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@@ -320,8 +320,10 @@ void sandbox_main() {
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// Load models
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Model barrelVisible = importer_loadModel(modelPath + U"Barrel.ply", true, Transform3D());
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- importer_generateNormalsIntoTextureCoordinates(barrelVisible);
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Model barrelShadow = importer_loadModel(modelPath + U"Barrel_Shadow.ply", true, Transform3D());
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+ //Model barrelVisible = importer_loadModel(modelPath + U"Character_Mage.ply", true, Transform3D());
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+ //Model barrelShadow = importer_loadModel(modelPath + U"Character_Mage_Shadow.ply", true, Transform3D());
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+ importer_generateNormalsIntoTextureCoordinates(barrelVisible);
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while(running) {
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double timer = time_getSeconds();
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@@ -387,12 +389,13 @@ void sandbox_main() {
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// Test freely rotated models
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if (showTestModel) {
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+ float scale = 1.0f;
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Transform3D testLocation = Transform3D(
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FVector3D(0.0f, sin(timer) * 0.1f, 0.0f),
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FMatrix3x3(
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- FVector3D(cos(timer), 0.0f, sin(timer)),
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- FVector3D(0.0f, 1.0f, 0.0f),
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- FVector3D(-sin(timer), 0.0f, cos(timer)))
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+ FVector3D(cos(timer) * scale, 0.0f, sin(timer) * scale),
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+ FVector3D(0.0f, scale, 0.0f),
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+ FVector3D(-sin(timer) * scale, 0.0f, cos(timer) * scale))
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);
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spriteWorld_addTemporaryModel(world, ModelInstance(barrelVisible, barrelShadow, testLocation));
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}
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