Added scaling factor to in-game object models.
This commit is contained in:
parent
fa21aea202
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Faceball2030/assets/worldSkyBox.mtl
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Faceball2030/assets/worldSkyBox.mtl
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@ -0,0 +1,20 @@
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# Exported from Wings 3D 2.2.9
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newmtl Cylinder1_auv
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Ns 19.999999999999996
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d 1.0
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illum 2
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Kd 1.0 1.0 1.0
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Ka 0.0 0.0 0.0
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Ks 0.19 0.19 0.19
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Ke 0.0 0.0 0.0
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map_Kd Cylinder1_auv.png
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newmtl default
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Ns 19.999999999999996
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d 1.0
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illum 2
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Kd 0.7898538076923077 0.8133333333333334 0.6940444444444445
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Ka 0.0 0.0 0.0
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Ks 0.1689853807692308 0.17133333333333334 0.15940444444444446
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Ke 0.0 0.0 0.0
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207
Faceball2030/assets/worldSkyBox.obj
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Faceball2030/assets/worldSkyBox.obj
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@ -0,0 +1,207 @@
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# Exported from Wings 3D 2.2.9
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mtllib worldSkyBox.mtl
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o Cylinder1
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#64 vertices, 64 faces
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v 1.00000000 20.00000000 0.0000000e+0
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v 0.98078528 20.00000000 0.19509032
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v 0.92387953 20.00000000 0.38268343
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v 0.83146961 20.00000000 0.55557023
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v 0.70710678 20.00000000 0.70710678
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v 0.55557023 20.00000000 0.83146961
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v 0.38268343 20.00000000 0.92387953
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v 0.19509032 20.00000000 0.98078528
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v 6.1232340e-17 20.00000000 1.00000000
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v -0.19509032 20.00000000 0.98078528
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v -0.38268343 20.00000000 0.92387953
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v -0.55557023 20.00000000 0.83146961
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v -0.70710678 20.00000000 0.70710678
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v -0.83146961 20.00000000 0.55557023
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v -0.92387953 20.00000000 0.38268343
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v -0.98078528 20.00000000 0.19509032
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v -1.00000000 20.00000000 1.2246468e-16
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v -0.98078528 20.00000000 -0.19509032
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v -0.92387953 20.00000000 -0.38268343
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v -0.83146961 20.00000000 -0.55557023
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v -0.70710678 20.00000000 -0.70710678
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v -0.55557023 20.00000000 -0.83146961
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v -0.38268343 20.00000000 -0.92387953
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v -0.19509032 20.00000000 -0.98078528
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v -1.8369702e-16 20.00000000 -1.00000000
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v 0.19509032 20.00000000 -0.98078528
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v 0.38268343 20.00000000 -0.92387953
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v 0.55557023 20.00000000 -0.83146961
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v 0.70710678 20.00000000 -0.70710678
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v 0.83146961 20.00000000 -0.55557023
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v 0.92387953 20.00000000 -0.38268343
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v 0.98078528 20.00000000 -0.19509032
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v 1.00000000 0.0000000e+0 0.0000000e+0
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v 0.98078528 0.0000000e+0 0.19509032
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v 0.92387953 0.0000000e+0 0.38268343
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v 0.83146961 0.0000000e+0 0.55557023
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v 0.70710678 0.0000000e+0 0.70710678
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v 0.55557023 0.0000000e+0 0.83146961
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v 0.38268343 0.0000000e+0 0.92387953
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v 0.19509032 0.0000000e+0 0.98078528
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v 6.1232340e-17 0.0000000e+0 1.00000000
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||||
v -0.19509032 0.0000000e+0 0.98078528
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||||
v -0.38268343 0.0000000e+0 0.92387953
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||||
v -0.55557023 0.0000000e+0 0.83146961
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||||
v -0.70710678 0.0000000e+0 0.70710678
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v -0.83146961 0.0000000e+0 0.55557023
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v -0.92387953 0.0000000e+0 0.38268343
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v -0.98078528 0.0000000e+0 0.19509032
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v -1.00000000 0.0000000e+0 1.2246468e-16
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v -0.98078528 0.0000000e+0 -0.19509032
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v -0.92387953 0.0000000e+0 -0.38268343
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v -0.83146961 0.0000000e+0 -0.55557023
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v -0.70710678 0.0000000e+0 -0.70710678
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v -0.55557023 0.0000000e+0 -0.83146961
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v -0.38268343 0.0000000e+0 -0.92387953
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v -0.19509032 0.0000000e+0 -0.98078528
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v -1.8369702e-16 0.0000000e+0 -1.00000000
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v 0.19509032 0.0000000e+0 -0.98078528
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v 0.38268343 0.0000000e+0 -0.92387953
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v 0.55557023 0.0000000e+0 -0.83146961
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v 0.70710678 0.0000000e+0 -0.70710678
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v 0.83146961 0.0000000e+0 -0.55557023
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v 0.92387953 0.0000000e+0 -0.38268343
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v 0.98078528 0.0000000e+0 -0.19509032
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vt 0.0000000e+0 1.00000000
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vt 2.2648550e-14 1.1657342e-15
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vt 9.8017140e-3 1.00000000
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vt 9.8017140e-3 7.2164497e-16
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vt 1.9603428e-2 1.00000000
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vt 1.9603428e-2 4.4408921e-16
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vt 2.9405142e-2 1.00000000
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vt 2.9405142e-2 2.2204460e-16
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vt 3.9206856e-2 1.00000000
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vt 3.9206856e-2 0.0000000e+0
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vt 4.9008570e-2 1.00000000
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vt 4.9008570e-2 0.0000000e+0
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vt 5.8810284e-2 1.00000000
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vt 5.8810284e-2 0.0000000e+0
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vt 6.8611998e-2 1.00000000
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vt 6.8611998e-2 2.2204460e-16
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vt 7.8413712e-2 1.00000000
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vt 7.8413712e-2 1.00000000
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vt 7.8413712e-2 3.8857806e-16
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vt 7.8413712e-2 2.6645353e-15
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vt 8.8215426e-2 1.00000000
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vt 8.8215426e-2 2.0539126e-15
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vt 9.8017140e-2 1.00000000
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vt 9.8017140e-2 1.5543122e-15
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vt 0.10781885 1.00000000
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vt 0.10781885 9.9920072e-16
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vt 0.11762057 1.00000000
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vt 0.11762057 5.5511151e-16
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vt 0.12742228 1.00000000
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vt 0.12742228 3.8857806e-16
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vt 0.13722400 1.00000000
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vt 0.13722400 2.2204460e-16
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vt 0.14702571 1.00000000
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vt 0.14702571 0.0000000e+0
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vt 0.15682742 1.00000000
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||||
vt 0.15682742 0.0000000e+0
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vt 0.15682742 1.00000000
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vt 0.15682742 1.6653345e-16
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vt 0.16662914 1.00000000
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vt 0.16662914 0.0000000e+0
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||||
vt 0.17643085 1.00000000
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||||
vt 0.17643085 0.0000000e+0
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vt 0.18623257 1.00000000
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||||
vt 0.18623257 0.0000000e+0
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||||
vt 0.19603428 1.00000000
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||||
vt 0.19603428 0.0000000e+0
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||||
vt 0.20583599 1.00000000
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||||
vt 0.20583599 2.7755576e-16
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vt 0.21563771 1.00000000
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vt 0.21563771 5.5511151e-16
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vt 0.22543942 1.00000000
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vt 0.22543942 8.8817842e-16
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||||
vt 0.23524114 1.00000000
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||||
vt 0.23524114 1.4432899e-15
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||||
vt 0.23524114 3.8857806e-16
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||||
vt 0.23524114 1.00000000
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vt 0.24504285 2.2204460e-16
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vt 0.24504285 1.00000000
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vt 0.25484456 0.0000000e+0
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vt 0.25484456 1.00000000
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vt 0.26464628 0.0000000e+0
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||||
vt 0.26464628 1.00000000
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vt 0.27444799 0.0000000e+0
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||||
vt 0.27444799 1.00000000
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vt 0.28424971 2.2204460e-16
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||||
vt 0.28424971 1.00000000
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vt 0.29405142 3.8857806e-16
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vt 0.29405142 1.00000000
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vt 0.30385314 7.2164497e-16
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vt 0.30385314 1.00000000
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vt 0.31365485 3.8857806e-16
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vt 0.31365485 1.00000000
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g Cylinder1_Cylinder1_auv
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usemtl Cylinder1_auv
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s 1
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f 1/64/ 33/63/ 32/66/
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f 2/62/ 33/63/ 1/64/
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BIN
Faceball2030/assets/worldSkyBox.png
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BIN
Faceball2030/assets/worldSkyBox.png
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Binary file not shown.
After Width: | Height: | Size: 2.2 KiB |
@ -67,7 +67,7 @@ bool Enemy::CanShoot() {
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void Enemy::ShootBullet(int myIndex) {
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fireDelay = game->enemyData[GetID()].fireDelay;
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game->bullets.push_back({ game->bullet, {pos.x,pos.y+0.15f,pos.z},rot,0.2f,{std::cosf(rot) * game->shotSpd,std::sinf(rot) * game->shotSpd }, YELLOW,false,GetID(),myIndex,blinking});
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game->bullets.push_back({ game->bullet, {pos.x,pos.y+0.15f,pos.z},rot,0.2f,1,{std::cosf(rot) * game->shotSpd,std::sinf(rot) * game->shotSpd }, YELLOW,false,GetID(),myIndex,blinking});
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}
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void Enemy::ReloadBullet(float fElapsedTime) {
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@ -436,6 +436,7 @@ void FaceBall::LoadLevel(int level)
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walls = { mapWalls };
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MapWallsObjectIndex = objects.size()-1;
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objects.push_back({ mapFloor,{0,0,0},0,0 });
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objects.push_back({ worldSkyBox,{0,0,0},0,0 });
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//objects.push_back({ game->mapExit,{(float)exitCoords.x+0.5f,0,(float)exitCoords.y+0.5f},0,0.4f });
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exit = { game->mapExit,{(float)exitCoords.x + 0.5f,0.02f,(float)exitCoords.y + 0.5f},0,0.4f };
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RegenerateMinimap();
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@ -918,23 +919,32 @@ void FaceBall::RenderBulletMesh(mat4x4& matView, std::vector<Triangle>& vecTrian
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void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRaster, Object&o,bool translucent) {
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for (auto& tri : o.mesh.tris) {
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if (translucent&&tri.tex != exit_wall_tex && tri.tex != bullet_tex ||!translucent&&(tri.tex==exit_wall_tex || tri.tex == bullet_tex)) { continue; }
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Triangle triProjected, triTransformed, triViewed;
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Triangle triScaled,triProjected, triTransformed, triViewed;
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mat4x4 localMat = Matrix_MakeIdentity();
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mat4x4 rotMat = Matrix_MakeRotationY(o.rot);
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localMat = Matrix_MultiplyMatrix(localMat, rotMat);
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mat4x4 matTrans = Matrix_MakeTranslation(o.pos.x, o.pos.y, o.pos.z);
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localMat = Matrix_MultiplyMatrix(localMat, matTrans);
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for (int i = 0; i < 3; i++) {
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triScaled.p[i].x = tri.p[i].x*o.scale;
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triScaled.p[i].y = tri.p[i].y * o.scale;
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triScaled.p[i].z = tri.p[i].z * o.scale;
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triScaled.uv[i] = tri.uv[i];
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triScaled.col[i] = tri.col[i];
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}
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triScaled.tex = tri.tex;
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triTransformed.p[0] = Matrix_MultiplyVector(localMat, tri.p[0]);
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triTransformed.p[1] = Matrix_MultiplyVector(localMat, tri.p[1]);
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triTransformed.p[2] = Matrix_MultiplyVector(localMat, tri.p[2]);
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triTransformed.uv[0] = tri.uv[0];
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triTransformed.uv[1] = tri.uv[1];
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triTransformed.uv[2] = tri.uv[2];
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triTransformed.col[0] = tri.col[0];
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triTransformed.col[1] = tri.col[1];
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triTransformed.col[2] = tri.col[2];
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triTransformed.tex = tri.tex;
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triTransformed.p[0] = Matrix_MultiplyVector(localMat, triScaled.p[0]);
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triTransformed.p[1] = Matrix_MultiplyVector(localMat, triScaled.p[1]);
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triTransformed.p[2] = Matrix_MultiplyVector(localMat, triScaled.p[2]);
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triTransformed.uv[0] = triScaled.uv[0];
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triTransformed.uv[1] = triScaled.uv[1];
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triTransformed.uv[2] = triScaled.uv[2];
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triTransformed.col[0] = triScaled.col[0];
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triTransformed.col[1] = triScaled.col[1];
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triTransformed.col[2] = triScaled.col[2];
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triTransformed.tex = triScaled.tex;
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vec3d normal, line1, line2;
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line1 = Vector_Sub(triTransformed.p[1], triTransformed.p[0]);
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@ -1353,16 +1363,30 @@ void FaceBall::RenderWorld() {
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RenderMesh(matView, vecTrianglesToRaster, enemy);
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}
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}
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for (auto& bullet : bullets) {
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RenderBulletMesh(matView, vecTrianglesToRasterTranslucent, bullet);
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}
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for (auto& powerup : powerups) {
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RenderPowerupMesh(matView, vecTrianglesToRasterTranslucent, powerup);
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}
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#ifdef OLC_PLATFORM_EMSCRIPTEN
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for (auto& bullet : bullets) {
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RenderBulletMesh(matView, vecTrianglesToRaster, bullet);
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}
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for (auto& powerup : powerups) {
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RenderPowerupMesh(matView, vecTrianglesToRaster, powerup);
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}
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#else
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for (auto& bullet : bullets) {
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RenderBulletMesh(matView, vecTrianglesToRasterTranslucent, bullet);
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}
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for (auto& powerup : powerups) {
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RenderPowerupMesh(matView, vecTrianglesToRasterTranslucent, powerup);
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}
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#endif
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RenderMesh(matView, vecTrianglesToRaster, walls);
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RenderMesh(matView, vecTrianglesToRasterTranslucent, walls, true);
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//std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](triangle&t1,triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
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#ifdef OLC_PLATFORM_EMSCRIPTEN
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RenderMesh(matView, vecTrianglesToRaster, walls, true);
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#else
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RenderMesh(matView, vecTrianglesToRasterTranslucent, walls, true);
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#endif
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#ifdef OLC_PLATFORM_EMSCRIPTEN
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std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](triangle&t1,triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
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#endif
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ClearBuffer(BLACK, true);
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triRenderCount = 0;
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for (auto& triToRaster : vecTrianglesToRaster) {
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@ -1522,7 +1546,7 @@ void FaceBall::HandleKeys(float fElapsedTime) {
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pitch = 0;
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if (GetMouse(0).bPressed) {
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if (PlayerActiveShotCount(0) < shotLimit) {
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Bullet newBullet={ bullet,{player.GetPos().x,player.GetPos().y - 0.15f, player.GetPos().z},fYaw,0.125f,{shotSpd * std::cosf(fYaw),shotSpd * std::sinf(fYaw)},GREEN,true };
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Bullet newBullet={ bullet,{player.GetPos().x,player.GetPos().y - 0.15f, player.GetPos().z},fYaw,0.125f,1,{shotSpd * std::cosf(fYaw),shotSpd * std::sinf(fYaw)},GREEN,true };
|
||||
newBullet.playerIndex=0;
|
||||
bullets.push_back(newBullet);
|
||||
}
|
||||
@ -1766,6 +1790,7 @@ bool FaceBall::OnUserCreate()
|
||||
powerup_tex = new Decal(new Sprite("assets/powerup.png"));
|
||||
powerup2_tex = new Decal(new Sprite("assets/powerup2.png"));
|
||||
powerups_tex = new Decal(new Sprite("assets/powerups.png"));
|
||||
worldSkyBox_tex = new Decal(new Sprite("assets/worldSkyBox.png"));
|
||||
|
||||
enemy_ShootMe = { "assets/enemies/ShootMe.obj", enemy_ShootMe_tex };
|
||||
enemy_ShootMe2 = { "assets/enemies/ShootMe2.obj", enemy_ShootMe2_tex };
|
||||
@ -1776,6 +1801,7 @@ bool FaceBall::OnUserCreate()
|
||||
powerup = { "assets/Powerup.obj",powerup_tex};
|
||||
powerup2 = { "assets/Powerup2.obj",powerup2_tex };
|
||||
mapExit = { "assets/Exit.obj",dot };
|
||||
worldSkyBox = { "assets/worldSkyBox.obj",worldSkyBox_tex };
|
||||
mapWalls.texture = wall_tex;
|
||||
mapFloor.texture = floor_tex;
|
||||
|
||||
|
@ -144,6 +144,7 @@ struct Object {
|
||||
vec3d pos = { 0,0 };
|
||||
float rot = 0;
|
||||
float radius = 0.2f;
|
||||
float scale = 1.f;
|
||||
};
|
||||
|
||||
struct Bullet : Object{
|
||||
@ -263,7 +264,7 @@ class FaceBall : public PixelGameEngine
|
||||
private:
|
||||
Mesh mapWalls,mapFloor,enemy_ShootMe,undefined,
|
||||
enemy_Sonar, mapExit,enemy_ShootMe2,powerup,powerup2,
|
||||
enemy_IShoot,enemy_IShoot2;
|
||||
enemy_IShoot,enemy_IShoot2,worldSkyBox;
|
||||
|
||||
Sprite*mapSpr;
|
||||
Decal*mapDecal;
|
||||
@ -273,7 +274,7 @@ class FaceBall : public PixelGameEngine
|
||||
Decal* dot, * enemy_ShootMe_tex,*bullet_tex,*wall_tex,*floor_tex,
|
||||
*enemy_Sonar_tex,*hud,*exit_wall_tex,*enemy_ShootMe2_tex,*enemy_IShoot_tex,
|
||||
*life4,*life3,*life2,*life1,*crosshair,*hudmeter,*powerup_tex,*powerup2_tex,
|
||||
*powerups_tex,*enemy_IShoot2_tex;
|
||||
*powerups_tex,*enemy_IShoot2_tex, *worldSkyBox_tex;
|
||||
vi2d exitCoords = { 0,0 };
|
||||
std::vector<vf2d>knownGoodPositions;
|
||||
std::vector<std::vector<MapSquare>>map;
|
||||
|
Loading…
x
Reference in New Issue
Block a user