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@@ -74,4 +74,159 @@ void BasicBlockItemType::loadSuperItem( Item* zItem, Framework::StreamReader* zR
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zReader->lese( (char*)&item->hardness, 4 );
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zReader->lese( (char*)&item->toolId, 4 );
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zReader->lese( (char*)&item->speedModifier, 4 );
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+}
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+
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+Framework::Model3DData* BasicBlockItemType::getItemModel() const
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+{
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+ if( window->zBildschirm()->zGraphicsApi()->hasModel( "itemCube" ) )
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+ return window->zBildschirm()->zGraphicsApi()->getModel( "itemCube" );
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+ else
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+ {
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+ Framework::Model3DData* data = window->zBildschirm()->zGraphicsApi()->createModel( "itemCube" );
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+ data->setAmbientFactor( 0.8f );
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+ data->setDiffusFactor( 0.1f );
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+ data->setSpecularFactor( 0.1f );
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+ float size = 0.2f;
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+ float left, right, top, bottom;
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+ // Calculate the screen coordinates of the left side of the bitmap.
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+ left = (float)((size / 2.0) * -1);
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+ // Calculate the screen coordinates of the right side of the bitmap.
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+ right = left + (float)size;
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+ // Calculate the screen coordinates of the top of the bitmap.
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+ top = (float)(size / 2.0);
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+ // Calculate the screen coordinates of the bottom of the bitmap.
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+ bottom = top - (float)size;
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+ float front = -size / 2;
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+ float back = front + size;
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+
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+ Vertex3D* vertecies = new Vertex3D[ 24 ];
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+ for( int i = 0; i < 24; i++ )
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+ vertecies[ i ].knochenId = 0;
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+ vertecies[ 0 ].pos = Vec3<float >( left, top, front );
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+ vertecies[ 0 ].tPos = Vec2< float >( 0.f, 0.f );
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+ vertecies[ 1 ].pos = Vec3<float >( right, top, front );
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+ vertecies[ 1 ].tPos = Vec2< float >( 1.f, 0.f );
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+ vertecies[ 2 ].pos = Vec3<float >( left, bottom, front );
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+ vertecies[ 2 ].tPos = Vec2< float >( 0.f, 1.f );
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+ vertecies[ 3 ].pos = Vec3<float >( right, bottom, front );
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+ vertecies[ 3 ].tPos = Vec2< float >( 1.f, 1.f );
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+ vertecies[ 4 ].pos = Vec3<float >( left, top, back );
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+ vertecies[ 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
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+ vertecies[ 5 ].pos = Vec3<float >( right, top, back );
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+ vertecies[ 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
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+ vertecies[ 6 ].pos = Vec3<float >( left, bottom, back );
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+ vertecies[ 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
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+ vertecies[ 7 ].pos = Vec3<float >( right, bottom, back );
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+ vertecies[ 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
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+
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+ vertecies[ 8 ].pos = Vec3<float >( left, top, front );
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+ vertecies[ 8 ].tPos = Vec2< float >( 1.f, 0.f );
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+ vertecies[ 9 ].pos = Vec3<float >( right, top, front );
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+ vertecies[ 9 ].tPos = Vec2< float >( 0.f, 0.f );
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+ vertecies[ 10 ].pos = Vec3<float >( left, bottom, front );
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+ vertecies[ 10 ].tPos = Vec2< float >( 1.f, 1.f );
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+ vertecies[ 11 ].pos = Vec3<float >( right, bottom, front );
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+ vertecies[ 11 ].tPos = Vec2< float >( 0.f, 1.f );
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+ vertecies[ 12 ].pos = Vec3<float >( left, top, back );
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+ vertecies[ 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
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+ vertecies[ 13 ].pos = Vec3<float >( right, top, back );
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+ vertecies[ 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
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+ vertecies[ 14 ].pos = Vec3<float >( left, bottom, back );
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+ vertecies[ 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
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+ vertecies[ 15 ].pos = Vec3<float >( right, bottom, back );
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+ vertecies[ 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
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+
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+ vertecies[ 16 ].pos = Vec3<float >( left, top, front );
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+ vertecies[ 16 ].tPos = Vec2< float >( 0.f, 1.f );
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+ vertecies[ 17 ].pos = Vec3<float >( right, top, front );
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+ vertecies[ 17 ].tPos = Vec2< float >( 1.f, 1.f );
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+ vertecies[ 18 ].pos = Vec3<float >( left, bottom, front );
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+ vertecies[ 18 ].tPos = Vec2< float >( 0.f, 0.f );
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+ vertecies[ 19 ].pos = Vec3<float >( right, bottom, front );
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+ vertecies[ 19 ].tPos = Vec2< float >( 1.f, 0.f );
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+ vertecies[ 20 ].pos = Vec3<float >( left, top, back );
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+ vertecies[ 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
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+ vertecies[ 21 ].pos = Vec3<float >( right, top, back );
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+ vertecies[ 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
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+ vertecies[ 22 ].pos = Vec3<float >( left, bottom, back );
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+ vertecies[ 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
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+ vertecies[ 23 ].pos = Vec3<float >( right, bottom, back );
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+ vertecies[ 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
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+
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+ data->setVertecies( vertecies, 24 );
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+ // the order of the polygons has to be NORTH, EAST, SOUTH, WEST, TOP, BOTTOM according to the Area definition
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+ // down side
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+ Polygon3D* p = new Polygon3D();
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+ p->indexAnz = 6;
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+ p->indexList = new int[ p->indexAnz ];
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+ p->indexList[ 0 ] = 6 + 16;
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+ p->indexList[ 1 ] = 2 + 16;
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+ p->indexList[ 2 ] = 3 + 16;
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+ p->indexList[ 3 ] = 6 + 16;
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+ p->indexList[ 4 ] = 3 + 16;
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+ p->indexList[ 5 ] = 7 + 16;
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+ data->addPolygon( p );
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+ // right side
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+ p = new Polygon3D();
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+ p->indexAnz = 6;
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+ p->indexList = new int[ p->indexAnz ];
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+ p->indexList[ 0 ] = 1 + 8;
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+ p->indexList[ 1 ] = 7 + 8;
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+ p->indexList[ 2 ] = 3 + 8;
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+ p->indexList[ 3 ] = 1 + 8;
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+ p->indexList[ 4 ] = 5 + 8;
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+ p->indexList[ 5 ] = 7 + 8;
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+ data->addPolygon( p );
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+ // top side
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+ p = new Polygon3D();
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+ p->indexAnz = 6;
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+ p->indexList = new int[ p->indexAnz ];
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+ p->indexList[ 0 ] = 4 + 16;
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+ p->indexList[ 1 ] = 1 + 16;
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+ p->indexList[ 2 ] = 0 + 16;
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+ p->indexList[ 3 ] = 4 + 16;
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+ p->indexList[ 4 ] = 5 + 16;
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+ p->indexList[ 5 ] = 1 + 16;
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+ data->addPolygon( p );
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+ // left side
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+ p = new Polygon3D();
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+ p->indexAnz = 6;
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+ p->indexList = new int[ p->indexAnz ];
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+ p->indexList[ 0 ] = 0 + 8;
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+ p->indexList[ 1 ] = 2 + 8;
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+ p->indexList[ 2 ] = 6 + 8;
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+ p->indexList[ 3 ] = 0 + 8;
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+ p->indexList[ 4 ] = 6 + 8;
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+ p->indexList[ 5 ] = 4 + 8;
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+ data->addPolygon( p );
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+ // back side
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+ p = new Polygon3D();
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+ p->indexAnz = 6;
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+ p->indexList = new int[ p->indexAnz ];
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+ p->indexList[ 0 ] = 4;
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+ p->indexList[ 1 ] = 6;
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+ p->indexList[ 2 ] = 7;
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+ p->indexList[ 3 ] = 4;
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+ p->indexList[ 4 ] = 7;
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+ p->indexList[ 5 ] = 5;
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+ data->addPolygon( p );
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+ // front side
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+ p = new Polygon3D();
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+ p->indexAnz = 6;
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+ p->indexList = new int[ p->indexAnz ];
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+ p->indexList[ 0 ] = 0;
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+ p->indexList[ 1 ] = 3;
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+ p->indexList[ 2 ] = 2;
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+ p->indexList[ 3 ] = 0;
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+ p->indexList[ 4 ] = 1;
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+ p->indexList[ 5 ] = 3;
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+ data->addPolygon( p );
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+ data->calculateNormals();
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+ return data;
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+ }
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+}
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+
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+Framework::Model3DTextur* BasicBlockItemType::getItemTextur() const
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+{
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+ return 0;
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}
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