#include "BasicBlocks.h" #include #include #include #include #include #include "Globals.h" BasicBlock::BasicBlock( const BlockType* zType, ItemType* zTool, Framework::Vec3 pos, Framework::Textur* t ) : Block( zType, zTool, pos, false ) { Model3DData* data = 0; if( Framework::zM3DRegister()->hatModel( "cube" ) ) data = Framework::zM3DRegister()->getModel( "cube" ); else { data = new Model3DData(); data->setAmbientFactor( 0.2f ); data->setDiffusFactor( 0.4f ); data->setSpecularFactor( 0.4f ); Framework::zM3DRegister()->addModel( dynamic_cast(data->getThis()), "cube" ); float size = 1; float left, right, top, bottom; // Calculate the screen coordinates of the left side of the bitmap. left = (float)((size / 2.0) * -1); // Calculate the screen coordinates of the right side of the bitmap. right = left + (float)size; // Calculate the screen coordinates of the top of the bitmap. top = (float)(size / 2.0); // Calculate the screen coordinates of the bottom of the bitmap. bottom = top - (float)size; float front = -size / 2; float back = front + size; Vertex3D* vertecies = new Vertex3D[ 24 ]; for( int i = 0; i < 24; i++ ) vertecies[ i ].knochenId = 0; vertecies[ 0 ].pos = Vec3( left, top, front ); vertecies[ 0 ].tPos = Vec2< float >( 0.f, 0.f ); vertecies[ 1 ].pos = Vec3( right, top, front ); vertecies[ 1 ].tPos = Vec2< float >( 1.f, 0.f ); vertecies[ 2 ].pos = Vec3( left, bottom, front ); vertecies[ 2 ].tPos = Vec2< float >( 0.f, 1.f ); vertecies[ 3 ].pos = Vec3( right, bottom, front ); vertecies[ 3 ].tPos = Vec2< float >( 1.f, 1.f ); vertecies[ 4 ].pos = Vec3( left, top, back ); vertecies[ 4 ].tPos = Vec2< float >( 0.0f, 0.0f ); vertecies[ 5 ].pos = Vec3( right, top, back ); vertecies[ 5 ].tPos = Vec2< float >( 1.0f, 0.0f ); vertecies[ 6 ].pos = Vec3( left, bottom, back ); vertecies[ 6 ].tPos = Vec2< float >( 0.0f, 1.0f ); vertecies[ 7 ].pos = Vec3( right, bottom, back ); vertecies[ 7 ].tPos = Vec2< float >( 1.0f, 1.0f ); vertecies[ 8 ].pos = Vec3( left, top, front ); vertecies[ 8 ].tPos = Vec2< float >( 1.f, 0.f ); vertecies[ 9 ].pos = Vec3( right, top, front ); vertecies[ 9 ].tPos = Vec2< float >( 0.f, 0.f ); vertecies[ 10 ].pos = Vec3( left, bottom, front ); vertecies[ 10 ].tPos = Vec2< float >( 1.f, 1.f ); vertecies[ 11 ].pos = Vec3( right, bottom, front ); vertecies[ 11 ].tPos = Vec2< float >( 0.f, 1.f ); vertecies[ 12 ].pos = Vec3( left, top, back ); vertecies[ 12 ].tPos = Vec2< float >( 0.0f, 0.0f ); vertecies[ 13 ].pos = Vec3( right, top, back ); vertecies[ 13 ].tPos = Vec2< float >( 1.0f, 0.0f ); vertecies[ 14 ].pos = Vec3( left, bottom, back ); vertecies[ 14 ].tPos = Vec2< float >( 0.0f, 1.0f ); vertecies[ 15 ].pos = Vec3( right, bottom, back ); vertecies[ 15 ].tPos = Vec2< float >( 1.0f, 1.0f ); vertecies[ 16 ].pos = Vec3( left, top, front ); vertecies[ 16 ].tPos = Vec2< float >( 0.f, 1.f ); vertecies[ 17 ].pos = Vec3( right, top, front ); vertecies[ 17 ].tPos = Vec2< float >( 1.f, 1.f ); vertecies[ 18 ].pos = Vec3( left, bottom, front ); vertecies[ 18 ].tPos = Vec2< float >( 0.f, 0.f ); vertecies[ 19 ].pos = Vec3( right, bottom, front ); vertecies[ 19 ].tPos = Vec2< float >( 1.f, 0.f ); vertecies[ 20 ].pos = Vec3( left, top, back ); vertecies[ 20 ].tPos = Vec2< float >( 0.0f, 0.0f ); vertecies[ 21 ].pos = Vec3( right, top, back ); vertecies[ 21 ].tPos = Vec2< float >( 1.0f, 0.0f ); vertecies[ 22 ].pos = Vec3( left, bottom, back ); vertecies[ 22 ].tPos = Vec2< float >( 0.0f, 1.0f ); vertecies[ 23 ].pos = Vec3( right, bottom, back ); vertecies[ 23 ].tPos = Vec2< float >( 1.0f, 1.0f ); data->setVertecies( vertecies, 24 ); // front side Polygon3D* p = new Polygon3D(); p->indexAnz = 6; p->indexList = new int[ p->indexAnz ]; p->indexList[ 0 ] = 0; p->indexList[ 1 ] = 3; p->indexList[ 2 ] = 2; p->indexList[ 3 ] = 0; p->indexList[ 4 ] = 1; p->indexList[ 5 ] = 3; data->addPolygon( p ); // back side p = new Polygon3D(); p->indexAnz = 6; p->indexList = new int[ p->indexAnz ]; p->indexList[ 0 ] = 4; p->indexList[ 1 ] = 6; p->indexList[ 2 ] = 7; p->indexList[ 3 ] = 4; p->indexList[ 4 ] = 7; p->indexList[ 5 ] = 5; data->addPolygon( p ); // right side p = new Polygon3D(); p->indexAnz = 6; p->indexList = new int[ p->indexAnz ]; p->indexList[ 0 ] = 1 + 8; p->indexList[ 1 ] = 7 + 8; p->indexList[ 2 ] = 3 + 8; p->indexList[ 3 ] = 1 + 8; p->indexList[ 4 ] = 5 + 8; p->indexList[ 5 ] = 7 + 8; data->addPolygon( p ); // left side p = new Polygon3D(); p->indexAnz = 6; p->indexList = new int[ p->indexAnz ]; p->indexList[ 0 ] = 0 + 8; p->indexList[ 1 ] = 2 + 8; p->indexList[ 2 ] = 6 + 8; p->indexList[ 3 ] = 0 + 8; p->indexList[ 4 ] = 6 + 8; p->indexList[ 5 ] = 4 + 8; data->addPolygon( p ); // top side p = new Polygon3D(); p->indexAnz = 6; p->indexList = new int[ p->indexAnz ]; p->indexList[ 0 ] = 4 + 16; p->indexList[ 1 ] = 1 + 16; p->indexList[ 2 ] = 0 + 16; p->indexList[ 3 ] = 4 + 16; p->indexList[ 4 ] = 5 + 16; p->indexList[ 5 ] = 1 + 16; data->addPolygon( p ); // down side p = new Polygon3D(); p->indexAnz = 6; p->indexList = new int[ p->indexAnz ]; p->indexList[ 0 ] = 6 + 16; p->indexList[ 1 ] = 2 + 16; p->indexList[ 2 ] = 3 + 16; p->indexList[ 3 ] = 6 + 16; p->indexList[ 4 ] = 3 + 16; p->indexList[ 5 ] = 7 + 16; data->addPolygon( p ); data->calculateNormals(); } setModelDaten( data ); Bild* b = new Bild(); b->neuBild( 10, 10, 0xFFFFFFFF ); Textur* tex = currentGame->zScreen()->zGraphicsApi()->createOrGetTextur( "dirt", b ); Model3DTextur* textur = new Model3DTextur(); textur->setPolygonTextur( 0, dynamic_cast(tex->getThis()) ); textur->setPolygonTextur( 1, dynamic_cast(tex->getThis()) ); textur->setPolygonTextur( 2, dynamic_cast(tex->getThis()) ); textur->setPolygonTextur( 3, dynamic_cast(tex->getThis()) ); textur->setPolygonTextur( 4, dynamic_cast(tex->getThis()) ); textur->setPolygonTextur( 5, tex ); setModelTextur( textur ); } DirtBlockType::DirtBlockType() : BlockType( ID ) {} void DirtBlockType::loadSuperBlock( Block* zBlock, Framework::StreamReader* zReader ) { BlockType::loadSuperBlock( zBlock, zReader ); } Block* DirtBlockType::createBlock( Framework::Vec3 position ) { // TODO: load texture Block* b = new BasicBlock( DirtBlockType::INSTANCE, 0, position, 0 ); // TODO: add efective tool initializeSuperBlock( b ); return b; } void DirtBlockType::initializeSuperBlock( Block* zBlock ) { BasicBlock* block = dynamic_cast(zBlock); if( !block ) throw "DirtBlockType::createSuperBlock was called with a block witch is not an instance of BasicBlock"; block->transparent = 0; block->passable = 0; block->hp = 100; block->maxHP = 100; block->hardness = 1; block->zTool = 0; block->speedModifier = 1; } bool DirtBlockType::needsInstance() const { return 1; } DirtBlockItemType::DirtBlockItemType() : BasicBlockItemType( ID ) {} Item* DirtBlockItemType::createItem() const { BasicBlockItem* item = new BasicBlockItem( (ItemType*)this, "Dirt" ); return item; }