123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195 |
- #include "BasicBlocks.h"
- #include <Model3D.h>
- #include <Globals.h>
- #include <GraphicsApi.h>
- #include <Bild.h>
- #include <Model3DList.h>
- #include "Globals.h"
- BasicBlock::BasicBlock( ItemType *zTool, Framework::Vec3<int> pos, Framework::Textur *t )
- : Block( zTool, pos )
- {
- Model3DData *data = 0;
- if( Framework::zM3DRegister()->hatModel( "cube" ) )
- data = Framework::zM3DRegister()->getModel( "cube" );
- else
- {
- data = new Model3DData();
- Framework::zM3DRegister()->addModel( dynamic_cast<Model3DData *>( data->getThis() ), "cube" );
- float size = 1;
- 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 = -size / 2;
- float back = front + size;
- 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 );
- model->setVertecies( vertecies, 24 );
- // front side
- Polygon3D *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;
- model->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;
- model->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;
- model->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;
- model->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;
- model->addPolygon( p );
- // down side
- 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;
- model->addPolygon( p );
- }
- setModelDaten( data );
- Bild *b = new Bild();
- b->neuBild( 10, 10, 0xFF2B240B );
- Textur *tex = currentGame->zScreen()->zGraphicsApi()->createOrGetTextur( "dirt", b );
- Model3DTextur *textur = new Model3DTextur();
- textur->setPolygonTextur( 0, dynamic_cast<Textur *>( tex->getThis() ) );
- textur->setPolygonTextur( 1, dynamic_cast<Textur *>( tex->getThis() ) );
- textur->setPolygonTextur( 2, dynamic_cast<Textur *>( tex->getThis() ) );
- textur->setPolygonTextur( 3, dynamic_cast<Textur *>( tex->getThis() ) );
- textur->setPolygonTextur( 4, dynamic_cast<Textur *>( tex->getThis() ) );
- textur->setPolygonTextur( 5, tex );
- setModelTextur( textur );
- }
- DirtBlockType::DirtBlockType()
- : BlockType( ID )
- {}
- void DirtBlockType::loadSuperBlock( Block *zBlock, Framework::StreamReader *zReader )
- {
- BlockType::loadSuperBlock( zBlock, zReader );
- }
- Block *DirtBlockType::createBlock( Framework::Vec3<int> position )
- {
- // TODO: load texture
- return new BasicBlock( 0, position, 0 ); // TODO: add efective tool
- }
- DirtBlockItemType::DirtBlockItemType()
- : BasicBlockItemType( ID )
- {}
- Item *DirtBlockItemType::createItem() const
- {
- BasicBlockItem *item = new BasicBlockItem( (ItemType *)this, "Dirt" );
- return item;
- }
|