void QVX_FEA::ExecuteSolveSystem(QString* Param) { bool KeepGoing = true; std::string ParamString = Param->toStdString(); if (!ImportObj(NULL, &ParamString)) KeepGoing = false; //import the linked VXC oject if (KeepGoing) Solve(&ParamString); //Solve the system *Param = ParamString.c_str(); }
void ImportEntity(GEntity * ge, SCENTITY * se) { ImportObj((GObj *) ge, &se->obj); ge->anim = se->anim; ge->frame = se->frame; ge->framedelay = se->framedelay; // ge->radius = se->radius; // ge->xaccel = se->xaccel; ge->xpos = se->xpos; ge->xsize = se->xsize; // ge->xspeed = se->xspeed; // ge->yaccel = se->yaccel; ge->ypos = se->ypos; ge->ysize = se->ysize; // ge->yspeed = se->yspeed; }
// INITIALIZE CORE FUNCTIONS bool RenderEngine::Init(){ if (!InitWindow()){ return false; //gick inte att skapa window } if (!InitDirect3D(hWindow)){ return false; //gick inte att skapa Direct3D } // Sets and creates viewport SetViewport(); //Initialize Shaders and triangle data Shaders(); CreatePlaneData(); TextureFunc(); //Font Fonts(); //Import ImportObj("Objects/testPlayer1.obj", "Objects/testPlayer1.mtl", gDevice, true); ImportObj("Objects/mapPart1.obj", "Objects/mapPart1.mtl", gDevice, false); ImportObj("Objects/mapPart2.obj", "Objects/mapPart2.mtl", gDevice, false); ImportObj("Objects/mapPart3.obj", "Objects/mapPart3.mtl", gDevice, false); ImportObj("Objects/mapPart4.obj", "Objects/mapPart4.mtl", gDevice, false); ImportObj("Objects/mapPart5.obj", "Objects/mapPart5.mtl", gDevice, false); ImportObj("Objects/mapPart6.obj", "Objects/mapPart6.mtl", gDevice, false); ImportObj("Objects/mapPart7.obj", "Objects/mapPart7.mtl", gDevice, false); ImportObj("Objects/mapPart7.obj", "Objects/mapPart7.mtl", gDevice, false); //LIGHT TEST ZONE BITCHES /*float l1Int = 1.0f; XMFLOAT3 l1Pos = XMFLOAT3(0.0f, 1.0f, -2.0f); XMFLOAT4 l1Amb = XMFLOAT4(1.0f, 1.0f, 1.0f,1.0f); XMFLOAT4 l1Diff = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f); XMFLOAT4 l1Spec = XMFLOAT4(0.5f, 0.2f, 0.2f, 1.0f); XMFLOAT3 l1Dir = XMFLOAT3(0.0f, -50.0f, 30.0f);*/ testLight[0] = LightClass(l_Directional, XMFLOAT3(1.0f, 1.0f, -5.0f), true, true); testLight[0].lightObject.Color = XMFLOAT4(Colors::White); /*testLight[0].ToggleActive();*/ LightClass snoppe(l_Point, XMFLOAT3(1.0f, 1.0f, 0.0f), true, true); testLight[1] = snoppe; snoppe.lightObject.Type = 2; testLight[1].lightObject.Position = XMFLOAT4(-4.0f, 8.0f, 1.0f, 1.0f); testLight[1].lightObject.Color = XMFLOAT4(Colors::LightGoldenrodYellow); testLight[1].lightObject.AttConst = 1.0f; testLight[1].lightObject.AttLinear = 0.08f; testLight[1].lightObject.AttQuadratic = 0.00000f; //testLight[1].ToggleActive(); globalAmb = XMFLOAT4(Colors::Black); D3D11_BUFFER_DESC lbuffDesc; ZeroMemory(&lbuffDesc, sizeof(lbuffDesc)); lbuffDesc.Usage = D3D11_USAGE_DEFAULT; lbuffDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; lbuffDesc.CPUAccessFlags = 0; lbuffDesc.MiscFlags = 0; lbuffDesc.ByteWidth = sizeof(LightProperties); HRESULT hr = gDevice->CreateBuffer(&lbuffDesc, NULL, &lightConstBuff); // Material Buffers Init ZeroMemory(&lbuffDesc, sizeof(lbuffDesc)); lbuffDesc.ByteWidth = sizeof(MaterialProperties); hr = gDevice->CreateBuffer(&lbuffDesc, NULL, &matConstBuff); return true; //om båda funkade så returnera true (y) }