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@@ -13,203 +13,187 @@
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#include <DXBuffer.h>
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#include <DXBuffer.h>
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#include <DateiSystem.h>
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#include <DateiSystem.h>
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#include <M3Datei.h>
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#include <M3Datei.h>
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+#include <GraphicsApi.h>
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+#include <Mat4.h>
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+#include <M3Datei.h>
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+
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+#define ambient 0.4f
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+#define diffus 0.3f
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+#define specular 0.3f
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using namespace Framework;
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using namespace Framework;
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-class TreppeOben : public Model3D
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+
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+void makeQuader( Vertex3D *vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb, Model3DData *zModel )
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{
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{
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- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
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- {
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- vertecies[ startIndex ].pos = ltf;
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- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
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- vertecies[ startIndex + 1 ].pos = rtf;
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- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
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- vertecies[ startIndex + 2 ].pos = lbf;
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- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
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- vertecies[ startIndex + 3 ].pos = rbf;
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- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
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- vertecies[ startIndex + 4 ].pos = ltb;
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- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
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- vertecies[ startIndex + 5 ].pos = rtb;
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- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
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- vertecies[ startIndex + 6 ].pos = lbb;
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- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
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- vertecies[ startIndex + 7 ].pos = rbb;
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- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
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-
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- vertecies[ startIndex + 8 ].pos = ltf;
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- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
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- vertecies[ startIndex + 9 ].pos = rtf;
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- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
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- vertecies[ startIndex + 10 ].pos = lbf;
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- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
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- vertecies[ startIndex + 11 ].pos = rbf;
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- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
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- vertecies[ startIndex + 12 ].pos = ltb;
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- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
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- vertecies[ startIndex + 13 ].pos = rtb;
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- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
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- vertecies[ startIndex + 14 ].pos = lbb;
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- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
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- vertecies[ startIndex + 15 ].pos = rbb;
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- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
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-
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- vertecies[ startIndex + 16 ].pos = ltf;
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- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
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- vertecies[ startIndex + 17 ].pos = rtf;
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- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
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- vertecies[ startIndex + 18 ].pos = lbf;
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- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
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- vertecies[ startIndex + 19 ].pos = rbf;
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- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
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- vertecies[ startIndex + 20 ].pos = ltb;
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- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
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- vertecies[ startIndex + 21 ].pos = rtb;
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- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
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- vertecies[ startIndex + 22 ].pos = lbb;
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- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
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- vertecies[ startIndex + 23 ].pos = rbb;
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- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
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-
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- // front 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->indexBuffer->setLength( p->indexAnz * 4 );
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- p->indexBuffer->setData( p->indexList );
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- p->indexList[ 0 ] = startIndex + 0;
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- p->indexList[ 1 ] = startIndex + 2;
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- p->indexList[ 2 ] = startIndex + 3;
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- p->indexList[ 3 ] = startIndex + 0;
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- p->indexList[ 4 ] = startIndex + 3;
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- p->indexList[ 5 ] = startIndex + 1;
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- model->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->indexBuffer->setLength( p->indexAnz * 4 );
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- p->indexBuffer->setData( p->indexList );
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- p->indexList[ 0 ] = startIndex + 4;
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- p->indexList[ 1 ] = startIndex + 7;
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- p->indexList[ 2 ] = startIndex + 6;
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- p->indexList[ 3 ] = startIndex + 4;
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- p->indexList[ 4 ] = startIndex + 5;
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- p->indexList[ 5 ] = startIndex + 7;
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- model->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->indexBuffer->setLength( p->indexAnz * 4 );
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- p->indexBuffer->setData( p->indexList );
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- p->indexList[ 0 ] = startIndex + 1 + 8;
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- p->indexList[ 1 ] = startIndex + 3 + 8;
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- p->indexList[ 2 ] = startIndex + 7 + 8;
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- p->indexList[ 3 ] = startIndex + 1 + 8;
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- p->indexList[ 4 ] = startIndex + 7 + 8;
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- p->indexList[ 5 ] = startIndex + 5 + 8;
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- model->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->indexBuffer->setLength( p->indexAnz * 4 );
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- p->indexBuffer->setData( p->indexList );
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- p->indexList[ 0 ] = startIndex + 0 + 8;
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- p->indexList[ 1 ] = startIndex + 6 + 8;
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- p->indexList[ 2 ] = startIndex + 2 + 8;
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- p->indexList[ 3 ] = startIndex + 0 + 8;
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- p->indexList[ 4 ] = startIndex + 4 + 8;
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- p->indexList[ 5 ] = startIndex + 6 + 8;
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- model->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->indexBuffer->setLength( p->indexAnz * 4 );
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- p->indexBuffer->setData( p->indexList );
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- p->indexList[ 0 ] = startIndex + 4 + 16;
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- p->indexList[ 1 ] = startIndex + 0 + 16;
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- p->indexList[ 2 ] = startIndex + 1 + 16;
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- p->indexList[ 3 ] = startIndex + 4 + 16;
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- p->indexList[ 4 ] = startIndex + 1 + 16;
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- p->indexList[ 5 ] = startIndex + 5 + 16;
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- model->addPolygon( p );
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- // down 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->indexBuffer->setLength( p->indexAnz * 4 );
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- p->indexBuffer->setData( p->indexList );
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- p->indexList[ 0 ] = startIndex + 6 + 16;
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- p->indexList[ 1 ] = startIndex + 3 + 16;
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- p->indexList[ 2 ] = startIndex + 2 + 16;
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- p->indexList[ 3 ] = startIndex + 6 + 16;
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- p->indexList[ 4 ] = startIndex + 7 + 16;
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- p->indexList[ 5 ] = startIndex + 3 + 16;
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- model->addPolygon( p );
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- }
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+ vertecies[ startIndex ].pos = ltf;
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+ vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
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+ vertecies[ startIndex + 1 ].pos = rtf;
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+ vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
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+ vertecies[ startIndex + 2 ].pos = lbf;
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+ vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
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+ vertecies[ startIndex + 3 ].pos = rbf;
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+ vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
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+ vertecies[ startIndex + 4 ].pos = ltb;
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+ vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
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+ vertecies[ startIndex + 5 ].pos = rtb;
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+ vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
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+ vertecies[ startIndex + 6 ].pos = lbb;
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+ vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
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+ vertecies[ startIndex + 7 ].pos = rbb;
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+ vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
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+
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+ vertecies[ startIndex + 8 ].pos = ltf;
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+ vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
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+ vertecies[ startIndex + 9 ].pos = rtf;
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+ vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
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+ vertecies[ startIndex + 10 ].pos = lbf;
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+ vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
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+ vertecies[ startIndex + 11 ].pos = rbf;
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+ vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
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+ vertecies[ startIndex + 12 ].pos = ltb;
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+ vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
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+ vertecies[ startIndex + 13 ].pos = rtb;
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+ vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
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+ vertecies[ startIndex + 14 ].pos = lbb;
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+ vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
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+ vertecies[ startIndex + 15 ].pos = rbb;
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+ vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
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+
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+ vertecies[ startIndex + 16 ].pos = ltf;
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+ vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
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+ vertecies[ startIndex + 17 ].pos = rtf;
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+ vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
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+ vertecies[ startIndex + 18 ].pos = lbf;
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+ vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
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+ vertecies[ startIndex + 19 ].pos = rbf;
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+ vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
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+ vertecies[ startIndex + 20 ].pos = ltb;
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+ vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
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+ vertecies[ startIndex + 21 ].pos = rtb;
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+ vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
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+ vertecies[ startIndex + 22 ].pos = lbb;
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+ vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
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+ vertecies[ startIndex + 23 ].pos = rbb;
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+ vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
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+
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+ // front 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 ] = startIndex + 0;
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+ p->indexList[ 1 ] = startIndex + 2;
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+ p->indexList[ 2 ] = startIndex + 3;
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+ p->indexList[ 3 ] = startIndex + 0;
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+ p->indexList[ 4 ] = startIndex + 3;
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+ p->indexList[ 5 ] = startIndex + 1;
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+ zModel->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 ] = startIndex + 4;
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+ p->indexList[ 1 ] = startIndex + 7;
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+ p->indexList[ 2 ] = startIndex + 6;
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+ p->indexList[ 3 ] = startIndex + 4;
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+ p->indexList[ 4 ] = startIndex + 5;
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+ p->indexList[ 5 ] = startIndex + 7;
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+ zModel->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 ] = startIndex + 1 + 8;
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+ p->indexList[ 1 ] = startIndex + 3 + 8;
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+ p->indexList[ 2 ] = startIndex + 7 + 8;
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+ p->indexList[ 3 ] = startIndex + 1 + 8;
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+ p->indexList[ 4 ] = startIndex + 7 + 8;
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+ p->indexList[ 5 ] = startIndex + 5 + 8;
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+ zModel->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 ] = startIndex + 0 + 8;
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+ p->indexList[ 1 ] = startIndex + 6 + 8;
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+ p->indexList[ 2 ] = startIndex + 2 + 8;
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+ p->indexList[ 3 ] = startIndex + 0 + 8;
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+ p->indexList[ 4 ] = startIndex + 4 + 8;
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+ p->indexList[ 5 ] = startIndex + 6 + 8;
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+ zModel->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 ] = startIndex + 4 + 16;
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+ p->indexList[ 1 ] = startIndex + 0 + 16;
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+ p->indexList[ 2 ] = startIndex + 1 + 16;
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+ p->indexList[ 3 ] = startIndex + 4 + 16;
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+ p->indexList[ 4 ] = startIndex + 1 + 16;
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+ p->indexList[ 5 ] = startIndex + 5 + 16;
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+ zModel->addPolygon( p );
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+ // down 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 ] = startIndex + 6 + 16;
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+ p->indexList[ 1 ] = startIndex + 3 + 16;
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+ p->indexList[ 2 ] = startIndex + 2 + 16;
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+ p->indexList[ 3 ] = startIndex + 6 + 16;
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+ p->indexList[ 4 ] = startIndex + 7 + 16;
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+ p->indexList[ 5 ] = startIndex + 3 + 16;
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+ zModel->addPolygon( p );
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+}
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- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
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- {
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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 = pos.x;
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- // Calculate the screen coordinates of the right side of the bitmap.
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- right = pos.x + size.x;
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|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = pos.y + size.y;
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = pos.y;
|
|
|
|
- float front = pos.z + size.z;
|
|
|
|
- float back = pos.z;
|
|
|
|
|
|
+void makeQuader( Vertex3D *vertecies, int startIndex, Vec3< float > pos, Vec3< float > size, Model3DData *zModel )
|
|
|
|
+{
|
|
|
|
+ float left, right, top, bottom;
|
|
|
|
+ // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
+ left = pos.x;
|
|
|
|
+ // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
+ right = pos.x + size.x;
|
|
|
|
+ // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
+ top = pos.y + size.y;
|
|
|
|
+ // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
+ bottom = pos.y;
|
|
|
|
+ float front = pos.z + size.z;
|
|
|
|
+ float back = pos.z;
|
|
|
|
+
|
|
|
|
+ makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
|
|
|
|
+ Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ), zModel );
|
|
|
|
+}
|
|
|
|
|
|
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
|
|
|
|
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
|
|
|
|
- }
|
|
|
|
|
|
+class Treppe : public Model3D
|
|
|
|
+{
|
|
public:
|
|
public:
|
|
// Konstruktor
|
|
// Konstruktor
|
|
// size: Die Größe des Würfels
|
|
// size: Die Größe des Würfels
|
|
- TreppeOben()
|
|
|
|
|
|
+ Treppe()
|
|
{
|
|
{
|
|
model = new Model3DData();
|
|
model = new Model3DData();
|
|
- float stdSize = 100;
|
|
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = (float)( ( stdSize / 2.0 ) * -1 );
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = left + (float)stdSize;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = (float)( stdSize / 2.0 );
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = top - (float)stdSize;
|
|
|
|
- float front = -stdSize / 2;
|
|
|
|
- float back = front + stdSize;
|
|
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
|
|
- Vertex3D * vertecies = new Vertex3D[ 48 + 11 * 24 ];
|
|
|
|
- for( int i = 0; i < 48 + 11 * 24; i++ )
|
|
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 11 * 24 ];
|
|
|
|
+ for( int i = 0; i < 11 * 24; i++ )
|
|
vertecies[ i ].knochenId = 0;
|
|
vertecies[ i ].knochenId = 0;
|
|
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
|
|
|
|
- makeQuader( vertecies, 24, Vec3< float >( -5, -stdSize / 2, -5 ), Vec3< float >( 10, stdSize + 20, 10 ) );
|
|
|
|
- float last = -5;
|
|
|
|
for( int i = 0; i < 11; i++ )
|
|
for( int i = 0; i < 11; i++ )
|
|
{
|
|
{
|
|
- float fullRad = PI;
|
|
|
|
|
|
+ float fullRad = (float)PI;
|
|
float curr = ( fullRad / 10 ) * i;
|
|
float curr = ( fullRad / 10 ) * i;
|
|
- Mat4< float > rotation = Mat4< float >::rotationY( curr );
|
|
|
|
- Mat4< float > rotation2 = Mat4< float >::rotationY( fullRad / 10 );
|
|
|
|
- Vec3< float > test( stdSize / 2, -stdSize / 2 + i * 10 + 10, 0 );
|
|
|
|
|
|
+ Mat4< float > rotation = Mat4< float >::rotationZ( curr );
|
|
|
|
+ Mat4< float > rotation2 = Mat4< float >::rotationZ( fullRad / 10 );
|
|
|
|
+ Vec3< float > test( 50, 0, -50 - i * 10 );
|
|
Vec3< float > diff = rotation2 * test;
|
|
Vec3< float > diff = rotation2 * test;
|
|
- float length = diff.z;
|
|
|
|
- Vec3< float > rtf( stdSize / 2, -stdSize / 2 + i * 10 + 20, -diff.z / 2 );
|
|
|
|
- Vec3< float > rtb( stdSize / 2, -stdSize / 2 + i * 10 + 20, diff.z / 2 );
|
|
|
|
- Vec3< float > rbf( stdSize / 2, -stdSize / 2 + i * 10 + 10, -diff.z / 2 );
|
|
|
|
- Vec3< float > rbb( stdSize / 2, -stdSize / 2 + i * 10 + 10, diff.z / 2 );
|
|
|
|
- Vec3< float > ltf( 0, -stdSize / 2 + i * 10 + 20, 5 );
|
|
|
|
- Vec3< float > ltb( 0, -stdSize / 2 + i * 10 + 20, -5 );
|
|
|
|
- Vec3< float > lbf( 0, -stdSize / 2 + i * 10 + 10, 5 );
|
|
|
|
- Vec3< float > lbb( 0, -stdSize / 2 + i * 10 + 10, -5 );
|
|
|
|
|
|
+ Vec3< float > rbf( 50, -diff.y / 2, -50 + i * 10 + 20 );
|
|
|
|
+ Vec3< float > rtf( 50, diff.y / 2, -50 + i * 10 + 20 );
|
|
|
|
+ Vec3< float > rbb( 50, -diff.y / 2, -50 + i * 10 + 10 );
|
|
|
|
+ Vec3< float > rtb( 50, diff.y / 2, -50 + i * 10 + 10 );
|
|
|
|
+ Vec3< float > ltf( 0, 5, -50 + i * 10 + 20 );
|
|
|
|
+ Vec3< float > lbf( 0, -5, -50 + i * 10 + 20 );
|
|
|
|
+ Vec3< float > ltb( 0, 5, -50 + i * 10 + 10 );
|
|
|
|
+ Vec3< float > lbb( 0, -5, -50 + i * 10 + 10 );
|
|
rtf = rotation * rtf;
|
|
rtf = rotation * rtf;
|
|
rtb = rotation * rtb;
|
|
rtb = rotation * rtb;
|
|
rbf = rotation * rbf;
|
|
rbf = rotation * rbf;
|
|
@@ -218,189 +202,71 @@ public:
|
|
ltb = rotation * ltb;
|
|
ltb = rotation * ltb;
|
|
lbf = rotation * lbf;
|
|
lbf = rotation * lbf;
|
|
lbb = rotation * lbb;
|
|
lbb = rotation * lbb;
|
|
- makeQuader( vertecies, 48 + i * 24, ltf, rtf, lbf, rbf, ltb, rtb, lbb, rbb );
|
|
|
|
|
|
+ makeQuader( vertecies, i * 24, ltf, rtf, lbf, rbf, ltb, rtb, lbb, rbb, model );
|
|
}
|
|
}
|
|
- model->setVertecies( vertecies, 48 + 11 * 24 );
|
|
|
|
|
|
+ model->setVertecies( vertecies, 24 * 11 );
|
|
|
|
|
|
- M3Datei dat;
|
|
|
|
- dat.setPfad( "3d.m3" );
|
|
|
|
- dat.leseDaten();
|
|
|
|
- dat.saveModel( model, "treppe" );
|
|
|
|
|
|
+ model->calculateNormals();
|
|
|
|
|
|
textur = new Model3DTextur();
|
|
textur = new Model3DTextur();
|
|
}
|
|
}
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// textur: Die Textur als Bild
|
|
// textur: Die Textur als Bild
|
|
- void setTextur( Bild * textur )
|
|
|
|
|
|
+ void setTextur( Textur *textur )
|
|
{
|
|
{
|
|
- Textur* t = new Textur();
|
|
|
|
- t->setBildZ( textur );
|
|
|
|
int anz = model->getPolygonAnzahl();
|
|
int anz = model->getPolygonAnzahl();
|
|
for( int i = 0; i < anz; i++ )
|
|
for( int i = 0; i < anz; i++ )
|
|
- this->textur->setPolygonTextur( i, t->getThis() );
|
|
|
|
- t->release();
|
|
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
rend = 1;
|
|
rend = 1;
|
|
}
|
|
}
|
|
};
|
|
};
|
|
|
|
|
|
-class TreppeUnten : public Model3D
|
|
|
|
|
|
+class Mauer : public Model3D
|
|
{
|
|
{
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
|
|
|
|
|
|
+public:
|
|
|
|
+ // Konstruktor
|
|
|
|
+ // size: Die Größe des Würfels
|
|
|
|
+ Mauer()
|
|
{
|
|
{
|
|
- vertecies[ startIndex ].pos = ltf;
|
|
|
|
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 1 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 2 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 3 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 4 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 5 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 6 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 7 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 8 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 9 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 10 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 11 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 12 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 13 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 14 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 15 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 16 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 17 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 18 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 19 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 20 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 21 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 22 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 23 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- // front side
|
|
|
|
- Polygon3D* p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 2;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 1;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // back side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 7;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 6;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 5;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 7;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // right side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // left side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 6 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 4 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 6 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // top side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 0 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // down side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 3 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- }
|
|
|
|
|
|
+ model = new Model3DData();
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
|
|
|
|
- {
|
|
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = pos.x;
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = pos.x + size.x;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = pos.y + size.y;
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = pos.y;
|
|
|
|
- float front = pos.z + size.z;
|
|
|
|
- float back = pos.z;
|
|
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 24 ];
|
|
|
|
+ for( int i = 0; i < 24; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -50, -5, -50 ), Vec3< float >( 100, 10, 100 ), model );
|
|
|
|
+ model->setVertecies( vertecies, 24 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
|
|
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
|
|
|
|
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
|
|
|
|
|
|
+ textur = new Model3DTextur();
|
|
}
|
|
}
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Textur *textur )
|
|
|
|
+ {
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
|
|
+ rend = 1;
|
|
|
|
+ }
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+class MauerEcke : public Model3D
|
|
|
|
+{
|
|
public:
|
|
public:
|
|
// Konstruktor
|
|
// Konstruktor
|
|
// size: Die Größe des Würfels
|
|
// size: Die Größe des Würfels
|
|
- TreppeUnten()
|
|
|
|
|
|
+ MauerEcke()
|
|
{
|
|
{
|
|
model = new Model3DData();
|
|
model = new Model3DData();
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
float stdSize = 100;
|
|
float stdSize = 100;
|
|
float left, right, top, bottom;
|
|
float left, right, top, bottom;
|
|
// Calculate the screen coordinates of the left side of the bitmap.
|
|
// Calculate the screen coordinates of the left side of the bitmap.
|
|
@@ -414,1046 +280,766 @@ public:
|
|
float front = -stdSize / 2;
|
|
float front = -stdSize / 2;
|
|
float back = front + stdSize;
|
|
float back = front + stdSize;
|
|
|
|
|
|
- Vertex3D * vertecies = new Vertex3D[ 48 + 11 * 24 ];
|
|
|
|
- for( int i = 0; i < 48 + 11 * 24; i++ )
|
|
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 48 ];
|
|
|
|
+ for( int i = 0; i < 48; i++ )
|
|
vertecies[ i ].knochenId = 0;
|
|
vertecies[ i ].knochenId = 0;
|
|
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, stdSize / 2 + 10, 0 ), Vec3< float >( stdSize, 10, stdSize / 2 ) );
|
|
|
|
- makeQuader( vertecies, 24, Vec3< float >( -5, -stdSize / 2, -5 ), Vec3< float >( 10, stdSize + 20, 10 ) );
|
|
|
|
- float last = -5;
|
|
|
|
- for( int i = 0; i < 11; i++ )
|
|
|
|
- {
|
|
|
|
- float fullRad = PI;
|
|
|
|
- float curr = ( fullRad / 10 ) * i;
|
|
|
|
- Mat4< float > rotation = Mat4< float >::rotationY( curr );
|
|
|
|
- Mat4< float > rotation2 = Mat4< float >::rotationY( fullRad / 10 );
|
|
|
|
- Vec3< float > test( stdSize / 2, -stdSize / 2 + i * 10 + 10, 0 );
|
|
|
|
- Vec3< float > diff = rotation2 * test;
|
|
|
|
- float length = diff.z;
|
|
|
|
- Vec3< float > rtf( stdSize / 2, -stdSize / 2 + i * 10 + 20, -diff.z / 2 );
|
|
|
|
- Vec3< float > rtb( stdSize / 2, -stdSize / 2 + i * 10 + 20, diff.z / 2 );
|
|
|
|
- Vec3< float > rbf( stdSize / 2, -stdSize / 2 + i * 10 + 10, -diff.z / 2 );
|
|
|
|
- Vec3< float > rbb( stdSize / 2, -stdSize / 2 + i * 10 + 10, diff.z / 2 );
|
|
|
|
- Vec3< float > ltf( 0, -stdSize / 2 + i * 10 + 20, 5 );
|
|
|
|
- Vec3< float > ltb( 0, -stdSize / 2 + i * 10 + 20, -5 );
|
|
|
|
- Vec3< float > lbf( 0, -stdSize / 2 + i * 10 + 10, 5 );
|
|
|
|
- Vec3< float > lbb( 0, -stdSize / 2 + i * 10 + 10, -5 );
|
|
|
|
- rtf = rotation * rtf;
|
|
|
|
- rtb = rotation * rtb;
|
|
|
|
- rbf = rotation * rbf;
|
|
|
|
- rbb = rotation * rbb;
|
|
|
|
- ltf = rotation * ltf;
|
|
|
|
- ltb = rotation * ltb;
|
|
|
|
- lbf = rotation * lbf;
|
|
|
|
- lbb = rotation * lbb;
|
|
|
|
- makeQuader( vertecies, 48 + i * 24, ltf, rtf, lbf, rbf, ltb, rtb, lbb, rbb );
|
|
|
|
- }
|
|
|
|
- model->setVertecies( vertecies, 48 + 11 * 24 );
|
|
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( 0, -5, -50 ), Vec3< float >( 50, 10, 100 ), model );
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -5, 0, -50 ), Vec3< float >( 10, 50, 100 ), model );
|
|
|
|
+ model->setVertecies( vertecies, 48 );
|
|
|
|
|
|
- M3Datei dat;
|
|
|
|
- dat.setPfad( "3d.m3" );
|
|
|
|
- dat.leseDaten();
|
|
|
|
- dat.saveModel( model, "treppe" );
|
|
|
|
|
|
+ model->calculateNormals();
|
|
|
|
|
|
textur = new Model3DTextur();
|
|
textur = new Model3DTextur();
|
|
}
|
|
}
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// textur: Die Textur als Bild
|
|
// textur: Die Textur als Bild
|
|
- void setTextur( Bild * textur )
|
|
|
|
|
|
+ void setTextur( Textur *textur )
|
|
{
|
|
{
|
|
- Textur* t = new Textur();
|
|
|
|
- t->setBildZ( textur );
|
|
|
|
int anz = model->getPolygonAnzahl();
|
|
int anz = model->getPolygonAnzahl();
|
|
for( int i = 0; i < anz; i++ )
|
|
for( int i = 0; i < anz; i++ )
|
|
- this->textur->setPolygonTextur( i, t->getThis() );
|
|
|
|
- t->release();
|
|
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
rend = 1;
|
|
rend = 1;
|
|
}
|
|
}
|
|
};
|
|
};
|
|
|
|
|
|
-class Mauer : public Model3D
|
|
|
|
|
|
+class MauerKreuz : public Model3D
|
|
{
|
|
{
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
|
|
|
|
|
|
+public:
|
|
|
|
+ // Konstruktor
|
|
|
|
+ // size: Die Größe des Würfels
|
|
|
|
+ MauerKreuz()
|
|
{
|
|
{
|
|
- vertecies[ startIndex ].pos = ltf;
|
|
|
|
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 1 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 2 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 3 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 4 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 5 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 6 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 7 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 8 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 9 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 10 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 11 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 12 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 13 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 14 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 15 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 16 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 17 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 18 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 19 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 20 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 21 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 22 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 23 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- // front side
|
|
|
|
- Polygon3D* p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 2;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 1;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // back side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 7;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 6;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 5;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 7;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // right side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // left side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 6 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 4 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 6 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // top side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 0 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // down side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 3 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- }
|
|
|
|
|
|
+ model = new Model3DData();
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
|
|
|
|
- {
|
|
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = pos.x;
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = pos.x + size.x;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = pos.y + size.y;
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = pos.y;
|
|
|
|
- float front = pos.z + size.z;
|
|
|
|
- float back = pos.z;
|
|
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 48 ];
|
|
|
|
+ for( int i = 0; i < 48; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -50, -5, -50 ), Vec3< float >( 100, 10, 100 ), model );
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -5, -50, -50 ), Vec3< float >( 10, 100, 100 ), model );
|
|
|
|
+ model->setVertecies( vertecies, 48 );
|
|
|
|
|
|
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
|
|
|
|
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
|
|
|
|
|
|
+ model->calculateNormals();
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
|
|
+ }
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Textur *textur )
|
|
|
|
+ {
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
|
|
+ rend = 1;
|
|
}
|
|
}
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+class Boden : public Model3D
|
|
|
|
+{
|
|
public:
|
|
public:
|
|
// Konstruktor
|
|
// Konstruktor
|
|
// size: Die Größe des Würfels
|
|
// size: Die Größe des Würfels
|
|
- Mauer()
|
|
|
|
|
|
+ Boden()
|
|
{
|
|
{
|
|
model = new Model3DData();
|
|
model = new Model3DData();
|
|
- float stdSize = 100;
|
|
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = (float)( ( stdSize / 2.0 ) * -1 );
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = left + (float)stdSize;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = (float)( stdSize / 2.0 );
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = top - (float)stdSize;
|
|
|
|
- float front = -stdSize / 2;
|
|
|
|
- float back = front + stdSize;
|
|
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
|
|
- Vertex3D * vertecies = new Vertex3D[ 48 ];
|
|
|
|
- for( int i = 0; i < 48; i++ )
|
|
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 24 ];
|
|
|
|
+ for( int i = 0; i < 24; i++ )
|
|
vertecies[ i ].knochenId = 0;
|
|
vertecies[ i ].knochenId = 0;
|
|
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
|
|
|
|
- makeQuader( vertecies, 24, Vec3< float >( -stdSize / 2, -stdSize / 2, -5 ), Vec3< float >( stdSize, stdSize + 10, 10 ) );
|
|
|
|
- model->setVertecies( vertecies, 48 );
|
|
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -50, -50, -10 ), Vec3< float >( 100, 100, 10 ), model );
|
|
|
|
+ model->setVertecies( vertecies, 24 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
|
|
textur = new Model3DTextur();
|
|
textur = new Model3DTextur();
|
|
}
|
|
}
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// textur: Die Textur als Bild
|
|
// textur: Die Textur als Bild
|
|
- void setTextur( Bild * textur )
|
|
|
|
|
|
+ void setTextur( Textur *textur )
|
|
{
|
|
{
|
|
- Textur* t = new Textur();
|
|
|
|
- t->setBildZ( textur );
|
|
|
|
int anz = model->getPolygonAnzahl();
|
|
int anz = model->getPolygonAnzahl();
|
|
for( int i = 0; i < anz; i++ )
|
|
for( int i = 0; i < anz; i++ )
|
|
- this->textur->setPolygonTextur( i, t->getThis() );
|
|
|
|
- t->release();
|
|
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
rend = 1;
|
|
rend = 1;
|
|
}
|
|
}
|
|
};
|
|
};
|
|
|
|
|
|
-class MauerEcke : public Model3D
|
|
|
|
|
|
+class HalberBoden : public Model3D
|
|
{
|
|
{
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
|
|
|
|
|
|
+public:
|
|
|
|
+ // Konstruktor
|
|
|
|
+ // size: Die Größe des Würfels
|
|
|
|
+ HalberBoden()
|
|
{
|
|
{
|
|
- vertecies[ startIndex ].pos = ltf;
|
|
|
|
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 1 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 2 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 3 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 4 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 5 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 6 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 7 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 8 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 9 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 10 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 11 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 12 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 13 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 14 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 15 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 16 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 17 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 18 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 19 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 20 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 21 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 22 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 23 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- // front side
|
|
|
|
- Polygon3D* p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 2;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 1;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // back side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 7;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 6;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 5;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 7;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // right side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // left side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 6 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 4 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 6 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // top side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 0 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // down side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 3 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
|
|
+ model = new Model3DData();
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
+
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 24 ];
|
|
|
|
+ for( int i = 0; i < 24; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -50, 0, -50 ), Vec3< float >( 100, 50, 10 ), model );
|
|
|
|
+ model->setVertecies( vertecies, 24 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
|
|
+ }
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Textur *textur )
|
|
|
|
+ {
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
|
|
+ rend = 1;
|
|
}
|
|
}
|
|
|
|
+};
|
|
|
|
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
|
|
|
|
|
|
+class TürZu : public Model3D
|
|
|
|
+{
|
|
|
|
+public:
|
|
|
|
+ // Konstruktor
|
|
|
|
+ // size: Die Größe des Würfels
|
|
|
|
+ TürZu()
|
|
{
|
|
{
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = pos.x;
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = pos.x + size.x;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = pos.y + size.y;
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = pos.y;
|
|
|
|
- float front = pos.z + size.z;
|
|
|
|
- float back = pos.z;
|
|
|
|
|
|
+ model = new Model3DData();
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
|
|
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
|
|
|
|
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
|
|
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 216 ];
|
|
|
|
+ for( int i = 0; i < 216; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -50, -5, -50 ), Vec3< float >( 15, 10, 100 ), model ); // linke wand
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -35, -7, -50 ), Vec3< float >( 15, 15, 90 ), model ); // linker rahmen
|
|
|
|
+ makeQuader( vertecies, 48, Vec3< float >( 20, -7, -50 ), Vec3< float >( 15, 15, 90 ), model ); // rechter rahmen
|
|
|
|
+ makeQuader( vertecies, 72, Vec3< float >( -20, -7, 25 ), Vec3< float >( 40, 15, 15 ), model ); // oberer rahmen
|
|
|
|
+ makeQuader( vertecies, 96, Vec3< float >( -20, -2, -50 ), Vec3< float >( 40, 5, 75 ), model ); // tür
|
|
|
|
+ makeQuader( vertecies, 120, Vec3< float >( 12, -10, -2 ), Vec3< float >( 4, 20, 4 ), model ); // tür knauf
|
|
|
|
+ makeQuader( vertecies, 144, Vec3< float >( 35, -5, -50 ), Vec3< float >( 15, 10, 100 ), model ); // rechte wand
|
|
|
|
+ makeQuader( vertecies, 168, Vec3< float >( -50, -5, 40 ), Vec3< float >( 100, 10, 10 ), model ); // obere wand
|
|
|
|
+ makeQuader( vertecies, 192, Vec3< float >( -50, -7, -50 ), Vec3< float >( 100, 15, 2 ), model ); // untere wand
|
|
|
|
+ model->setVertecies( vertecies, 216 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
}
|
|
}
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Textur *textur )
|
|
|
|
+ {
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
|
|
+ rend = 1;
|
|
|
|
+ }
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+class FensterZu : public Model3D
|
|
|
|
+{
|
|
public:
|
|
public:
|
|
// Konstruktor
|
|
// Konstruktor
|
|
// size: Die Größe des Würfels
|
|
// size: Die Größe des Würfels
|
|
- MauerEcke()
|
|
|
|
|
|
+ FensterZu()
|
|
{
|
|
{
|
|
model = new Model3DData();
|
|
model = new Model3DData();
|
|
- float stdSize = 100;
|
|
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = (float)( ( stdSize / 2.0 ) * -1 );
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = left + (float)stdSize;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = (float)( stdSize / 2.0 );
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = top - (float)stdSize;
|
|
|
|
- float front = -stdSize / 2;
|
|
|
|
- float back = front + stdSize;
|
|
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
|
|
- Vertex3D * vertecies = new Vertex3D[ 72 ];
|
|
|
|
- for( int i = 0; i < 72; i++ )
|
|
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 216 ];
|
|
|
|
+ for( int i = 0; i < 216; i++ )
|
|
vertecies[ i ].knochenId = 0;
|
|
vertecies[ i ].knochenId = 0;
|
|
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
|
|
|
|
- makeQuader( vertecies, 24, Vec3< float >( 0, -stdSize / 2, -5 ), Vec3< float >( stdSize / 2, stdSize + 10, 10 ) );
|
|
|
|
- makeQuader( vertecies, 48, Vec3< float >( -5, -stdSize / 2, 0 ), Vec3< float >( 10, stdSize + 10, stdSize / 2 ) );
|
|
|
|
- model->setVertecies( vertecies, 72 );
|
|
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -20, -2, -20 ), Vec3< float >( 40, 4, 40 ), model ); // fenster
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -50, -5, -50 ), Vec3< float >( 15, 10, 100 ), model ); // linke wand
|
|
|
|
+ makeQuader( vertecies, 48, Vec3< float >( -35, -7, -35 ), Vec3< float >( 15, 15, 70 ), model ); // linker rahmen
|
|
|
|
+ makeQuader( vertecies, 72, Vec3< float >( 20, -7, -35 ), Vec3< float >( 15, 15, 70 ), model ); // rechter rahmen
|
|
|
|
+ makeQuader( vertecies, 96, Vec3< float >( -20, -7, 20 ), Vec3< float >( 40, 15, 15 ), model ); // oberer rahmen
|
|
|
|
+ makeQuader( vertecies, 120, Vec3< float >( -20, -7, -35 ), Vec3< float >( 40, 15, 15 ), model ); // unterer rahmen
|
|
|
|
+ makeQuader( vertecies, 144, Vec3< float >( 35, -5, -50 ), Vec3< float >( 15, 10, 100 ), model ); // rechte wand
|
|
|
|
+ makeQuader( vertecies, 168, Vec3< float >( -50, -5, 35 ), Vec3< float >( 100, 10, 15 ), model ); // obere wand
|
|
|
|
+ makeQuader( vertecies, 192, Vec3< float >( -50, -7, -50 ), Vec3< float >( 100, 15, 15 ), model ); // untere wand
|
|
|
|
+ model->setVertecies( vertecies, 216 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
|
|
textur = new Model3DTextur();
|
|
textur = new Model3DTextur();
|
|
}
|
|
}
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// textur: Die Textur als Bild
|
|
// textur: Die Textur als Bild
|
|
- void setTextur( Bild * textur )
|
|
|
|
|
|
+ void setTextur( Textur *textur )
|
|
{
|
|
{
|
|
- Textur* t = new Textur();
|
|
|
|
- t->setBildZ( textur );
|
|
|
|
int anz = model->getPolygonAnzahl();
|
|
int anz = model->getPolygonAnzahl();
|
|
for( int i = 0; i < anz; i++ )
|
|
for( int i = 0; i < anz; i++ )
|
|
- this->textur->setPolygonTextur( i, t->getThis() );
|
|
|
|
- t->release();
|
|
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
rend = 1;
|
|
rend = 1;
|
|
}
|
|
}
|
|
};
|
|
};
|
|
|
|
|
|
-class MauerKreuz : public Model3D
|
|
|
|
|
|
+class FensterOffen : public Model3D
|
|
{
|
|
{
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
|
|
|
|
|
|
+public:
|
|
|
|
+ // Konstruktor
|
|
|
|
+ // size: Die Größe des Würfels
|
|
|
|
+ FensterOffen()
|
|
{
|
|
{
|
|
- vertecies[ startIndex ].pos = ltf;
|
|
|
|
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 1 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 2 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 3 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 4 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 5 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 6 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 7 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 8 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 9 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 10 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 11 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 12 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 13 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 14 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 15 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 16 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 17 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 18 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 19 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 20 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 21 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 22 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 23 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- // front side
|
|
|
|
- Polygon3D* p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 2;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 1;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // back side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 7;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 6;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 5;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 7;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // right side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // left side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 6 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 4 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 6 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // top side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 0 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // down side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 3 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
|
|
+ model = new Model3DData();
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
+
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 216 ];
|
|
|
|
+ for( int i = 0; i < 216; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -20, -2, -20 ), Vec3< float >( 4, 40, 40 ), model ); // fenster
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -50, -5, -50 ), Vec3< float >( 15, 10, 100 ), model ); // linke wand
|
|
|
|
+ makeQuader( vertecies, 48, Vec3< float >( -35, -7, -35 ), Vec3< float >( 15, 15, 70 ), model ); // linker rahmen
|
|
|
|
+ makeQuader( vertecies, 72, Vec3< float >( 20, -7, -35 ), Vec3< float >( 15, 15, 70 ), model ); // rechter rahmen
|
|
|
|
+ makeQuader( vertecies, 96, Vec3< float >( -20, -7, 20 ), Vec3< float >( 40, 15, 15 ), model ); // oberer rahmen
|
|
|
|
+ makeQuader( vertecies, 120, Vec3< float >( -20, -7, -35 ), Vec3< float >( 40, 15, 15 ), model ); // unterer rahmen
|
|
|
|
+ makeQuader( vertecies, 144, Vec3< float >( 35, -5, -50 ), Vec3< float >( 15, 10, 100 ), model ); // rechte wand
|
|
|
|
+ makeQuader( vertecies, 168, Vec3< float >( -50, -5, 35 ), Vec3< float >( 100, 10, 15 ), model ); // obere wand
|
|
|
|
+ makeQuader( vertecies, 192, Vec3< float >( -50, -7, -50 ), Vec3< float >( 100, 15, 15 ), model ); // untere wand
|
|
|
|
+ model->setVertecies( vertecies, 216 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
}
|
|
}
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Textur *textur )
|
|
|
|
+ {
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
|
|
+ rend = 1;
|
|
|
|
+ }
|
|
|
|
+};
|
|
|
|
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
|
|
|
|
|
|
+class TürOffen : public Model3D
|
|
|
|
+{
|
|
|
|
+public:
|
|
|
|
+ // Konstruktor
|
|
|
|
+ // size: Die Größe des Würfels
|
|
|
|
+ TürOffen()
|
|
{
|
|
{
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = pos.x;
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = pos.x + size.x;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = pos.y + size.y;
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = pos.y;
|
|
|
|
- float front = pos.z + size.z;
|
|
|
|
- float back = pos.z;
|
|
|
|
|
|
+ model = new Model3DData();
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
|
|
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
|
|
|
|
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
|
|
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 216 ];
|
|
|
|
+ for( int i = 0; i < 216; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -50, -5, -50 ), Vec3< float >( 15, 10, 100 ), model ); // linke wand
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -35, -7, -50 ), Vec3< float >( 15, 15, 90 ), model ); // linker rahmen
|
|
|
|
+ makeQuader( vertecies, 48, Vec3< float >( 20, -7, -50 ), Vec3< float >( 15, 15, 90 ), model ); // rechter rahmen
|
|
|
|
+ makeQuader( vertecies, 72, Vec3< float >( -20, -7, 25 ), Vec3< float >( 40, 15, 15 ), model ); // oberer rahmen
|
|
|
|
+ makeQuader( vertecies, 96, Vec3< float >( -20, -2, -50 ), Vec3< float >( 5, 40, 75 ), model ); // tür
|
|
|
|
+ makeQuader( vertecies, 120, Vec3< float >( -28, 30, -2 ), Vec3< float >( 20, 4, 4 ), model ); // tür knauf
|
|
|
|
+ makeQuader( vertecies, 144, Vec3< float >( 35, -5, -50 ), Vec3< float >( 15, 10, 100 ), model ); // rechte wand
|
|
|
|
+ makeQuader( vertecies, 168, Vec3< float >( -50, -5, 40 ), Vec3< float >( 100, 10, 10 ), model ); // obere wand
|
|
|
|
+ makeQuader( vertecies, 192, Vec3< float >( -50, -7, -50 ), Vec3< float >( 100, 15, 2 ), model ); // untere wand
|
|
|
|
+ model->setVertecies( vertecies, 216 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
|
|
+ }
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Textur *textur )
|
|
|
|
+ {
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
|
|
+ rend = 1;
|
|
}
|
|
}
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+class Hero : public Model3D
|
|
|
|
+{
|
|
public:
|
|
public:
|
|
// Konstruktor
|
|
// Konstruktor
|
|
// size: Die Größe des Würfels
|
|
// size: Die Größe des Würfels
|
|
- MauerKreuz()
|
|
|
|
|
|
+ Hero()
|
|
{
|
|
{
|
|
model = new Model3DData();
|
|
model = new Model3DData();
|
|
- float stdSize = 100;
|
|
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = (float)( ( stdSize / 2.0 ) * -1 );
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = left + (float)stdSize;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = (float)( stdSize / 2.0 );
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = top - (float)stdSize;
|
|
|
|
- float front = -stdSize / 2;
|
|
|
|
- float back = front + stdSize;
|
|
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
|
|
- Vertex3D * vertecies = new Vertex3D[ 72 ];
|
|
|
|
- for( int i = 0; i < 72; i++ )
|
|
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 240 ];
|
|
|
|
+ for( int i = 0; i < 240; i++ )
|
|
vertecies[ i ].knochenId = 0;
|
|
vertecies[ i ].knochenId = 0;
|
|
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
|
|
|
|
- makeQuader( vertecies, 24, Vec3< float >( -stdSize / 2, -stdSize / 2, -5 ), Vec3< float >( stdSize, stdSize + 10, 10 ) );
|
|
|
|
- makeQuader( vertecies, 48, Vec3< float >( -5, -stdSize / 2, -stdSize / 2 ), Vec3< float >( 10, stdSize + 10, stdSize ) );
|
|
|
|
- model->setVertecies( vertecies, 72 );
|
|
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -7, -7, 20 ), Vec3< float >( 15, 15, 15 ), model ); // kopf
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -10, -4, -5 ), Vec3< float >( 20, 8, 25 ), model ); // oberkörper
|
|
|
|
+ makeQuader( vertecies, 48, Vec3< float >( -20, -5, 10 ), Vec3< float >( 10, 10, 10 ), model ); // linke schulter
|
|
|
|
+ makeQuader( vertecies, 72, Vec3< float >( 10, -5, 10 ), Vec3< float >( 10, 10, 10 ), model ); // rechte schulter
|
|
|
|
+ makeQuader( vertecies, 96, Vec3< float >( -18, -3, -10 ), Vec3< float >( 5, 5, 30 ), model ); // linker arm
|
|
|
|
+ makeQuader( vertecies, 120, Vec3< float >( 13, -3, -10 ), Vec3< float >( 5, 5, 30 ), model ); // rechter arm
|
|
|
|
+ makeQuader( vertecies, 144, Vec3< float >( -10, -4, -30 ), Vec3< float >( 8, 8, 25 ), model ); // linkes bein
|
|
|
|
+ makeQuader( vertecies, 168, Vec3< float >( 2, -4, -30 ), Vec3< float >( 8, 8, 25 ), model ); // rechtes bein
|
|
|
|
+ makeQuader( vertecies, 192, Vec3< float >( -9, -10, -35 ), Vec3< float >( 6, 15, 5 ), model ); // linker fuß
|
|
|
|
+ makeQuader( vertecies, 216, Vec3< float >( 3, -10, -35 ), Vec3< float >( 6, 15, 5 ), model ); // rechter fuß
|
|
|
|
+ model->setVertecies( vertecies, 240 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
|
|
textur = new Model3DTextur();
|
|
textur = new Model3DTextur();
|
|
}
|
|
}
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// textur: Die Textur als Bild
|
|
// textur: Die Textur als Bild
|
|
- void setTextur( Bild * textur )
|
|
|
|
|
|
+ void setTextur( Textur *textur )
|
|
{
|
|
{
|
|
- Textur* t = new Textur();
|
|
|
|
- t->setBildZ( textur );
|
|
|
|
int anz = model->getPolygonAnzahl();
|
|
int anz = model->getPolygonAnzahl();
|
|
for( int i = 0; i < anz; i++ )
|
|
for( int i = 0; i < anz; i++ )
|
|
- this->textur->setPolygonTextur( i, t->getThis() );
|
|
|
|
- t->release();
|
|
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
rend = 1;
|
|
rend = 1;
|
|
}
|
|
}
|
|
};
|
|
};
|
|
|
|
|
|
-class Boden : public Model3D
|
|
|
|
|
|
+class Unbekannt : public Model3D
|
|
{
|
|
{
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
|
|
|
|
|
|
+public:
|
|
|
|
+ Unbekannt()
|
|
{
|
|
{
|
|
- vertecies[ startIndex ].pos = ltf;
|
|
|
|
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 1 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 2 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 3 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 4 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 5 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 6 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 7 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 8 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 9 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 10 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 11 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 12 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 13 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 14 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 15 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 16 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 17 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 18 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 19 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 20 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 21 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 22 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 23 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- // front side
|
|
|
|
- Polygon3D* p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 2;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 1;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // back side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 7;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 6;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 5;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 7;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // right side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // left side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 6 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 4 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 6 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // top side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 0 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // down side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 3 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
|
|
+ model = new Model3DData();
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
+
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 216 ];
|
|
|
|
+ for( int i = 0; i < 216; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -5, -5, -25 ), Vec3< float >( 10, 10, 10 ), model );
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -5, -5, -10 ), Vec3< float >( 10, 10, 10 ), model );
|
|
|
|
+ makeQuader( vertecies, 48, Vec3< float >( 0, -5, 0 ), Vec3< float >( 10, 10, 10 ), model );
|
|
|
|
+ makeQuader( vertecies, 72, Vec3< float >( 5, -5, 10 ), Vec3< float >( 10, 10, 10 ), model );
|
|
|
|
+ makeQuader( vertecies, 96, Vec3< float >( 10, -5, 20 ), Vec3< float >( 10, 10, 10 ), model );
|
|
|
|
+ makeQuader( vertecies, 120, Vec3< float >( 5, -5, 30 ), Vec3< float >( 10, 10, 10 ), model );
|
|
|
|
+ makeQuader( vertecies, 144, Vec3< float >( -5, -5, 35 ), Vec3< float >( 10, 10, 10 ), model );
|
|
|
|
+ makeQuader( vertecies, 168, Vec3< float >( -15, -5, 30 ), Vec3< float >( 10, 10, 10 ), model );
|
|
|
|
+ makeQuader( vertecies, 192, Vec3< float >( -20, -5, 20 ), Vec3< float >( 10, 10, 10 ), model );
|
|
|
|
+ model->setVertecies( vertecies, 216 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
}
|
|
}
|
|
|
|
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
|
|
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Textur *textur )
|
|
{
|
|
{
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = pos.x;
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = pos.x + size.x;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = pos.y + size.y;
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = pos.y;
|
|
|
|
- float front = pos.z + size.z;
|
|
|
|
- float back = pos.z;
|
|
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
|
|
+ rend = 1;
|
|
|
|
+ }
|
|
|
|
|
|
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
|
|
|
|
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
|
|
|
|
|
|
+ bool tick( double time ) override
|
|
|
|
+ {
|
|
|
|
+ this->setDrehungZ( getZDrehung() + time );
|
|
|
|
+ return Model3D::tick( time );
|
|
}
|
|
}
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+class Schrank : public Model3D
|
|
|
|
+{
|
|
public:
|
|
public:
|
|
- // Konstruktor
|
|
|
|
- // size: Die Größe des Würfels
|
|
|
|
- Boden()
|
|
|
|
|
|
+ Schrank()
|
|
{
|
|
{
|
|
model = new Model3DData();
|
|
model = new Model3DData();
|
|
- float stdSize = 100;
|
|
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = (float)( ( stdSize / 2.0 ) * -1 );
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = left + (float)stdSize;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = (float)( stdSize / 2.0 );
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = top - (float)stdSize;
|
|
|
|
- float front = -stdSize / 2;
|
|
|
|
- float back = front + stdSize;
|
|
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
|
|
- Vertex3D * vertecies = new Vertex3D[ 24 ];
|
|
|
|
- for( int i = 0; i < 24; i++ )
|
|
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 216 ];
|
|
|
|
+ for( int i = 0; i < 216; i++ )
|
|
vertecies[ i ].knochenId = 0;
|
|
vertecies[ i ].knochenId = 0;
|
|
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
|
|
|
|
- model->setVertecies( vertecies, 24 );
|
|
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -25, -15, -30 ), Vec3< float >( 50, 30, 70 ), model ); // haupt schrank
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -27, -17, 40 ), Vec3< float >( 54, 34, 2 ), model ); // dach
|
|
|
|
+ makeQuader( vertecies, 48, Vec3< float >( -27, -17, -32 ), Vec3< float >( 54, 34, 2 ), model ); // boden
|
|
|
|
+ makeQuader( vertecies, 72, Vec3< float >( -27, -17, -37 ), Vec3< float >( 10, 10, 77 ), model ); // fus
|
|
|
|
+ makeQuader( vertecies, 96, Vec3< float >( 17, -17, -37 ), Vec3< float >( 10, 10, 77 ), model ); // fus
|
|
|
|
+ makeQuader( vertecies, 120, Vec3< float >( -27, 7, -37 ), Vec3< float >( 10, 10, 77 ), model ); // fus
|
|
|
|
+ makeQuader( vertecies, 144, Vec3< float >( 17, 7, -37 ), Vec3< float >( 10, 10, 77 ), model ); // fus
|
|
|
|
+ makeQuader( vertecies, 168, Vec3< float >( -4, -17, -1 ), Vec3< float >( 2, 2, 2 ), model ); // griff
|
|
|
|
+ makeQuader( vertecies, 192, Vec3< float >( 2, -17, -1 ), Vec3< float >( 2, 2, 2 ), model ); // griff
|
|
|
|
+ model->setVertecies( vertecies, 216 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
|
|
textur = new Model3DTextur();
|
|
textur = new Model3DTextur();
|
|
}
|
|
}
|
|
|
|
+
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// textur: Die Textur als Bild
|
|
// textur: Die Textur als Bild
|
|
- void setTextur( Bild * textur )
|
|
|
|
|
|
+ void setTextur( Textur *textur )
|
|
{
|
|
{
|
|
- Textur* t = new Textur();
|
|
|
|
- t->setBildZ( textur );
|
|
|
|
int anz = model->getPolygonAnzahl();
|
|
int anz = model->getPolygonAnzahl();
|
|
for( int i = 0; i < anz; i++ )
|
|
for( int i = 0; i < anz; i++ )
|
|
- this->textur->setPolygonTextur( i, t->getThis() );
|
|
|
|
- t->release();
|
|
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
rend = 1;
|
|
rend = 1;
|
|
}
|
|
}
|
|
|
|
+
|
|
|
|
+ bool tick( double time ) override
|
|
|
|
+ {
|
|
|
|
+ this->setDrehungZ( getZDrehung() + time );
|
|
|
|
+ return Model3D::tick( time );
|
|
|
|
+ }
|
|
};
|
|
};
|
|
|
|
|
|
-class Held : public Model3D
|
|
|
|
|
|
+class Stapel : public Model3D
|
|
{
|
|
{
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > ltf, Vec3< float > rtf, Vec3< float > lbf, Vec3< float > rbf, Vec3< float > ltb, Vec3< float > rtb, Vec3< float > lbb, Vec3< float > rbb )
|
|
|
|
|
|
+public:
|
|
|
|
+ Stapel()
|
|
{
|
|
{
|
|
- vertecies[ startIndex ].pos = ltf;
|
|
|
|
- vertecies[ startIndex ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 1 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 1 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 2 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 2 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 3 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 3 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 4 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 4 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 5 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 5 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 6 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 6 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 7 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 7 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 8 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 8 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 9 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 9 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 10 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 10 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 11 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 11 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 12 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 12 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 13 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 13 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 14 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 14 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 15 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- vertecies[ startIndex + 16 ].pos = ltf;
|
|
|
|
- vertecies[ startIndex + 16 ].tPos = Vec2< float >( 0.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 17 ].pos = rtf;
|
|
|
|
- vertecies[ startIndex + 17 ].tPos = Vec2< float >( 1.f, 1.f );
|
|
|
|
- vertecies[ startIndex + 18 ].pos = lbf;
|
|
|
|
- vertecies[ startIndex + 18 ].tPos = Vec2< float >( 0.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 19 ].pos = rbf;
|
|
|
|
- vertecies[ startIndex + 19 ].tPos = Vec2< float >( 1.f, 0.f );
|
|
|
|
- vertecies[ startIndex + 20 ].pos = ltb;
|
|
|
|
- vertecies[ startIndex + 20 ].tPos = Vec2< float >( 0.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 21 ].pos = rtb;
|
|
|
|
- vertecies[ startIndex + 21 ].tPos = Vec2< float >( 1.0f, 0.0f );
|
|
|
|
- vertecies[ startIndex + 22 ].pos = lbb;
|
|
|
|
- vertecies[ startIndex + 22 ].tPos = Vec2< float >( 0.0f, 1.0f );
|
|
|
|
- vertecies[ startIndex + 23 ].pos = rbb;
|
|
|
|
- vertecies[ startIndex + 23 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
-
|
|
|
|
- // front side
|
|
|
|
- Polygon3D* p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 2;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 3;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 1;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // back side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 7;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 6;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 5;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 7;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // right side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 1 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // left side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 6 + 8;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 8;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 0 + 8;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 4 + 8;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 6 + 8;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // top side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 0 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 4 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 1 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 5 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
- // down side
|
|
|
|
- p = new Polygon3D();
|
|
|
|
- p->indexAnz = 6;
|
|
|
|
- p->indexList = new int[ p->indexAnz ];
|
|
|
|
- p->indexBuffer->setLength( p->indexAnz * 4 );
|
|
|
|
- p->indexBuffer->setData( p->indexList );
|
|
|
|
- p->indexList[ 0 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 1 ] = startIndex + 3 + 16;
|
|
|
|
- p->indexList[ 2 ] = startIndex + 2 + 16;
|
|
|
|
- p->indexList[ 3 ] = startIndex + 6 + 16;
|
|
|
|
- p->indexList[ 4 ] = startIndex + 7 + 16;
|
|
|
|
- p->indexList[ 5 ] = startIndex + 3 + 16;
|
|
|
|
- model->addPolygon( p );
|
|
|
|
|
|
+ model = new Model3DData();
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
+
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 240 ];
|
|
|
|
+ for( int i = 0; i < 240; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -25, -25, -25 ), Vec3< float >( 50, 50, 5 ), model );
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -20, -25, -20 ), Vec3< float >( 50, 50, 5 ), model );
|
|
|
|
+ makeQuader( vertecies, 48, Vec3< float >( -25, -20, -15 ), Vec3< float >( 50, 50, 5 ), model );
|
|
|
|
+ makeQuader( vertecies, 72, Vec3< float >( -30, -20, -10 ), Vec3< float >( 50, 50, 5 ), model );
|
|
|
|
+ makeQuader( vertecies, 96, Vec3< float >( -25, -25, -5 ), Vec3< float >( 50, 50, 5 ), model );
|
|
|
|
+ makeQuader( vertecies, 120, Vec3< float >( -20, -30, 0 ), Vec3< float >( 50, 50, 5 ), model );
|
|
|
|
+ makeQuader( vertecies, 144, Vec3< float >( -25, -30, 5 ), Vec3< float >( 50, 50, 5 ), model );
|
|
|
|
+ makeQuader( vertecies, 168, Vec3< float >( -30, -25, 10 ), Vec3< float >( 50, 50, 5 ), model );
|
|
|
|
+ makeQuader( vertecies, 192, Vec3< float >( -25, -25, 15 ), Vec3< float >( 50, 50, 5 ), model );
|
|
|
|
+ makeQuader( vertecies, 216, Vec3< float >( -20, -20, 20 ), Vec3< float >( 50, 50, 5 ), model );
|
|
|
|
+ model->setVertecies( vertecies, 240 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
}
|
|
}
|
|
|
|
|
|
- void makeQuader( Vertex3D* vertecies, int startIndex, Vec3< float > pos, Vec3< float > size )
|
|
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Textur *textur )
|
|
{
|
|
{
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = pos.x;
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = pos.x + size.x;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = pos.y + size.y;
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = pos.y;
|
|
|
|
- float front = pos.z + size.z;
|
|
|
|
- float back = pos.z;
|
|
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
|
|
+ rend = 1;
|
|
|
|
+ }
|
|
|
|
|
|
- makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
|
|
|
|
- Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
|
|
|
|
|
|
+ bool tick( double time ) override
|
|
|
|
+ {
|
|
|
|
+ this->setDrehungZ( getZDrehung() + time );
|
|
|
|
+ return Model3D::tick( time );
|
|
}
|
|
}
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+class Wanne : public Model3D
|
|
|
|
+{
|
|
public:
|
|
public:
|
|
- // Konstruktor
|
|
|
|
- // size: Die Größe des Würfels
|
|
|
|
- Held()
|
|
|
|
|
|
+ Wanne()
|
|
{
|
|
{
|
|
model = new Model3DData();
|
|
model = new Model3DData();
|
|
- float stdSize = 100;
|
|
|
|
- float left, right, top, bottom;
|
|
|
|
- // Calculate the screen coordinates of the left side of the bitmap.
|
|
|
|
- left = (float)( ( stdSize / 2.0 ) * -1 );
|
|
|
|
- // Calculate the screen coordinates of the right side of the bitmap.
|
|
|
|
- right = left + (float)stdSize;
|
|
|
|
- // Calculate the screen coordinates of the top of the bitmap.
|
|
|
|
- top = (float)( stdSize / 2.0 );
|
|
|
|
- // Calculate the screen coordinates of the bottom of the bitmap.
|
|
|
|
- bottom = top - (float)stdSize;
|
|
|
|
- float front = -stdSize / 2;
|
|
|
|
- float back = front + stdSize;
|
|
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
|
|
- Vertex3D * vertecies = new Vertex3D[ 24 ];
|
|
|
|
- for( int i = 0; i < 24; i++ )
|
|
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 120 ];
|
|
|
|
+ for( int i = 0; i < 120; i++ )
|
|
vertecies[ i ].knochenId = 0;
|
|
vertecies[ i ].knochenId = 0;
|
|
- makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
|
|
|
|
- model->setVertecies( vertecies, 24 );
|
|
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -30, -15, -17 ), Vec3< float >( 60, 30, 2 ), model ); // boden
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -30, -15, -15 ), Vec3< float >( 5, 30, 30 ), model ); // wand links
|
|
|
|
+ makeQuader( vertecies, 48, Vec3< float >( 25, -15, -15 ), Vec3< float >( 5, 30, 30 ), model ); // wand rechts
|
|
|
|
+ makeQuader( vertecies, 72, Vec3< float >( -25, -15, -15 ), Vec3< float >( 50, 5, 30 ), model ); // wand forne
|
|
|
|
+ makeQuader( vertecies, 96, Vec3< float >( -25, 10, -15 ), Vec3< float >( 50, 5, 30 ), model ); // wand hinten
|
|
|
|
+ model->setVertecies( vertecies, 120 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Textur *textur )
|
|
|
|
+ {
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
|
|
+ rend = 1;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ bool tick( double time ) override
|
|
|
|
+ {
|
|
|
|
+ this->setDrehungZ( getZDrehung() + time );
|
|
|
|
+ return Model3D::tick( time );
|
|
|
|
+ }
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+class Truhe : public Model3D
|
|
|
|
+{
|
|
|
|
+public:
|
|
|
|
+ Truhe()
|
|
|
|
+ {
|
|
|
|
+ model = new Model3DData();
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
+
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 144 ];
|
|
|
|
+ for( int i = 0; i < 144; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -30, -15, -17 ), Vec3< float >( 60, 30, 2 ), model ); // boden
|
|
|
|
+ makeQuader( vertecies, 24, Vec3< float >( -30, -15, -15 ), Vec3< float >( 5, 30, 30 ), model ); // wand links
|
|
|
|
+ makeQuader( vertecies, 48, Vec3< float >( 25, -15, -15 ), Vec3< float >( 5, 30, 30 ), model ); // wand rechts
|
|
|
|
+ makeQuader( vertecies, 72, Vec3< float >( -25, -15, -15 ), Vec3< float >( 50, 5, 30 ), model ); // wand forne
|
|
|
|
+ makeQuader( vertecies, 96, Vec3< float >( -25, 10, -15 ), Vec3< float >( 50, 5, 30 ), model ); // wand hinten
|
|
|
|
+ makeQuader( vertecies, 120, Vec3< float >( -32, -17, 15 ), Vec3< float >( 64, 34, 2 ), model ); // deckel
|
|
|
|
+ model->setVertecies( vertecies, 144 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Textur *textur )
|
|
|
|
+ {
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
|
|
+ rend = 1;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ bool tick( double time ) override
|
|
|
|
+ {
|
|
|
|
+ this->setDrehungZ( getZDrehung() + time );
|
|
|
|
+ return Model3D::tick( time );
|
|
|
|
+ }
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+class Fass : public Model3D
|
|
|
|
+{
|
|
|
|
+public:
|
|
|
|
+ Fass()
|
|
|
|
+ {
|
|
|
|
+ model = new Model3DData();
|
|
|
|
+ model->setAmbientFactor( ambient );
|
|
|
|
+ model->setDiffusFactor( diffus );
|
|
|
|
+ model->setSpecularFactor( specular );
|
|
|
|
+
|
|
|
|
+ Vertex3D *vertecies = new Vertex3D[ 52 ];
|
|
|
|
+ for( int i = 0; i < 52; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ Vec3<float> p = Vec3<float>( 20, 0, -30 );
|
|
|
|
+ Mat4<float> rm = Mat4<float>::rotationZ( (float)( 2 * PI / 8 ) );
|
|
|
|
+ for( int i = 0; i < 8; i++ )
|
|
|
|
+ {
|
|
|
|
+ vertecies[ i ].pos = p;
|
|
|
|
+ vertecies[ i ].tPos.x = ( p.x + 20.f ) / 40.f;
|
|
|
|
+ vertecies[ i ].tPos.y = ( p.y + 20.f ) / 40.f;
|
|
|
|
+ p = rm * p;
|
|
|
|
+ }
|
|
|
|
+ p = Vec3<float>( 20, 0, -30 );
|
|
|
|
+ for( int i = 0; i < 9; i++ )
|
|
|
|
+ {
|
|
|
|
+ vertecies[ 8 + i ].pos = p;
|
|
|
|
+ vertecies[ 8 + i ].tPos.x = 1.f - i * ( 1.f / 8.f );
|
|
|
|
+ vertecies[ 8 + i ].tPos.y = 1.f;
|
|
|
|
+ p = rm * p;
|
|
|
|
+ }
|
|
|
|
+ p = Vec3<float>( 25, 0, -10 );
|
|
|
|
+ for( int i = 0; i < 9; i++ )
|
|
|
|
+ {
|
|
|
|
+ vertecies[ 17 + i ].pos = p;
|
|
|
|
+ vertecies[ 17 + i ].tPos.x = 1.f - i * ( 1.f / 8.f );
|
|
|
|
+ vertecies[ 17 + i ].tPos.y = 0.7777777f;
|
|
|
|
+ p = rm * p;
|
|
|
|
+ }
|
|
|
|
+ p = Vec3<float>( 25, 0, 10 );
|
|
|
|
+ for( int i = 0; i < 9; i++ )
|
|
|
|
+ {
|
|
|
|
+ vertecies[ 26 + i ].pos = p;
|
|
|
|
+ vertecies[ 26 + i ].tPos.x = 1.f - i * ( 1.f / 8.f );
|
|
|
|
+ vertecies[ 26 + i ].tPos.y = 0.3333333f;
|
|
|
|
+ p = rm * p;
|
|
|
|
+ }
|
|
|
|
+ p = Vec3<float>( 20, 0, 30 );
|
|
|
|
+ for( int i = 0; i < 9; i++ )
|
|
|
|
+ {
|
|
|
|
+ vertecies[ 35 + i ].pos = p;
|
|
|
|
+ vertecies[ 35 + i ].tPos.x = 1.f - i * ( 1.f / 8.f );
|
|
|
|
+ vertecies[ 35 + i ].tPos.y = 0.f;
|
|
|
|
+ p = rm * p;
|
|
|
|
+ }
|
|
|
|
+ p = Vec3<float>( 20, 0, 30 );
|
|
|
|
+ for( int i = 0; i < 8; i++ )
|
|
|
|
+ {
|
|
|
|
+ vertecies[ 44 + i ].pos = p;
|
|
|
|
+ vertecies[ 44 + i ].tPos.x = ( p.x + 20.f ) / 40.f;
|
|
|
|
+ vertecies[ 44 + i ].tPos.y = ( p.y + 20.f ) / 40.f;
|
|
|
|
+ p = rm * p;
|
|
|
|
+ }
|
|
|
|
+ // top side
|
|
|
|
+ Polygon3D *pol = new Polygon3D();
|
|
|
|
+ pol->indexAnz = 18;
|
|
|
|
+ pol->indexList = new int[ pol->indexAnz ];
|
|
|
|
+ pol->indexList[ 0 ] = 44 + 0;
|
|
|
|
+ pol->indexList[ 1 ] = 44 + 1;
|
|
|
|
+ pol->indexList[ 2 ] = 44 + 2;
|
|
|
|
+ pol->indexList[ 3 ] = 44 + 0;
|
|
|
|
+ pol->indexList[ 4 ] = 44 + 2;
|
|
|
|
+ pol->indexList[ 5 ] = 44 + 3;
|
|
|
|
+ pol->indexList[ 6 ] = 44 + 0;
|
|
|
|
+ pol->indexList[ 7 ] = 44 + 3;
|
|
|
|
+ pol->indexList[ 8 ] = 44 + 4;
|
|
|
|
+ pol->indexList[ 9 ] = 44 + 0;
|
|
|
|
+ pol->indexList[ 10 ] = 44 + 4;
|
|
|
|
+ pol->indexList[ 11 ] = 44 + 5;
|
|
|
|
+ pol->indexList[ 12 ] = 44 + 0;
|
|
|
|
+ pol->indexList[ 13 ] = 44 + 5;
|
|
|
|
+ pol->indexList[ 14 ] = 44 + 6;
|
|
|
|
+ pol->indexList[ 15 ] = 44 + 0;
|
|
|
|
+ pol->indexList[ 16 ] = 44 + 6;
|
|
|
|
+ pol->indexList[ 17 ] = 44 + 7;
|
|
|
|
+ model->addPolygon( pol );
|
|
|
|
+ // bottom side
|
|
|
|
+ pol = new Polygon3D();
|
|
|
|
+ pol->indexAnz = 18;
|
|
|
|
+ pol->indexList = new int[ pol->indexAnz ];
|
|
|
|
+ pol->indexList[ 0 ] = 0;
|
|
|
|
+ pol->indexList[ 1 ] = 2;
|
|
|
|
+ pol->indexList[ 2 ] = 1;
|
|
|
|
+ pol->indexList[ 3 ] = 0;
|
|
|
|
+ pol->indexList[ 4 ] = 3;
|
|
|
|
+ pol->indexList[ 5 ] = 2;
|
|
|
|
+ pol->indexList[ 6 ] = 0;
|
|
|
|
+ pol->indexList[ 7 ] = 4;
|
|
|
|
+ pol->indexList[ 8 ] = 3;
|
|
|
|
+ pol->indexList[ 9 ] = 0;
|
|
|
|
+ pol->indexList[ 10 ] = 5;
|
|
|
|
+ pol->indexList[ 11 ] = 4;
|
|
|
|
+ pol->indexList[ 12 ] = 0;
|
|
|
|
+ pol->indexList[ 13 ] = 6;
|
|
|
|
+ pol->indexList[ 14 ] = 5;
|
|
|
|
+ pol->indexList[ 15 ] = 0;
|
|
|
|
+ pol->indexList[ 16 ] = 7;
|
|
|
|
+ pol->indexList[ 17 ] = 6;
|
|
|
|
+ model->addPolygon( pol );
|
|
|
|
+ // out side
|
|
|
|
+ pol = new Polygon3D();
|
|
|
|
+ pol->indexAnz = 18 * 8;
|
|
|
|
+ pol->indexList = new int[ pol->indexAnz ];
|
|
|
|
+ for( int i = 0; i < 8; i++ )
|
|
|
|
+ {
|
|
|
|
+ pol->indexList[ i * 18 + 0 ] = i + 8;
|
|
|
|
+ pol->indexList[ i * 18 + 1 ] = i + 9;
|
|
|
|
+ pol->indexList[ i * 18 + 2 ] = i + 17;
|
|
|
|
+
|
|
|
|
+ pol->indexList[ i * 18 + 3 ] = i + 17;
|
|
|
|
+ pol->indexList[ i * 18 + 4 ] = i + 9;
|
|
|
|
+ pol->indexList[ i * 18 + 5 ] = i + 18;
|
|
|
|
+
|
|
|
|
+ pol->indexList[ i * 18 + 6 ] = i + 26;
|
|
|
|
+ pol->indexList[ i * 18 + 7 ] = i + 17;
|
|
|
|
+ pol->indexList[ i * 18 + 8 ] = i + 18;
|
|
|
|
+
|
|
|
|
+ pol->indexList[ i * 18 + 9 ] = i + 26;
|
|
|
|
+ pol->indexList[ i * 18 + 10 ] = i + 18;
|
|
|
|
+ pol->indexList[ i * 18 + 11 ] = i + 27;
|
|
|
|
+
|
|
|
|
+ pol->indexList[ i * 18 + 12 ] = i + 35;
|
|
|
|
+ pol->indexList[ i * 18 + 13 ] = i + 26;
|
|
|
|
+ pol->indexList[ i * 18 + 14 ] = i + 27;
|
|
|
|
+
|
|
|
|
+ pol->indexList[ i * 18 + 15 ] = i + 35;
|
|
|
|
+ pol->indexList[ i * 18 + 16 ] = i + 27;
|
|
|
|
+ pol->indexList[ i * 18 + 17 ] = i + 36;
|
|
|
|
+ }
|
|
|
|
+ model->addPolygon( pol );
|
|
|
|
+ model->setVertecies( vertecies, 52 );
|
|
|
|
+
|
|
|
|
+ model->calculateNormals();
|
|
|
|
|
|
textur = new Model3DTextur();
|
|
textur = new Model3DTextur();
|
|
}
|
|
}
|
|
|
|
+
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
// textur: Die Textur als Bild
|
|
// textur: Die Textur als Bild
|
|
- void setTextur( Bild * textur )
|
|
|
|
|
|
+ void setTextur( Textur *textur )
|
|
{
|
|
{
|
|
- Textur* t = new Textur();
|
|
|
|
- t->setBildZ( textur );
|
|
|
|
int anz = model->getPolygonAnzahl();
|
|
int anz = model->getPolygonAnzahl();
|
|
for( int i = 0; i < anz; i++ )
|
|
for( int i = 0; i < anz; i++ )
|
|
- this->textur->setPolygonTextur( i, t->getThis() );
|
|
|
|
- t->release();
|
|
|
|
|
|
+ this->textur->setPolygonTextur( i, textur->getThis() );
|
|
|
|
+ textur->release();
|
|
rend = 1;
|
|
rend = 1;
|
|
}
|
|
}
|
|
|
|
+
|
|
|
|
+ bool tick( double time ) override
|
|
|
|
+ {
|
|
|
|
+ this->setDrehungZ( getZDrehung() + time );
|
|
|
|
+ return Model3D::tick( time );
|
|
|
|
+ }
|
|
};
|
|
};
|
|
|
|
|
|
// Aktion beim schließen des Fensters
|
|
// Aktion beim schließen des Fensters
|
|
-void schließen( void* p, void* f )
|
|
|
|
|
|
+void schließen( void *p, void *f )
|
|
{
|
|
{
|
|
// Stoppe Nachrichten Loop
|
|
// Stoppe Nachrichten Loop
|
|
- StopNachrichtenSchleife( ( (WFenster*)f )->getFensterHandle() );
|
|
|
|
|
|
+ StopNachrichtenSchleife( ( (WFenster *)f )->getFensterHandle() );
|
|
}
|
|
}
|
|
|
|
|
|
int __stdcall Framework::Start( Startparam p )
|
|
int __stdcall Framework::Start( Startparam p )
|
|
{
|
|
{
|
|
|
|
+ /*Vec3< float > v1( 0, rand(), rand() );
|
|
|
|
+ Vec3< float > v2 = v1 * rand();
|
|
|
|
+ for( float angle = 1; angle <= 360; angle++ )
|
|
|
|
+ {
|
|
|
|
+ v2.rotateX( ( 1.f / 180.f ) * (float)PI );
|
|
|
|
+ std::cout << "Angle: " << angle << " acos(x): " << v1.angle( v2 ) << " x: " << ( ( v1 * v2 ) / ( v1.getLength() * v2.getLength() ) ) << " y: " << ( ( v1 * v2 ) / ( v1.getLengthSq() * v2.getLengthSq() ) ) << " z: " << ( v1 * v2 ) << "\n";
|
|
|
|
+ }
|
|
|
|
+ v1 = Vec3< float >( 0, rand(), rand() );
|
|
|
|
+ v2 = Vec3< float >( v1 * rand() );
|
|
|
|
+ std::cout << "\n\n";
|
|
|
|
+ for( float angle = 1; angle <= 360; angle++ )
|
|
|
|
+ {
|
|
|
|
+ v2.rotateX( -( 1.f / 180.f ) * (float)PI );
|
|
|
|
+ std::cout << "Angle: " << -angle << " acos(x): " << v1.angle( v2 ) << " x: " << ( ( v1 * v2 ) / ( v1.getLength() * v2.getLength() ) ) << " y: " << ( ( v1 * v2 ) / ( v1.getLengthSq() * v2.getLengthSq() ) ) << " z: " << ( v1 * v2 ) << "\n";
|
|
|
|
+ }
|
|
|
|
+ return 0;*/
|
|
// Fenster erstellen
|
|
// Fenster erstellen
|
|
WNDCLASS wc = F_Normal( p.hinst );
|
|
WNDCLASS wc = F_Normal( p.hinst );
|
|
wc.lpszClassName = "3D Creator";
|
|
wc.lpszClassName = "3D Creator";
|
|
|
|
|
|
- WFenster* f = new WFenster();
|
|
|
|
|
|
+ WFenster *f = new WFenster();
|
|
f->erstellen( WS_OVERLAPPEDWINDOW, wc );
|
|
f->erstellen( WS_OVERLAPPEDWINDOW, wc );
|
|
f->setVSchließAktion( schließen );
|
|
f->setVSchließAktion( schließen );
|
|
f->setAnzeigeModus( SW_SHOWNORMAL );
|
|
f->setAnzeigeModus( SW_SHOWNORMAL );
|
|
@@ -1461,46 +1047,115 @@ int __stdcall Framework::Start( Startparam p )
|
|
f->setPosition( Punkt( 100, 100 ) );
|
|
f->setPosition( Punkt( 100, 100 ) );
|
|
|
|
|
|
// 3D Umgebung erstellen
|
|
// 3D Umgebung erstellen
|
|
- Bildschirm3D* b = new Bildschirm3D( f->getThis() );
|
|
|
|
|
|
+ Bildschirm3D *b = new Bildschirm3D( f->getThis(), DIRECTX11 );
|
|
f->setBildschirm( b->getThis() );
|
|
f->setBildschirm( b->getThis() );
|
|
b->setFillFarbe( 0 );
|
|
b->setFillFarbe( 0 );
|
|
b->setTestRend( 0 );
|
|
b->setTestRend( 0 );
|
|
|
|
|
|
- Welt3D* welt = new Welt3D();
|
|
|
|
- TreppeUnten* test = new TreppeUnten();
|
|
|
|
|
|
+ Welt3D *welt = new Welt3D();
|
|
|
|
|
|
- LTDBDatei* assets = new LTDBDatei();
|
|
|
|
- assets->setDatei( new Text( "assets.ltdb" ) );
|
|
|
|
|
|
+ LTDBDatei *assets = new LTDBDatei();
|
|
|
|
+ assets->setDatei( new Text( "textures.ltdb" ) );
|
|
assets->leseDaten( 0 );
|
|
assets->leseDaten( 0 );
|
|
- Bild* b1 = assets->laden( 0, new Text( "ground.png" ) );
|
|
|
|
|
|
+ Bild *b1 = assets->laden( 0, new Text( "holz.png" ) );
|
|
|
|
+ Textur *t = b->zGraphicsApi()->createOrGetTextur( "ground", b1 );
|
|
assets->release();
|
|
assets->release();
|
|
- test->setTextur( b1->getThis() );
|
|
|
|
- test->setPosition( 0, 0, 0 );
|
|
|
|
- welt->addZeichnung( test );
|
|
|
|
- TreppeOben* test2 = new TreppeOben();
|
|
|
|
- test2->setTextur( b1->getThis() );
|
|
|
|
|
|
+ Treppe *test2 = new Treppe();
|
|
|
|
+ test2->setTextur( t->getThis() );
|
|
test2->setPosition( 150, 0, 0 );
|
|
test2->setPosition( 150, 0, 0 );
|
|
welt->addZeichnung( test2 );
|
|
welt->addZeichnung( test2 );
|
|
- Mauer* test3 = new Mauer();
|
|
|
|
- test3->setTextur( b1->getThis() );
|
|
|
|
- test3->setPosition( 150, 0, 150 );
|
|
|
|
|
|
+ Mauer *test3 = new Mauer();
|
|
|
|
+ test3->setTextur( t->getThis() );
|
|
|
|
+ test3->setPosition( 150, 150, 0 );
|
|
welt->addZeichnung( test3 );
|
|
welt->addZeichnung( test3 );
|
|
- MauerEcke* test4 = new MauerEcke();
|
|
|
|
- test4->setTextur( b1->getThis() );
|
|
|
|
|
|
+ MauerEcke *test4 = new MauerEcke();
|
|
|
|
+ test4->setTextur( t->getThis() );
|
|
test4->setPosition( -150, 0, 0 );
|
|
test4->setPosition( -150, 0, 0 );
|
|
welt->addZeichnung( test4 );
|
|
welt->addZeichnung( test4 );
|
|
- MauerKreuz* test5 = new MauerKreuz();
|
|
|
|
- test5->setTextur( b1->getThis() );
|
|
|
|
- test5->setPosition( 0, 0, 150 );
|
|
|
|
|
|
+ MauerKreuz *test5 = new MauerKreuz();
|
|
|
|
+ test5->setTextur( t->getThis() );
|
|
|
|
+ test5->setPosition( 0, 150, 0 );
|
|
welt->addZeichnung( test5 );
|
|
welt->addZeichnung( test5 );
|
|
- Boden* test6 = new Boden();
|
|
|
|
- test6->setTextur( b1->getThis() );
|
|
|
|
- test6->setPosition( -150, 0, 150 );
|
|
|
|
|
|
+ Boden *test6 = new Boden();
|
|
|
|
+ test6->setTextur( t->getThis() );
|
|
|
|
+ test6->setPosition( -150, 150, 0 );
|
|
welt->addZeichnung( test6 );
|
|
welt->addZeichnung( test6 );
|
|
-
|
|
|
|
- b1->release();
|
|
|
|
-
|
|
|
|
- Kam3D* kamA = new Kam3D();
|
|
|
|
|
|
+ Unbekannt *test7 = new Unbekannt();
|
|
|
|
+ test7->setTextur( t->getThis() );
|
|
|
|
+ test7->setPosition( -250, 150, 0 );
|
|
|
|
+ welt->addZeichnung( test7 );
|
|
|
|
+ HalberBoden *test8 = new HalberBoden();
|
|
|
|
+ test8->setTextur( t->getThis() );
|
|
|
|
+ test8->setPosition( -150, 250, 0 );
|
|
|
|
+ welt->addZeichnung( test8 );
|
|
|
|
+ Hero *test9 = new Hero();
|
|
|
|
+ test9->setTextur( t->getThis() );
|
|
|
|
+ test9->setPosition( -250, 250, 0 );
|
|
|
|
+ welt->addZeichnung( test9 );
|
|
|
|
+ TürZu *test10 = new TürZu();
|
|
|
|
+ test10->setTextur( t->getThis() );
|
|
|
|
+ test10->setPosition( -350, 250, 0 );
|
|
|
|
+ welt->addZeichnung( test10 );
|
|
|
|
+ TürOffen *test11 = new TürOffen();
|
|
|
|
+ test11->setTextur( t->getThis() );
|
|
|
|
+ test11->setPosition( -250, 350, 0 );
|
|
|
|
+ welt->addZeichnung( test11 );
|
|
|
|
+ FensterZu *test12 = new FensterZu();
|
|
|
|
+ test12->setTextur( t->getThis() );
|
|
|
|
+ test12->setPosition( -350, 350, 0 );
|
|
|
|
+ welt->addZeichnung( test12 );
|
|
|
|
+ FensterOffen *test13 = new FensterOffen();
|
|
|
|
+ test13->setTextur( t->getThis() );
|
|
|
|
+ test13->setPosition( -350, 450, 0 );
|
|
|
|
+ welt->addZeichnung( test13 );
|
|
|
|
+ Fass *test14 = new Fass();
|
|
|
|
+ test14->setTextur( t->getThis() );
|
|
|
|
+ test14->setPosition( -350, 150, 0 );
|
|
|
|
+ welt->addZeichnung( test14 );
|
|
|
|
+ Schrank *test15 = new Schrank();
|
|
|
|
+ test15->setTextur( t->getThis() );
|
|
|
|
+ test15->setPosition( -350, 50, 0 );
|
|
|
|
+ welt->addZeichnung( test15 );
|
|
|
|
+ Stapel *test16 = new Stapel();
|
|
|
|
+ test16->setTextur( t->getThis() );
|
|
|
|
+ test16->setPosition( -350, -50, 0 );
|
|
|
|
+ welt->addZeichnung( test16 );
|
|
|
|
+ Wanne *test17 = new Wanne();
|
|
|
|
+ test17->setTextur( t->getThis() );
|
|
|
|
+ test17->setPosition( -350, -150, 0 );
|
|
|
|
+ welt->addZeichnung( test17 );
|
|
|
|
+ Truhe *test18 = new Truhe();
|
|
|
|
+ test18->setTextur( t->getThis() );
|
|
|
|
+ test18->setPosition( -250, -150, 0 );
|
|
|
|
+ welt->addZeichnung( test18 );
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ M3Datei m3;
|
|
|
|
+ m3.setPfad( "models.m3" );
|
|
|
|
+ m3.leseDaten();
|
|
|
|
+ m3.saveModel( test2->zModelData(), "TREPPE" );
|
|
|
|
+ m3.saveModel( test3->zModelData(), "MAUER" );
|
|
|
|
+ m3.saveModel( test4->zModelData(), "mauer_ecke" );
|
|
|
|
+ m3.saveModel( test5->zModelData(), "mauer_kreuz" );
|
|
|
|
+ m3.saveModel( test6->zModelData(), "BODEN" );
|
|
|
|
+ m3.saveModel( test8->zModelData(), "boden_halb" );
|
|
|
|
+ m3.saveModel( test9->zModelData(), "HERO" );
|
|
|
|
+ m3.saveModel( test9->zModelData(), "NPC" );
|
|
|
|
+ m3.saveModel( test10->zModelData(), "TÜR (ZU)" );
|
|
|
|
+ m3.saveModel( test11->zModelData(), "TÜR (OFFEN)" );
|
|
|
|
+ m3.saveModel( test12->zModelData(), "FENSTER (ZU)" );
|
|
|
|
+ m3.saveModel( test13->zModelData(), "FENSTER (OFFEN)" );
|
|
|
|
+ m3.saveModel( test14->zModelData(), "FASS" );
|
|
|
|
+ m3.saveModel( test15->zModelData(), "SCHRANK" );
|
|
|
|
+ m3.saveModel( test16->zModelData(), "STAPEL" );
|
|
|
|
+ m3.saveModel( test17->zModelData(), "WANNE" );
|
|
|
|
+ m3.saveModel( test18->zModelData(), "TRUHE" );
|
|
|
|
+ m3.saveModel( test7->zModelData(), "unbekannt" );
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ t->release();
|
|
|
|
+
|
|
|
|
+ Kam3D *kamA = new Kam3D();
|
|
kamA->setBildschirmPosition( 10, 10 );
|
|
kamA->setBildschirmPosition( 10, 10 );
|
|
kamA->setBildschirmSize( 385, 385 );
|
|
kamA->setBildschirmSize( 385, 385 );
|
|
kamA->setPosition( Vec3<float>( -1000, 0, 0 ) );
|
|
kamA->setPosition( Vec3<float>( -1000, 0, 0 ) );
|
|
@@ -1508,7 +1163,7 @@ int __stdcall Framework::Start( Startparam p )
|
|
kamA->setWelt( welt->getThis() );
|
|
kamA->setWelt( welt->getThis() );
|
|
b->addKamera( kamA );
|
|
b->addKamera( kamA );
|
|
|
|
|
|
- Kam3D* kamB = new Kam3D();
|
|
|
|
|
|
+ Kam3D *kamB = new Kam3D();
|
|
kamB->setBildschirmPosition( 10, 405 );
|
|
kamB->setBildschirmPosition( 10, 405 );
|
|
kamB->setBildschirmSize( 385, 385 );
|
|
kamB->setBildschirmSize( 385, 385 );
|
|
kamB->setPosition( Vec3<float>( 0, -1000, 0 ) );
|
|
kamB->setPosition( Vec3<float>( 0, -1000, 0 ) );
|
|
@@ -1516,7 +1171,7 @@ int __stdcall Framework::Start( Startparam p )
|
|
kamB->setWelt( welt->getThis() );
|
|
kamB->setWelt( welt->getThis() );
|
|
b->addKamera( kamB );
|
|
b->addKamera( kamB );
|
|
|
|
|
|
- Kam3D* kamC = new Kam3D();
|
|
|
|
|
|
+ Kam3D *kamC = new Kam3D();
|
|
kamC->setBildschirmPosition( 405, 10 );
|
|
kamC->setBildschirmPosition( 405, 10 );
|
|
kamC->setBildschirmSize( 385, 385 );
|
|
kamC->setBildschirmSize( 385, 385 );
|
|
kamC->setPosition( Vec3<float>( 0, 0, -1000 ) );
|
|
kamC->setPosition( Vec3<float>( 0, 0, -1000 ) );
|
|
@@ -1524,34 +1179,34 @@ int __stdcall Framework::Start( Startparam p )
|
|
kamC->setWelt( welt->getThis() );
|
|
kamC->setWelt( welt->getThis() );
|
|
b->addKamera( kamC );
|
|
b->addKamera( kamC );
|
|
|
|
|
|
- Kam3D * kamD = new Kam3D();
|
|
|
|
|
|
+ Kam3D *kamD = new Kam3D();
|
|
kamD->setStyle( Kam3D::Style::Movable | Kam3D::Style::Rotatable | Kam3D::Style::Tick );
|
|
kamD->setStyle( Kam3D::Style::Movable | Kam3D::Style::Rotatable | Kam3D::Style::Tick );
|
|
kamD->setBildschirmPosition( 405, 405 );
|
|
kamD->setBildschirmPosition( 405, 405 );
|
|
kamD->setBildschirmSize( 385, 385 );
|
|
kamD->setBildschirmSize( 385, 385 );
|
|
- kamD->setPosition( Vec3<float>( 0, 0, -1000 ) );
|
|
|
|
|
|
+ kamD->setPosition( Vec3<float>( 0, 0, 1000 ) );
|
|
kamD->setAusrichtung( Vec3<float>( 0, 0, 0 ) );
|
|
kamD->setAusrichtung( Vec3<float>( 0, 0, 0 ) );
|
|
kamD->setWelt( welt->getThis() );
|
|
kamD->setWelt( welt->getThis() );
|
|
b->addKamera( kamD );
|
|
b->addKamera( kamD );
|
|
|
|
|
|
- LRahmen * kamAR = new LRahmen();
|
|
|
|
|
|
+ LRahmen *kamAR = new LRahmen();
|
|
kamAR->setPosition( 10, 10 );
|
|
kamAR->setPosition( 10, 10 );
|
|
kamAR->setFarbe( 0xFFFFFFFF );
|
|
kamAR->setFarbe( 0xFFFFFFFF );
|
|
kamAR->setRamenBreite( 1 );
|
|
kamAR->setRamenBreite( 1 );
|
|
kamAR->setSize( 385, 385 );
|
|
kamAR->setSize( 385, 385 );
|
|
b->addMember( kamAR );
|
|
b->addMember( kamAR );
|
|
- LRahmen * kamBR = new LRahmen();
|
|
|
|
|
|
+ LRahmen *kamBR = new LRahmen();
|
|
kamBR->setPosition( 404, 10 );
|
|
kamBR->setPosition( 404, 10 );
|
|
kamBR->setFarbe( 0xFFFFFFFF );
|
|
kamBR->setFarbe( 0xFFFFFFFF );
|
|
kamBR->setRamenBreite( 1 );
|
|
kamBR->setRamenBreite( 1 );
|
|
kamBR->setSize( 385, 385 );
|
|
kamBR->setSize( 385, 385 );
|
|
b->addMember( kamBR );
|
|
b->addMember( kamBR );
|
|
- LRahmen * kamCR = new LRahmen();
|
|
|
|
|
|
+ LRahmen *kamCR = new LRahmen();
|
|
kamCR->setPosition( 10, 405 );
|
|
kamCR->setPosition( 10, 405 );
|
|
kamCR->setFarbe( 0xFFFFFFFF );
|
|
kamCR->setFarbe( 0xFFFFFFFF );
|
|
kamCR->setRamenBreite( 1 );
|
|
kamCR->setRamenBreite( 1 );
|
|
kamCR->setSize( 385, 385 );
|
|
kamCR->setSize( 385, 385 );
|
|
b->addMember( kamCR );
|
|
b->addMember( kamCR );
|
|
- LRahmen * kamDR = new LRahmen();
|
|
|
|
|
|
+ LRahmen *kamDR = new LRahmen();
|
|
kamDR->setPosition( 405, 405 );
|
|
kamDR->setPosition( 405, 405 );
|
|
kamDR->setFarbe( 0xFFFFFFFF );
|
|
kamDR->setFarbe( 0xFFFFFFFF );
|
|
kamDR->setRamenBreite( 1 );
|
|
kamDR->setRamenBreite( 1 );
|
|
@@ -1559,9 +1214,10 @@ int __stdcall Framework::Start( Startparam p )
|
|
b->addMember( kamDR );
|
|
b->addMember( kamDR );
|
|
|
|
|
|
// Render Loop starten
|
|
// Render Loop starten
|
|
- RenderTh * r = new RenderTh();
|
|
|
|
|
|
+ RenderTh *r = new RenderTh();
|
|
|
|
+ r->setMaxFps( 10000 );
|
|
r->setBildschirm( b->getThis() );
|
|
r->setBildschirm( b->getThis() );
|
|
- r->setTickFunktion( [ test, b, kamD ]( void*, void*, double t )
|
|
|
|
|
|
+ r->setTickFunktion( [ b, kamD ]( void *, void *, double t )
|
|
{
|
|
{
|
|
//test->setDrehung( test->getDrehung() + Vec3<double>( t, t, t ) );
|
|
//test->setDrehung( test->getDrehung() + Vec3<double>( t, t, t ) );
|
|
if( Framework::getTastenStand( T_Enter ) )
|
|
if( Framework::getTastenStand( T_Enter ) )
|