-    data->addPolygon(p);
-    // right side
-    p = new Polygon3D();
-    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[3] = 1 + 12;
-    p->indexList[4] = 2 + 12;
-    p->indexList[5] = 3 + 12;
-    data->addPolygon(p);
-    // top side
-    p = new Polygon3D();
-    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[3] = 1 + 16;
-    p->indexList[4] = 2 + 16;
-    p->indexList[5] = 3 + 16;
-    data->addPolygon(p);
-    // botom side
-    p = new Polygon3D();
-    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[3] = 1 + 20;
-    p->indexList[4] = 2 + 20;
-    p->indexList[5] = 3 + 20;
-    data->addPolygon(p);
-    data->calculateNormals();
-    data->release();
-}
-
 void createPlayer(Bildschirm* zScreen)
 {
     Framework::Model3DData* data
@@ -741,7 +590,6 @@ void createFluidCube(Bildschirm* zScreen)
 void createModels(Bildschirm* zScreen)
 {
     createDefaultCube(zScreen);
-    createCubeItem(zScreen);
     createPlayer(zScreen);
     createGrass(zScreen);
     createFluidCube(zScreen);