… | |
… | |
310 | |
310 | |
311 | entity *planet = new entity (new geometry_sphere (testmat, 10)); |
311 | entity *planet = new entity (new geometry_sphere (testmat, 10)); |
312 | planet->move (vec3 (0, 0, -20)); |
312 | planet->move (vec3 (0, 0, -20)); |
313 | planet->show (); |
313 | planet->show (); |
314 | |
314 | |
315 | doom3parse ("test.proc"); |
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316 | |
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317 | #if 0 |
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318 | for (int i = 0; i < 20; i++) |
315 | for (int i = 0; i < 20; i++) |
319 | { |
316 | { |
320 | // load a entity |
317 | // load a entity |
321 | txtprt_parser p; |
318 | txtprt_parser p; |
322 | geometry *g; |
319 | geometry *g; |
… | |
… | |
347 | planet->show (); |
344 | planet->show (); |
348 | } |
345 | } |
349 | |
346 | |
350 | //draw_floor (10, -500, -10, -1000); |
347 | //draw_floor (10, -500, -10, -1000); |
351 | draw_level (); |
348 | draw_level (); |
352 | #endif |
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353 | |
349 | |
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350 | doom3parse ("test.proc"); |
354 | |
351 | |
355 | #if 0 |
352 | #if 0 |
356 | { |
353 | { |
357 | geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); |
354 | geometry_heightfield *hf = new geometry_heightfield (100000., 100000.); |
358 | entity *e = new entity (hf); |
355 | entity *e = new entity (hf); |
… | |
… | |
388 | while (!done) |
385 | while (!done) |
389 | { |
386 | { |
390 | char *sdl_error; |
387 | char *sdl_error; |
391 | SDL_Event event; |
388 | SDL_Event event; |
392 | |
389 | |
393 | camera_angle += 180 * camera_velocity_angle * timer.diff; |
390 | camera_angle += 90 * camera_velocity_angle * timer.diff; |
394 | camera_angle2 += 180 * camera_velocity_angle2 * timer.diff; |
391 | camera_angle2 += 90 * camera_velocity_angle2 * timer.diff; |
395 | |
392 | |
396 | vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); |
393 | vec3 geradeaus = matrix::rotation (-camera_angle, vec3 (0, 1, 0)) * vec3 (0, 0, -1); |
397 | vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; |
394 | vec3 right = matrix::rotation (90., vec3 (0, 1, 0)) * geradeaus; |
398 | |
395 | |
399 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |
396 | camera.d = matrix::rotation (camera_angle2, right) * geradeaus; |