Added basic textures for now
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@@ -1,4 +1,5 @@
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#include "PhysicalInstance.h"
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#include "Globals.h"
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bool canCollide = true;
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bool anchored = false;
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Vector3 size;
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@@ -130,36 +131,77 @@ void PhysicalInstance::render(RenderDevice* rd)
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{
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if(changed)
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Box box = getBox();
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glColor(color);
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glBegin(GL_QUADS);
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/*glEnable( GL_TEXTURE_2D );
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glEnable(GL_BLEND);// you enable blending function
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture( GL_TEXTURE_2D, Globals::surfaceId);
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glBegin(GL_QUADS);*/
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for(int i = 0; i < 96; i+=16)
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{
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double add = 0.8;
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Surface face;
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if(i == 0)//Back
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{
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face = back;
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}
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if(i == 16)//Right
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else if(i == 16)//Right
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{
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face = right;
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}
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if(i == 32)//Front
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else if(i == 32)//Front
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{
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face = front;
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}
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else if(i == 48)//Top
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{
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face = top;
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}
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else if(i == 64)//Left
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{
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face = left;
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}
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else if(i == 80)//Bottom
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{
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face = bottom;
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}
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if(face == Snaps)
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add = 0.0;
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else if(face == Inlets)
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add = 0.2;
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Vector3 v0 = Vector3(vertecies[i], vertecies[i+1], vertecies[i+2]), v1 = Vector3(vertecies[i+3], vertecies[i+4], vertecies[i+5]), v3 = Vector3(vertecies[i+9], vertecies[i+10], vertecies[i+11]);
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glNormal3fv((v1 - v0).cross(v3 - v0).direction());
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/*glNormal3fv((v1 - v0).cross(v3 - v0).direction());
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glTexCoord2f(0.0F,0.0F);
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glVertex3fv(v0);
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glTexCoord2f(1.0F,0.0F);
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glVertex3fv(v1);
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glTexCoord2f(1.0F,0.25F);
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glVertex3f(vertecies[i+6], vertecies[i+7], vertecies[i+8]);
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glTexCoord2f(0.0F,0.25F);
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glVertex3fv(v3);*/
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glEnable( GL_TEXTURE_2D );
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glEnable(GL_BLEND);// you enable blending function
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture( GL_TEXTURE_2D, Globals::surfaceId);
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glBegin( GL_QUADS );
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glNormal3fv((v1 - v0).cross(v3 - v0).direction());
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glTexCoord2d(0.0,0.0+add);
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glVertex3fv(v0);
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glTexCoord2d( 1.0,0.0+add);
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glVertex3fv(v1);
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glTexCoord2d(1.0,0.2+add);
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glVertex3f(vertecies[i+6], vertecies[i+7], vertecies[i+8]);
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glTexCoord2d( 0.0,0.2+add);
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glVertex3fv(v3);
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glEnd();
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glDisable( GL_TEXTURE_2D );
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}
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glEnd();
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/*glEnd();
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glDisable(GL_TEXTURE_2D);*/
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glColor(Color3::white());
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if(!children.empty())
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{
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