/* static */ bool ScriptInstance::LoadObjects(HSQUIRRELVM vm) { SlObject(NULL, _script_byte); switch (_script_sl_byte) { case SQSL_INT: { int value; SlArray(&value, 1, SLE_INT32); if (vm != NULL) sq_pushinteger(vm, (SQInteger)value); return true; } case SQSL_STRING: { SlObject(NULL, _script_byte); static char buf[256]; SlArray(buf, _script_sl_byte, SLE_CHAR); if (vm != NULL) sq_pushstring(vm, OTTD2SQ(buf), -1); return true; } case SQSL_ARRAY: { if (vm != NULL) sq_newarray(vm, 0); while (LoadObjects(vm)) { if (vm != NULL) sq_arrayappend(vm, -2); /* The value is popped from the stack by squirrel. */ } return true; } case SQSL_TABLE: { if (vm != NULL) sq_newtable(vm); while (LoadObjects(vm)) { LoadObjects(vm); if (vm != NULL) sq_rawset(vm, -3); /* The key (-2) and value (-1) are popped from the stack by squirrel. */ } return true; } case SQSL_BOOL: { SlObject(NULL, _script_byte); if (vm != NULL) sq_pushinteger(vm, (SQBool)(_script_sl_byte != 0)); return true; } case SQSL_NULL: { if (vm != NULL) sq_pushnull(vm); return true; } case SQSL_ARRAY_TABLE_END: { return false; } default: NOT_REACHED(); } }
//-------------------- FUNCOES: GERAIS --------------------// GLvoid Init() { //Preparacao da cena glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //cor de fundo preta glEnable(GL_DEPTH_TEST); //ativa teste de prfundidade glDepthFunc(GL_LESS); //especifica a comparação de profundidade: mostra se for menor glEnable(GL_COLOR_MATERIAL); glEnable(GL_RESCALE_NORMAL); //normalização dos vetores glShadeModel(GL_SMOOTH); //Rendering de Gourard //inicia valores para câmera obsX = width/2; obsY = height/2; obsZ = width/3; centerX = width/2; centerY = height/2; centerZ = -width; glViewport(0.0, 0.0, width, height); //define tamanho e localização da viewport glMatrixMode(GL_PROJECTION); //define que matriz é de projecao glLoadIdentity(); glOrtho(0, width, 0, height, -1, width*3); //Define projecao ortogonal para mapear coordenadas do mundo para coordenadas da tela CreateRoom(); //cria vertices/poligonos do cenario base LoadObjects(); //carrega objetos Lighting(); //ilumina cena Textures(); //aplica textura à cena }
bool eae6320::Graphics::Initialize( const HWND i_renderingWindow ) { s_renderingWindow = i_renderingWindow; // Create an OpenGL rendering context if ( !CreateRenderingContext() ) { goto OnError; } // Load any required OpenGL extensions { std::string errorMessage; if ( !OpenGlExtensions::Load( &errorMessage ) ) { UserOutput::Print( errorMessage ); goto OnError; } } if (!LoadObjects()) { goto OnError; } return true; OnError: ShutDown(); return false; }
bool LoadObjects(const rct_object_entry * entries, size_t count) override { // Find all the required objects size_t numRequiredObjects; auto requiredObjects = new const ObjectRepositoryItem *[OBJECT_ENTRY_COUNT]; if (!GetRequiredObjects(entries, requiredObjects, &numRequiredObjects)) { delete[] requiredObjects; return false; } // Create a new list of loaded objects size_t numNewLoadedObjects; Object * * loadedObjects = LoadObjects(requiredObjects, &numNewLoadedObjects); delete[] requiredObjects; if (loadedObjects == nullptr) { UnloadAll(); return false; } else { SetNewLoadedObjectList(loadedObjects); UpdateLegacyLoadedObjectList(); UpdateSceneryGroupIndexes(); reset_type_to_ride_entry_index_map(); log_verbose("%u / %u new objects loaded", numNewLoadedObjects, numRequiredObjects); return true; } }
rc_t KeyRingDatabaseLoad ( struct KeyRingData* self, const struct KDirectory* dir, const char* path ) { VDBManager* innerMgr; rc_t rc = VDBManagerMakeUpdate( &innerMgr, (KDirectory*)dir ); if (rc == 0) { rc_t rc2; const VDatabase* db; rc = VDBManagerOpenDBRead(innerMgr, & db, NULL, "%s", path); if (rc == 0) { rc = LoadProjects(&self->projects, db); if (rc == 0) rc = LoadObjects(&self->objects, db); /*TODO: LoadKeys */ rc2 = VDatabaseRelease(db); if (rc == 0) rc = rc2; } rc2 = VDBManagerRelease(innerMgr); if (rc == 0) rc = rc2; } return rc; }
/* static */ void ScriptInstance::LoadEmpty() { SlObject(NULL, _script_byte); /* Check if there was anything saved at all. */ if (_script_sl_byte == 0) return; LoadObjects(NULL); }
void CModel::Load( const char * szFile ) { CXMLElement * pModelXML = NULL; g_pXMLWrapper->LoadXML( szFile, &pModelXML ); if ( !pModelXML ) return; CXMLElement * pMeshXML = pModelXML->GetChild( "Mesh" ); if ( pMeshXML ) { CXMLAttr * pMeshAttr = pMeshXML->GetAttr( "File" ); if ( pMeshAttr ) { LoadObjects( pMeshAttr->GetValue() ); } //---------------------------------------------------------------------- // Tip: Читаем материалы //---------------------------------------------------------------------- for ( uint n = 0; n < pMeshXML->GetNumChilds(); ++n ) { LoadMaterial( pMeshXML->GetChild( n ) ); } } //-------------------------------------------------------------------------- // //-------------------------------------------------------------------------- CXMLElement * pAnimXML = pModelXML->GetChild( "Animations" ); if ( pAnimXML ) { for ( uint n = 0; n < pAnimXML->GetNumChilds(); ++n ) { CXMLElement * pCurAnimXML = pAnimXML->GetChild( n ); CXMLAttr * pFileAttr = pCurAnimXML->GetAttr( "File" ); CXMLAttr * pNameAttr = pCurAnimXML->GetAttr( "Name" ); CAnim * pAnim = NEW CAnim; if ( pAnim->Load( pFileAttr->GetValue() ) ) { pAnim->SetName( pNameAttr->GetValue() ); AddAnim( pAnim ); PlayAnim( "test_anim" ); continue; } DEL( pAnim ); } } DEL( pModelXML ); }
ObjectMan::ObjectMan() { LoadObjects(); cout << "Collidable Objects:" << endl; for (int i = 0; i < collidables.size(); i++) { cout << "\t" << collidables[i]->GetId() << endl; } cout << endl; }
ObjectMan::ObjectMan() { glEnable(GL_TEXTURE_2D); LoadObjects(); cout << "Collidable Objects:" << endl; for (int i = 0; i < collidables.size(); i++) { cout << "\t" << collidables[i]->GetId() << endl; } cout << endl; }
static void Load_AIPL() { CompanyID index; while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) { SlObject(NULL, _ai_company); if (!Company::IsValidAiID(index)) continue; SlObject(NULL, _ai_byte); /* Check if there was anything saved at all. */ if (_ai_sl_byte == 0) continue; LoadObjects(); } }
static bool LoadObjects() { SlObject(NULL, _ai_byte); switch (_ai_sl_byte) { case SQSL_INT: { int value; SlArray(&value, 1, SLE_INT32); return true; } case SQSL_STRING: { SlObject(NULL, _ai_byte); static char buf[256]; SlArray(buf, _ai_sl_byte, SLE_CHAR); return true; } case SQSL_ARRAY: while (LoadObjects()) { } return true; case SQSL_TABLE: while (LoadObjects()) { LoadObjects(); } return true; case SQSL_BOOL: SlObject(NULL, _ai_byte); return true; case SQSL_NULL: return true; case SQSL_ARRAY_TABLE_END: return false; default: SlErrorCorrupt("Invalid AI data type"); } }
void AIInstance::Load(int version) { if (this->engine == NULL || version == -1) { LoadEmpty(); return; } HSQUIRRELVM vm = this->engine->GetVM(); SlObject(NULL, _ai_byte); /* Check if there was anything saved at all. */ if (_ai_sl_byte == 0) return; sq_pushinteger(vm, version); LoadObjects(vm); this->is_save_data_on_stack = true; }
void TMaps::LoadNextMap() { MapStatus = MS_Loading; if (MapFiles.size() == 0) { throw UException("No maps found"); } CurrentMap ++; if (CurrentMap >= MapFiles.size()) { CurrentMap = 0; } emit ClearObjects(); emit ClearBorders(); LoadConfig("maps/" + MapFiles[CurrentMap] + "/config.ini"); LoadObjects("maps/" + MapFiles[CurrentMap] + "/objects.txt"); LoadRespPoints("maps/" + MapFiles[CurrentMap] + "/points.txt"); emit SpawnBorders(GetMapSize()); MapStatus = MS_Ready; emit MapLoaded(); }
HRESULT CVCAConfigure::DoLoad( DWORD dwEngId ) { // Now assign all libvca structs to internal jobbies VCA5_APP_ENGINE_CONFIG *pCfg = &(m_EngineConfig[dwEngId]); LoadZones( dwEngId, &(pCfg->Zones) ); LoadRules( dwEngId, &(pCfg->Rules) ); LoadCounters( dwEngId, &(pCfg->Counters) ); LoadCalibration( dwEngId, &(pCfg->CalibInfo) ); LoadObjects( dwEngId, &(pCfg->ClsObjects) ); LoadTamper( dwEngId, &(pCfg->TamperInfo) ); LoadSceneChange( dwEngId, &(pCfg->SceneChangeInfo) ); LoadAdvanced( dwEngId, &(pCfg->AdvInfo) ); LoadFunction( dwEngId, &(pCfg->ulFunction) ); // UnSquishIds( pCfg ); return S_OK; }
static void window_title_editor_mouseup(rct_window * w, rct_widgetindex widgetIndex) { bool commandEditorOpen = (window_find_by_class(WC_TITLE_COMMAND_EDITOR) != nullptr); switch (widgetIndex) { case WIDX_TITLE_EDITOR_CLOSE: window_close(w); break; ////////////////////////////////////////////////////////////////////////////////////////////////////// // Presets tab ////////////////////////////////////////////////////////////////////////////////////////////////////// case WIDX_TITLE_EDITOR_NEW_BUTTON: if (!commandEditorOpen) { // TODO: This should probably be 'NEW' window_text_input_open(w, widgetIndex, STR_TITLE_EDITOR_ACTION_DUPLICATE, STR_TITLE_EDITOR_ENTER_NAME_FOR_SEQUENCE, STR_NONE, 0, 64); } break; case WIDX_TITLE_EDITOR_DUPLICATE_BUTTON: if (!commandEditorOpen && _editingTitleSequence != nullptr) { window_text_input_open(w, widgetIndex, STR_TITLE_EDITOR_ACTION_DUPLICATE, STR_TITLE_EDITOR_ENTER_NAME_FOR_SEQUENCE, STR_STRING, (uintptr_t)_sequenceName, 64); } break; case WIDX_TITLE_EDITOR_DELETE_BUTTON: if (window_title_editor_check_can_edit()) { title_sequence_manager_delete(_selectedTitleSequence); window_title_editor_load_sequence(0); } break; case WIDX_TITLE_EDITOR_RENAME_BUTTON: if (window_title_editor_check_can_edit() && _editingTitleSequence != nullptr) { window_text_input_open(w, widgetIndex, STR_TRACK_MANAGE_RENAME, STR_TITLE_EDITOR_ENTER_NAME_FOR_SEQUENCE, STR_STRING, (uintptr_t)_sequenceName, 64); } break; ////////////////////////////////////////////////////////////////////////////////////////////////////// // Editor tab ////////////////////////////////////////////////////////////////////////////////////////////////////// case WIDX_TITLE_EDITOR_ADD_SAVE: if (!_isSequenceReadOnly && !title_is_previewing_sequence() && !commandEditorOpen) { auto intent = Intent(WC_LOADSAVE); intent.putExtra(INTENT_EXTRA_LOADSAVE_TYPE, LOADSAVETYPE_LOAD | LOADSAVETYPE_GAME); intent.putExtra(INTENT_EXTRA_CALLBACK, (void *) window_title_editor_add_park_callback); context_open_intent(&intent); } break; case WIDX_TITLE_EDITOR_REMOVE_SAVE: if (window_title_editor_check_can_edit()) { if (w->selected_list_item != -1) { TitleSequenceRemovePark(_editingTitleSequence, w->selected_list_item); if (w->selected_list_item >= (sint16)_editingTitleSequence->NumSaves) { w->selected_list_item--; } } } break; case WIDX_TITLE_EDITOR_RENAME_SAVE: if (window_title_editor_check_can_edit()) { if (w->selected_list_item != -1) { window_text_input_open(w, widgetIndex, STR_FILEBROWSER_RENAME_SAVE_TITLE, STR_TITLE_EDITOR_ENTER_NAME_FOR_SAVE, STR_STRING, (uintptr_t)_editingTitleSequence->Saves[w->selected_list_item], 52 - 1); } } break; case WIDX_TITLE_EDITOR_LOAD_SAVE: if (w->selected_list_item >= 0 && w->selected_list_item < (sint16)_editingTitleSequence->NumSaves) { auto handle = TitleSequenceGetParkHandle(_editingTitleSequence, w->selected_list_item); auto stream = (IStream *)handle->Stream; auto hintPath = String::ToStd(handle->HintPath); bool isScenario = ParkImporter::ExtensionIsScenario(hintPath); auto objectMgr = OpenRCT2::GetContext()->GetObjectManager(); auto parkImporter = std::unique_ptr<IParkImporter>(ParkImporter::Create(hintPath)); auto result = parkImporter->LoadFromStream(stream, isScenario); objectMgr->LoadObjects(result.RequiredObjects.data(), result.RequiredObjects.size()); parkImporter->Import(); if (isScenario) scenario_begin(); else game_load_init(); TitleSequenceCloseParkHandle(handle); window_title_editor_open(WINDOW_TITLE_EDITOR_TAB_SAVES); } break; ////////////////////////////////////////////////////////////////////////////////////////////////////// // Commands tab ////////////////////////////////////////////////////////////////////////////////////////////////////// case WIDX_TITLE_EDITOR_INSERT: if (window_title_editor_check_can_edit()) { if (w->selected_list_item != -1) window_title_command_editor_open(_editingTitleSequence, w->selected_list_item + 1, true); else window_title_command_editor_open(_editingTitleSequence, (sint32)_editingTitleSequence->NumCommands, true); } break; case WIDX_TITLE_EDITOR_EDIT: if (window_title_editor_check_can_edit()) { if (w->selected_list_item != -1 && w->selected_list_item < (sint16)_editingTitleSequence->NumCommands) { window_title_command_editor_open(_editingTitleSequence, w->selected_list_item, false); } } break; case WIDX_TITLE_EDITOR_DELETE: if (window_title_editor_check_can_edit()) { if (w->selected_list_item != -1 && w->selected_list_item < (sint16)_editingTitleSequence->NumCommands) { for (sint32 i = w->selected_list_item; i < (sint16)_editingTitleSequence->NumCommands - 1; i++) { _editingTitleSequence->Commands[i] = _editingTitleSequence->Commands[i + 1]; } _editingTitleSequence->NumCommands--; if (w->selected_list_item >= (sint16)_editingTitleSequence->NumCommands) { w->selected_list_item--; } TitleSequenceSave(_editingTitleSequence); } } break; case WIDX_TITLE_EDITOR_SKIP_TO: { sint32 position = w->selected_list_item; if (title_is_previewing_sequence() && position != -1 && position < (sint32)_editingTitleSequence->NumCommands) { ITitleSequencePlayer * player = window_title_editor_get_player(); title_sequence_player_seek(player, position); title_sequence_player_update(player); } break; } case WIDX_TITLE_EDITOR_MOVE_DOWN: if (window_title_editor_check_can_edit()) { if (w->selected_list_item != -1 && w->selected_list_item < (sint16)_editingTitleSequence->NumCommands - 1) { TitleCommand * a = &_editingTitleSequence->Commands[w->selected_list_item]; TitleCommand * b = &_editingTitleSequence->Commands[w->selected_list_item + 1]; TitleCommand tmp = *a; *a = *b; *b = tmp; w->selected_list_item++; TitleSequenceSave(_editingTitleSequence); } } break; case WIDX_TITLE_EDITOR_MOVE_UP: if (window_title_editor_check_can_edit()) { if (w->selected_list_item > 0 && w->selected_list_item < (sint16)_editingTitleSequence->NumCommands) { TitleCommand * a = &_editingTitleSequence->Commands[w->selected_list_item - 1]; TitleCommand * b = &_editingTitleSequence->Commands[w->selected_list_item]; TitleCommand tmp = *b; *b = *a; *a = tmp; w->selected_list_item--; TitleSequenceSave(_editingTitleSequence); } } break; case WIDX_TITLE_EDITOR_REPLAY: if (title_is_previewing_sequence()) { ITitleSequencePlayer * player = window_title_editor_get_player(); title_sequence_player_reset(player); title_sequence_player_update(player); } break; case WIDX_TITLE_EDITOR_STOP: if (title_is_previewing_sequence()) { title_stop_previewing_sequence(); } break; case WIDX_TITLE_EDITOR_PLAY: if (!title_is_previewing_sequence() || _selectedTitleSequence != title_get_current_sequence()) { if (!title_preview_sequence(_selectedTitleSequence)) { context_show_error(STR_ERR_FAILED_TO_LOAD_TITLE_SEQUENCE, STR_NONE); } else if (!(gScreenFlags & SCREEN_FLAGS_TITLE_DEMO)) { gPreviewingTitleSequenceInGame = true; } } break; case WIDX_TITLE_EDITOR_SKIP: if (title_is_previewing_sequence()) { ITitleSequencePlayer * player = window_title_editor_get_player(); sint32 position = title_sequence_player_get_current_position(player) + 1; if (position >= (sint32)_editingTitleSequence->NumCommands) { position = 0; } title_sequence_player_seek(player, position); title_sequence_player_update(player); } break; } }
BOOL InsertObjectDialog::OnInitDialog() { CDialog::OnInitDialog(); // Add resizing BOOL First = dlgMan.Load(m_hWnd, "Software\\Construct\\InsertObjectDialog099"); if (!First) { first_run.Attach(this); first_run.SetHighlightOnMouseOver(); first_run.SetResize(); first_run.SetText(_T(IO_FIRSTRUN)); } dlgAnchor.Init(m_hWnd); dlgAnchor.Add(IDOK, ANCHOR_RIGHT | ANCHOR_TOP); dlgAnchor.Add(IDCANCEL, ANCHOR_RIGHT | ANCHOR_TOP); dlgAnchor.Add(IDC_LISTOBJECTS, ANCHOR_RIGHT | ANCHOR_TOP); dlgAnchor.Add(IDC_GETMORE, ANCHOR_RIGHT | ANCHOR_TOP); dlgAnchor.Add(IDC_FILTER, ANCHOR_RIGHT | ANCHOR_BOTTOM); dlgAnchor.Add(IDTOPTEXT, ANCHOR_LEFT | ANCHOR_RIGHT | ANCHOR_TOP); dlgAnchor.Add(IDC_NAME, ANCHOR_LEFT | ANCHOR_TOP | ANCHOR_RIGHT); dlgAnchor.Add(IDC_FOLDER, ANCHOR_TOP | ANCHOR_RIGHT | ANCHOR_BOTTOM); dlgAnchor.Add(IDC_OBJECTS, ANCHOR_TOPLEFT | ANCHOR_BOTTOMRIGHT); dlgAnchor.Add(IDC_INFO, ANCHOR_LEFT | ANCHOR_RIGHT | ANCHOR_BOTTOM); dlgAnchor.Add(IDC_TOOLBOX, ANCHOR_RIGHT | ANCHOR_BOTTOM); dlgAnchor.Add(10, ANCHOR_LEFT | ANCHOR_BOTTOM | ANCHOR_RIGHT); CRect Rect; objects.GetWindowRect(&Rect); ScreenToClient(&Rect); Rect.top = Rect.bottom - 1; Rect.bottom = Rect.top + 16; tabs.Create(this, Rect, 1000, WS_CHILD | WS_VISIBLE, __ETWS_ORIENT_BOTTOM); dlgAnchor.Add(tabs, ANCHOR_LEFT | ANCHOR_BOTTOM); tabs.ItemInsert(OT_ALL, 0, true, 0, 1); tabs.ItemInsert(OT_AUDIO, 0, true,0, 2); tabs.ItemInsert(OT_CONTROLS, 0, true,0, 3); tabs.ItemInsert(OT_DATAFILES, 0, true, 0, 4); tabs.ItemInsert(OT_GAME, 0, true, 0, 5); tabs.ItemInsert(OT_GRAPHICS, 0, true, 0, 6); tabs.ItemInsert(OT_INPUT, 0, true,0, 7); tabs.ItemInsert(OT_INTERNET, 0, true, 0, 8); tabs.ItemInsert(OT_OTHER, 0, true, 0, 9); tabs.ItemInsert(OT_SYSTEM, 0, true, 0, 10); tabs.SelectionSet(0); // Load objects LoadObjects(); ListView_SetImageList(objects.m_hWnd, m_LargeImages, LVSIL_NORMAL); ListView_SetImageList(objects.m_hWnd, small_images, LVSIL_SMALL); // Name of dialog CString dialogTitle; dialogTitle.Format("Construct : %s", IO_TITLE); SetWindowText(dialogTitle); // Set texts cancel.SetWindowText(CANCEL); ok.SetWindowText(INSERT); ok.EnableWindow(FALSE); exchange.SetWindowText(IO_EXCHANGE); info.SetWindowText(IO_CLICKFORINFO); list_objects.SetWindowText(IO_LIST_OBJECTS); filter.SetWindowText(IO_SEARCH); OnChangeCategory(); if (g_MainFrame->m_INI.GetInt("InsertObject", "List", 0) == 1) { list_objects.SetCheck(BST_CHECKED); OnChangeObjectView(); } objects.SetScrollPos(SB_VERT, 0); objects.SetScrollPos(1, 0); objects.Invalidate(); // fill object folders vector<CApplication::ObjectFolder>::iterator folder = application.object_folders.begin(); for ( ; folder != application.object_folders.end(); folder++) folders.AddString(folder->name); // select default folders.SetCurSel(0); // Refresh SetTimer(10, 200, NULL); return TRUE; }
//Función para cargar los recursos necesarios para el juego. bool cGame::LoadResources( void ) { bool lbResult; lbResult = LoadWindowProperties(); if ( lbResult ) { //Se inicializa la clase que encapsula las operaciones de OpenGL: lbResult = cGraphicManager::Get().Init( &cWindow::Get() ); // Clean Window context glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Resetea color de fondo glClearColor(0.0f, 0.0f, 0.0f, 1.0f); if (lbResult) { //Se inicializa la clase que gestiona la texturas indicando que habrá 1, por ejemplo. cTextureManager::Get().Init(60); mMad_drive_loading = cTextureManager::Get().LoadResource( "Mad_drive_loading", "Data/Scene/images/hud/mad_drive_loading.png" ); mMad_drive = cTextureManager::Get().LoadResource( "Mad_drive", "Data/Scene/images/hud/mad_drive.png" ); mLoading = cTextureManager::Get().LoadResource( "Loading", "Data/Scene/images/hud/loading.png" ); Load2DCameraProperties(); cGraphicManager::Get().ActivateCamera( &m2DCamera ); RenderProgress(0.1f); Load3DCameraProperties(); RenderProgress(0.2f); LoadIAProperties(); LoadManagerProperties(); RenderProgress(0.3f); //Se carga la escena. //mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/dragonsmall.DAE" ); //*mDuck = cSceneManager::Get().LoadResource( "Duck", "./Data/Scene/duck_triangulate.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/mad_drive_escombros_cactus.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/mad_drive_escombros_carretera.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/mad_drive_escombros_matorral.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/mad_drive_escombros_palmera.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/mad_drive_escombros_tronco.dae" ); LoadVehicles(); RenderProgress(0.5f); LoadHUD(); RenderProgress(0.6f); LoadEffects(); RenderProgress(0.7f); LoadObstacles(); RenderProgress(0.85f); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/enemigo2_exterior.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/enemigo2.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/enemigo2_arma.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/enemigo2_rueda.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/mad_drive_escombros_ruina.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/combustible.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/especial_invencibilidad.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/especial_superturbo.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/municion.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/enemigo1_destruido_arma.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/enemigo1_destruido_exterior.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/enemigo2_destruido_arma.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/enemigo2_destruido_exterior.dae" ); // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/mustang_destruido_exterior.dae" ); //mScene1 = cSceneManager::Get().LoadResource( "TestLevel1", "./Data/Scene/mustang_destruido_interior.dae" ); // Loads skeleton // cResourceHandle mustang_mesh = cMeshManager::Get().LoadResource("testlevel1", "./Data/Scene/mustang_destruido_interior.dae"); /*if (!((cScene *)mScene.GetResource())->Init("TestLevel1", "./Data/Scene/mustang_destruido_interior.dae")){ OutputDebugStr("Error loading object!"); }*/ // mScene = cSceneManager::Get().LoadResource( "TestLevel", "./Data/Scene/plane.DAE" ); //cPhysicObject mModelObject = *((cPhysicObject*) ((cScene *)mScene.GetResource())->getSubObject( 1 )); // Inits skeleton model //cSkeletalManager::Get().LoadResource("Skeleton", "./Data/Skeletal/SkeletonModel.xml"); // Loads skeleton //mSkeletalMesh = cMeshManager::Get().LoadResource("Skeleton", "Skeleton", kuiSkeletalMesh); // Get skeleton mesh //cSkeletalMesh* lpSkeletonMesh=(cSkeletalMesh*)mSkeletalMesh.GetResource(); // Load Skeleton meshes //cResourceHandle lMaterial = cMaterialManager::Get().LoadResource("Skeleton", "./Data/Material/SkeletonMaterial.xml"); //assert(lMaterial.IsValidHandle()); //mObject.AddMesh(mSkeletalMesh, lMaterial); // Bounding box del personaje /*mBoxModel.InitBox( 0.0f, cVec3( 0.3f, 1.0f, 0.3f ) ); mObject.CreatePhysics( &mBoxModel ); lScaleMatrix.LoadScale(0.01f); mObject.SetScaleMatrix( lScaleMatrix );*/ LoadObjects(); RenderProgress(1.0f); LoadWorld(); } else { //Si algo falla se libera la ventana. cWindow::Get().Deinit(); } } return lbResult; }