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@@ -470,6 +470,976 @@ public:
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}
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}
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};
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};
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+class Mauer : 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 )
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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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+
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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.
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+ top = pos.y + size.y;
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+ // Calculate the screen coordinates of the bottom of the bitmap.
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+ bottom = pos.y;
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+ float front = pos.z + size.z;
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+ float back = pos.z;
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+
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+ makeQuader( vertecies, startIndex, Vec3< float >( left, top, front ), Vec3< float >( right, top, front ), Vec3< float >( left, bottom, front ), Vec3< float >( right, bottom, front ),
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+ Vec3< float >( left, top, back ), Vec3< float >( right, top, back ), Vec3< float >( left, bottom, back ), Vec3< float >( right, bottom, back ) );
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+ }
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+public:
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+ // Konstruktor
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+ // size: Die Größe des Würfels
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+ Mauer()
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+ {
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+ model = new Model3DData();
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+ float stdSize = 100;
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+ float left, right, top, bottom;
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+ // Calculate the screen coordinates of the left side of the bitmap.
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+ left = (float)( ( stdSize / 2.0 ) * -1 );
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+ // Calculate the screen coordinates of the right side of the bitmap.
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+ right = left + (float)stdSize;
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+ // Calculate the screen coordinates of the top of the bitmap.
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+ top = (float)( stdSize / 2.0 );
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+ // Calculate the screen coordinates of the bottom of the bitmap.
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+ bottom = top - (float)stdSize;
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+ float front = -stdSize / 2;
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+ float back = front + stdSize;
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+
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+ Vertex3D * vertecies = new Vertex3D[ 48 ];
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+ for( int i = 0; i < 48; i++ )
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+ vertecies[ i ].knochenId = 0;
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+ makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
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+ makeQuader( vertecies, 24, Vec3< float >( -stdSize / 2, -stdSize / 2, -5 ), Vec3< float >( stdSize, stdSize + 10, 10 ) );
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+ model->setVertecies( vertecies, 48 );
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+
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+ textur = new Model3DTextur();
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+ }
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+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
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+ // textur: Die Textur als Bild
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+ void setTextur( Bild * textur )
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+ {
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+ Textur* t = new Textur();
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+ t->setBildZ( textur );
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+ int anz = model->getPolygonAnzahl();
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+ for( int i = 0; i < anz; i++ )
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+ this->textur->setPolygonTextur( i, t->getThis() );
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+ t->release();
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+ rend = 1;
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+ }
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+};
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+
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+class MauerEcke : 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 )
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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;
|
|
|
|
+ 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 );
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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;
|
|
|
|
+
|
|
|
|
+ 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 ) );
|
|
|
|
+ }
|
|
|
|
+public:
|
|
|
|
+ // Konstruktor
|
|
|
|
+ // size: Die Größe des Würfels
|
|
|
|
+ MauerEcke()
|
|
|
|
+ {
|
|
|
|
+ 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;
|
|
|
|
+
|
|
|
|
+ Vertex3D * vertecies = new Vertex3D[ 72 ];
|
|
|
|
+ for( int i = 0; i < 72; i++ )
|
|
|
|
+ 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 );
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
|
|
+ }
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Bild * textur )
|
|
|
|
+ {
|
|
|
|
+ Textur* t = new Textur();
|
|
|
|
+ t->setBildZ( textur );
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, t->getThis() );
|
|
|
|
+ t->release();
|
|
|
|
+ rend = 1;
|
|
|
|
+ }
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+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 )
|
|
|
|
+ {
|
|
|
|
+ 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 );
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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;
|
|
|
|
+
|
|
|
|
+ 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 ) );
|
|
|
|
+ }
|
|
|
|
+public:
|
|
|
|
+ // Konstruktor
|
|
|
|
+ // size: Die Größe des Würfels
|
|
|
|
+ MauerKreuz()
|
|
|
|
+ {
|
|
|
|
+ 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;
|
|
|
|
+
|
|
|
|
+ Vertex3D * vertecies = new Vertex3D[ 72 ];
|
|
|
|
+ for( int i = 0; i < 72; i++ )
|
|
|
|
+ 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 );
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
|
|
+ }
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Bild * textur )
|
|
|
|
+ {
|
|
|
|
+ Textur* t = new Textur();
|
|
|
|
+ t->setBildZ( textur );
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, t->getThis() );
|
|
|
|
+ t->release();
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|
|
+ rend = 1;
|
|
|
|
+ }
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+class Boden : 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 )
|
|
|
|
+ {
|
|
|
|
+ vertecies[ startIndex ].pos = ltf;
|
|
|
|
+ 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 );
|
|
|
|
+ vertecies[ startIndex + 13 ].pos = rtb;
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|
|
|
+ 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 );
|
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|
|
+ vertecies[ startIndex + 15 ].pos = rbb;
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|
|
|
+ vertecies[ startIndex + 15 ].tPos = Vec2< float >( 1.0f, 1.0f );
|
|
|
|
+
|
|
|
|
+ vertecies[ startIndex + 16 ].pos = ltf;
|
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|
|
+ 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 );
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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;
|
|
|
|
+
|
|
|
|
+ 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 ) );
|
|
|
|
+ }
|
|
|
|
+public:
|
|
|
|
+ // Konstruktor
|
|
|
|
+ // size: Die Größe des Würfels
|
|
|
|
+ Boden()
|
|
|
|
+ {
|
|
|
|
+ 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;
|
|
|
|
+
|
|
|
|
+ Vertex3D * vertecies = new Vertex3D[ 24 ];
|
|
|
|
+ for( int i = 0; i < 24; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
|
|
|
|
+ model->setVertecies( vertecies, 24 );
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
|
|
+ }
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Bild * textur )
|
|
|
|
+ {
|
|
|
|
+ Textur* t = new Textur();
|
|
|
|
+ t->setBildZ( textur );
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, t->getThis() );
|
|
|
|
+ t->release();
|
|
|
|
+ rend = 1;
|
|
|
|
+ }
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+class Held : 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 )
|
|
|
|
+ {
|
|
|
|
+ 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 );
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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;
|
|
|
|
+
|
|
|
|
+ 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 ) );
|
|
|
|
+ }
|
|
|
|
+public:
|
|
|
|
+ // Konstruktor
|
|
|
|
+ // size: Die Größe des Würfels
|
|
|
|
+ Held()
|
|
|
|
+ {
|
|
|
|
+ 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;
|
|
|
|
+
|
|
|
|
+ Vertex3D * vertecies = new Vertex3D[ 24 ];
|
|
|
|
+ for( int i = 0; i < 24; i++ )
|
|
|
|
+ vertecies[ i ].knochenId = 0;
|
|
|
|
+ makeQuader( vertecies, 0, Vec3< float >( -stdSize / 2, -stdSize / 2, -stdSize / 2 ), Vec3< float >( stdSize, 10, stdSize ) );
|
|
|
|
+ model->setVertecies( vertecies, 24 );
|
|
|
|
+
|
|
|
|
+ textur = new Model3DTextur();
|
|
|
|
+ }
|
|
|
|
+ // Setzt die Textur des Würfels, so dass sie an allen Seiten gleich ist
|
|
|
|
+ // textur: Die Textur als Bild
|
|
|
|
+ void setTextur( Bild * textur )
|
|
|
|
+ {
|
|
|
|
+ Textur* t = new Textur();
|
|
|
|
+ t->setBildZ( textur );
|
|
|
|
+ int anz = model->getPolygonAnzahl();
|
|
|
|
+ for( int i = 0; i < anz; i++ )
|
|
|
|
+ this->textur->setPolygonTextur( i, t->getThis() );
|
|
|
|
+ t->release();
|
|
|
|
+ rend = 1;
|
|
|
|
+ }
|
|
|
|
+};
|
|
|
|
+
|
|
// Aktion beim schließen des Fensters
|
|
// Aktion beim schließen des Fensters
|
|
void schließen( void* p, void* f )
|
|
void schließen( void* p, void* f )
|
|
{
|
|
{
|
|
@@ -498,7 +1468,6 @@ int __stdcall Framework::Start( Startparam p )
|
|
|
|
|
|
Welt3D* welt = new Welt3D();
|
|
Welt3D* welt = new Welt3D();
|
|
TreppeUnten* test = new TreppeUnten();
|
|
TreppeUnten* test = new TreppeUnten();
|
|
- TreppeOben* test2 = new TreppeOben();
|
|
|
|
|
|
|
|
LTDBDatei* assets = new LTDBDatei();
|
|
LTDBDatei* assets = new LTDBDatei();
|
|
assets->setDatei( new Text( "assets.ltdb" ) );
|
|
assets->setDatei( new Text( "assets.ltdb" ) );
|
|
@@ -508,9 +1477,28 @@ int __stdcall Framework::Start( Startparam p )
|
|
test->setTextur( b1->getThis() );
|
|
test->setTextur( b1->getThis() );
|
|
test->setPosition( 0, 0, 0 );
|
|
test->setPosition( 0, 0, 0 );
|
|
welt->addZeichnung( test );
|
|
welt->addZeichnung( test );
|
|
- test2->setTextur( b1 );
|
|
|
|
|
|
+ TreppeOben* test2 = new TreppeOben();
|
|
|
|
+ test2->setTextur( b1->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 );
|
|
|
|
+ welt->addZeichnung( test3 );
|
|
|
|
+ MauerEcke* test4 = new MauerEcke();
|
|
|
|
+ test4->setTextur( b1->getThis() );
|
|
|
|
+ test4->setPosition( -150, 0, 0 );
|
|
|
|
+ welt->addZeichnung( test4 );
|
|
|
|
+ MauerKreuz* test5 = new MauerKreuz();
|
|
|
|
+ test5->setTextur( b1->getThis() );
|
|
|
|
+ test5->setPosition( 0, 0, 150 );
|
|
|
|
+ welt->addZeichnung( test5 );
|
|
|
|
+ Boden* test6 = new Boden();
|
|
|
|
+ test6->setTextur( b1->getThis() );
|
|
|
|
+ test6->setPosition( -150, 0, 150 );
|
|
|
|
+ welt->addZeichnung( test6 );
|
|
|
|
+
|
|
|
|
+ b1->release();
|
|
|
|
|
|
Kam3D* kamA = new Kam3D();
|
|
Kam3D* kamA = new Kam3D();
|
|
kamA->setBildschirmPosition( 10, 10 );
|
|
kamA->setBildschirmPosition( 10, 10 );
|