Merge branch 'master' of https://git.j3d1.de/KKK/KlassischeKeplerKriege
This commit is contained in:
commit
c3b84633f9
3 changed files with 5157 additions and 4 deletions
18
data/mesh/rocket.scad
Normal file
18
data/mesh/rocket.scad
Normal file
|
@ -0,0 +1,18 @@
|
|||
$fn = 16;
|
||||
|
||||
translate([0, 0, -0.2]) {
|
||||
cylinder(r=0.05, h=0.4);
|
||||
translate([0, 0, 0.25]) cylinder(r=0.065, h=0.1);
|
||||
translate([0, 0, 0.35]) sphere(r=0.07);
|
||||
translate([0, 0, 0.35]) cylinder(r=0.01, h=0.2);
|
||||
|
||||
for (h=[0.07, 0.2]) {
|
||||
translate([0, 0, h]) {
|
||||
for (i=[0,1,2,3]) {
|
||||
rotate([0, 0, 90*i]) {
|
||||
cube([0.2, 0.01, 0.07], center=true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
5126
data/mesh/rocket.stl
Normal file
5126
data/mesh/rocket.stl
Normal file
File diff suppressed because it is too large
Load diff
|
@ -28,9 +28,10 @@ namespace endofthejedi {
|
|||
m_shader.loadFile(fss_game_objects, GL_FRAGMENT_SHADER);
|
||||
#endif
|
||||
|
||||
addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
|
||||
addModel("../data/mesh/planet_12.stl", &m_planetModel);
|
||||
addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
|
||||
//addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
|
||||
addModel("../data/mesh/rocket.stl", &m_missileModel);
|
||||
addModel("../data/mesh/planet_12.stl", &m_planetModel);
|
||||
addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
|
||||
}
|
||||
|
||||
void RendererPolygon3d::render(const game::State *state)
|
||||
|
@ -236,9 +237,17 @@ namespace endofthejedi {
|
|||
glm::vec2 vn = glm::normalize(missile->velocity);
|
||||
float a = std::atan2(vn.y, vn.x);
|
||||
|
||||
glm::mat4 mat = computeModelMatrix(missile->position, 0.1f, a);
|
||||
|
||||
// TODO: which visual size has the rocket? in game its just a point with
|
||||
// no size because all others have size.
|
||||
return computeModelMatrix(missile->position, 0.03f, a);
|
||||
//for atomic bomb
|
||||
//return computeModelMatrix(missile->position, 0.03f, a);
|
||||
|
||||
// flipped too
|
||||
mat = glm::rotate(mat, (float) M_PI/2.0f, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship)
|
||||
|
|
Loading…
Reference in a new issue