Entity *newCube(Vec3D position,const char *name) { Entity * ent; char buffer[255]; int i; ent = entity_new(); if (!ent) { return NULL; } /*for (i = 0; i < 24;i++) { //sprintf(buffer,"models/robot/walk_bot_%06i.obj",i + 1); ent->objAnimation[i] = obj_load(buffer); }*/ ent->objModel = obj_load("models/cube.obj");//ent->objAnimation[0]; if( !ent->objModel ) slog( "test" ); ent->texture = LoadSprite("models/cube_text.png",1024,1024); //LoadSprite("models/robot/robot.png",1024,1024); vec3d_cpy(ent->body.position,position); vec3d_set(ent->scale,1,1,1); vec3d_set(ent->rotation,0,0,0); vec4d_set(ent->color,1,1,1,1); cube_set(ent->body.bounds,-1,-1,-1,2,2,2); ent->rotation.x = 90; sprintf(ent->name,"%s",name); ent->think = think; ent->state = 0; mgl_callback_set(&ent->body.touch,touch_callback,ent); return ent; }
Entity *newCube(Vec3D position,const char *name) { Entity * ent; ent = entity_new(); if (!ent) { return NULL; } ent->objModel = obj_load("models/cube.obj"); ent->texture = LoadSprite("models/cube_text.png",1024,1024); vec3d_cpy(ent->body.position,position); cube_set(ent->body.bounds,-1,-1,-1,2,2,2); sprintf(ent->name,"%s",name); mgl_callback_set(&ent->body.touch,touch_callback,ent); ent->body.id = -3; return ent; }