Merge branch 'developer' into enemy

# Conflicts:
#	World.h
#	worlds/world1.json
This commit is contained in:
Remco
2016-05-25 13:42:02 +02:00
16 changed files with 257 additions and 53 deletions
+47 -30
View File
@@ -76,7 +76,7 @@ Model::Model(std::string fileName)
for (size_t i = ii - 3; i < ii; i++) //magische forlus om van quads triangles te maken ;)
{
Vertex vertex;
VertexIndex vertex;
std::vector<std::string> indices = split(params[i == (ii - 3) ? 1 : i], "/");
if (indices.size() >= 1) //er is een positie
vertex.position = atoi(indices[0].c_str()) - 1;
@@ -121,8 +121,42 @@ Model::Model(std::string fileName)
}
}
groups.push_back(currentGroup);
minVertex = vertices[0];
maxVertex = vertices[0];
for (auto v : vertices)
{
for (int i = 0; i < 3; i++)
{
minVertex[i] = fmin(minVertex[i], v[i]);
maxVertex[i] = fmax(maxVertex[i], v[i]);
}
}
center = (minVertex + maxVertex) / 2.0f;
radius = 0;
for (auto v : vertices)
radius = fmax(radius, (center.x - v.x) * (center.x - v.x) + (center.z - v.z) * (center.z - v.z));
radius = sqrt(radius);
for each(ObjGroup *group in groups)
{
Optimise(group);
}
}
void Model::Optimise(ObjGroup *t)
{
for (Face &face : t->faces)
{
for each(auto &vertex in face.vertices)
{
t->VertexArray.push_back(Vertex(vertices[vertex.position].x, vertices[vertex.position].y, vertices[vertex.position].z,
normals[vertex.normal].x, normals[vertex.normal].y, normals[vertex.normal].z,
texcoords[vertex.texcoord].x, texcoords[vertex.texcoord].y));
}
}
}
Model::~Model(void)
{
@@ -160,36 +194,19 @@ void Model::draw()
}
}
glBegin(GL_TRIANGLES);
for (auto &f : g->faces)
{
for (auto &v : f.vertices)
{
glNormal3f(normals[v.normal].x, normals[v.normal].y, normals[v.normal].z);
glTexCoord2f(texcoords[v.texcoord].x, texcoords[v.texcoord].y);
glVertex3f(vertices[v.position].x, vertices[v.position].y, vertices[v.position].z);
}
}
glEnd();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), ((float*)g->VertexArray.data()) + 0);
glNormalPointer(GL_FLOAT, sizeof(Vertex), ((float*)g->VertexArray.data()) + 3);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), ((float*)g->VertexArray.data()) + 6);
glDrawArrays(GL_TRIANGLES, 0, g->VertexArray.size());
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
minVertex = vertices[0];
maxVertex = vertices[0];
for (auto v : vertices)
{
for (int i = 0; i < 3; i++)
{
minVertex[i] = fmin(minVertex[i], v[i]);
maxVertex[i] = fmax(maxVertex[i], v[i]);
}
}
center = (minVertex + maxVertex) / 2.0f;
radius = 0;
for (auto v : vertices)
radius = fmax(radius, (center.x - v.x) * (center.x - v.x) + (center.z - v.z) * (center.z - v.z));
radius = sqrt(radius);
}
void Model::loadMaterialFile(std::string fileName, std::string dirName)