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https://github.com/zoriya/Bomberman.git
synced 2025-12-20 13:25:10 +00:00
fix compilation, model is a 3D drawable
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@@ -8,46 +8,47 @@
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#include "Model/Model.hpp"
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#include "Exceptions/RayError.hpp"
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RAY::Model::Model(const std::string &filePath, const RAY::Vector3 &position, const RAY::Vector3 &rotationAxis, float rotationAngle, const RAY::Vector3 &scale):
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ADrawable3D(position, WHITE), _model(LoadModel(filename.c_str()), position, rotationAxis, rotationAngle, scale)
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RAY::Drawables::Drawables3D::Model::Model(const std::string &filename, const RAY::Vector3 &position, const RAY::Vector3 &rotationAxis, float rotationAngle, const RAY::Vector3 &scale):
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ADrawable3D(position, WHITE), _model(LoadModel(filename.c_str())),
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_rotationAxis(rotationAxis), _rotationAngle(rotationAngle), _scale(scale)
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{
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}
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RAY::Model::Model(const Mesh &mesh):
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_model(LoadModelFromMesh(mesh))
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RAY::Drawables::Drawables3D::Model::Model(const Mesh &mesh)
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: ADrawable3D({0, 0, 0}, WHITE), _model(LoadModelFromMesh(mesh))
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{
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}
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RAY::Model::~Model()
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RAY::Drawables::Drawables3D::Model::~Model()
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{
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this->unload();
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}
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bool RAY::Model::load(const std::string &filename)
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bool RAY::Drawables::Drawables3D::Model::load(const std::string &filename)
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{
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this->_model = LoadModel(filename.c_str());
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return true;
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}
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bool RAY::Model::load(const Mesh &mesh)
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bool RAY::Drawables::Drawables3D::Model::load(const Mesh &mesh)
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{
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this->_model = LoadModelFromMesh(mesh);
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return true;
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}
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bool RAY::Model::unload()
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bool RAY::Drawables::Drawables3D::Model::unload()
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{
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UnloadModel(this->_model);
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return true;
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}
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bool RAY::Model::unloadKeepMeshes()
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bool RAY::Drawables::Drawables3D::Model::unloadKeepMeshes()
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{
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UnloadModelKeepMeshes(_model);
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return true;
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}
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bool RAY::Model::setAnimation(const RAY::ModelAnimation &animation)
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bool RAY::Drawables::Drawables3D::Model::setAnimation(const RAY::ModelAnimation &animation)
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{
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if (!IsModelAnimationValid(this->_model, animation))
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throw RAY::Exception::NotCompatibleError("The animation is not compatible with the model");
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@@ -55,56 +56,56 @@ bool RAY::Model::setAnimation(const RAY::ModelAnimation &animation)
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return true;
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}
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bool RAY::Model::setTextureToMaterial(RAY::Model::MaterialType materialType, const RAY::Texture &texture)
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bool RAY::Drawables::Drawables3D::Model::setTextureToMaterial(RAY::Drawables::Drawables3D::Model::MaterialType materialType, const RAY::Texture &texture)
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{
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SetMaterialTexture(&this->_model.materials[materialType], materialType, texture);
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return true;
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}
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RAY::Model::operator ::Model() const
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RAY::Drawables::Drawables3D::Model::operator ::Model() const
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{
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return this->_model;
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}
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int RAY::Model::getBoneCount() const
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int RAY::Drawables::Drawables3D::Model::getBoneCount() const
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{
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return this->_model.boneCount;
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}
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RAY::Model &RAY::Model::setRotationAngle(float rotationAngle)
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RAY::Drawables::Drawables3D::Model &RAY::Drawables::Drawables3D::Model::setRotationAngle(float rotationAngle)
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{
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this->_rotationAngle = rotationAngle;
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return *this;
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}
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float RAY::Model::getRotationAngle(void)
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float RAY::Drawables::Drawables3D::Model::getRotationAngle(void)
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{
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return this->_rotationAngle;
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}
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RAY::Model &RAY::Model::setRotationAxix(const RAY::Vector3 &scale)
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RAY::Drawables::Drawables3D::Model &RAY::Drawables::Drawables3D::Model::setRotationAxis(const RAY::Vector3 &scale)
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{
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this->_scale = scale;
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return *this;
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}
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const RAY::Vector3 &RAY::Model::getRotationAxix(void)
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const RAY::Vector3 &RAY::Drawables::Drawables3D::Model::getRotationAxis(void)
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{
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return this->_rotationAxis;
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}
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RAY::Model &RAY::Model::setScale(const RAY::Vector3 &scale)
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RAY::Drawables::Drawables3D::Model &RAY::Drawables::Drawables3D::Model::setScale(const RAY::Vector3 &scale)
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{
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this->_scale = scale;
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return *this;
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}
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const RAY::Vector3 &RAY::Model::getScale(void)
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const RAY::Vector3 &RAY::Drawables::Drawables3D::Model::getScale(void)
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{
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return this->_scale;
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}
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void RAY::Model::drawOn(RAY::Window &)
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void RAY::Drawables::Drawables3D::Model::drawOn(RAY::Window &)
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{
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DrawModelEx(this->_model, this->_position, this->_rotationAxis, this->_rotationAngle, this->_scale, this->_color);
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}
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