📄 fao_mesh.cpp
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#include "..\..\lib\Fly3D.h"
#include "gamelib.h"
void fao_mesh::init()
{
if (o)
pos=o->pivotpos;
}
void fao_mesh::draw()
{
if (o)
{
if (node)
{
o->color=node->color+dynlight;
dynlight.null();
}
glPushMatrix();
glTranslatef(pos.x,pos.y,pos.z);
glMultMatrixf((float *)&mat);
o->draw();
glPopMatrix();
}
}
mesh *fao_mesh::ray_intersect(vector& ro,vector& rd,vector& ip,float& dist,int &facenum,float rad)
{
if (o)
{
facenum=o->ray_intersect((ro-pos)*mat_t,rd*mat_t,ip,dist);
if (facenum!=-1)
{
if (flyengine->moving && timeactivate==0)
timeactivate=flyengine->cur_time;
ip=ip*mat+pos;
return o;
}
}
return 0;
}
int fao_mesh::step(int dt)
{
if (o==0)
return 0;
if (mode==0)
if (time)
{
rotate(rot*(float)dt);
o->set_key((float)((flyengine->cur_time-timeactivate)%time)/time);
}
else ;
else
if (timeactivate)
{
int t=flyengine->cur_time-timeactivate;
if (t>delay+time*2+wait)
{
o->set_key(0);
timeactivate=0;
}
else
if (t>delay+time+wait)
o->set_key(0.5f+(float)(t-(delay+time+wait))/time*0.5f);
else
if (t>delay+time)
;
else
if (t>delay)
o->set_key((float)(t-delay)/time*0.5f);
}
return 0;
}
int fao_mesh::get_custom_param_desc(int i,param_desc *pd)
{
if (pd!=0)
switch(i)
{
case 0:
pd->type='m';
pd->data=&o;
strcpy(pd->name,"animobj");
break;
case 1:
pd->type='i';
pd->data=&mode;
strcpy(pd->name,"mode");
break;
case 2:
pd->type='i';
pd->data=&time;
strcpy(pd->name,"time");
break;
case 3:
pd->type='i';
pd->data=&delay;
strcpy(pd->name,"delay");
break;
case 4:
pd->type='i';
pd->data=&wait;
strcpy(pd->name,"wait");
break;
}
return 5;
}
int fao_mesh::message(vector& p,float rad,int msg,int param,void *data)
{
if (msg==FLYOBJM_ILLUM)
{
float fac=(p-pos).length()/rad;
if (fac<1.0f)
dynlight+=*((vector *)data)*(1.0f-fac);
}
return 1;
}
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