Turned the heightmap loading around so the level now is like the png. The wall backsides dont seem to have textures...
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87b9634703
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@ -69,19 +69,19 @@ int main( int argc, char *argv[] ){
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}
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printf("Iterating over the png.\n");
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//iterate over all pixels of the image
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for(unsigned int rowNum = 0; rowNum < height; rowNum++){
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for(unsigned int columnNum = 0; columnNum < width; columnNum++){
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for(unsigned int columnNum = 0; columnNum < width; columnNum++){
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for(unsigned int rowNum = 0; rowNum < height; rowNum++){
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unsigned int pixel = (rowNum*width+columnNum)*4;
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//if there is a composition here, adjust the xml and image
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if(image[pixel]!=0 && image[pixel]!=255){
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if(image[pixel+1]==0 && image[pixel+2]==0){//composition has no ID
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std::vector<int> newID;
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newID = conv.newComposition(image[pixel], 0.5+rowNum-0.5*height, 0.5+columnNum-0.5*width);
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newID = conv.newComposition(image[pixel], 0.5+columnNum-0.5*width, 0.5+rowNum-0.5*height);
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idFound[newID[0]][newID[1]] = true;
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image[pixel+1] = newID[0];
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image[pixel+2] = newID[1];
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}else{//composition has an ID
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conv.updateComposition(image[pixel+1], image[pixel+2], 0.5+rowNum-0.5*height, 0.5+columnNum-0.5*width);
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conv.updateComposition(image[pixel+1], image[pixel+2], 0.5+columnNum-0.5*width, 0.5+rowNum-0.5*height);
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idFound[image[pixel+1]][image[pixel+2]] = true;
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}
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}
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@ -226,7 +226,7 @@
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<yOffset>20.0</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<yRot>90.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.5</scale>
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<mass>0.0</mass>
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@ -243,7 +243,7 @@
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<yOffset>20.0</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>90.0</yRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.5</scale>
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<mass>0.0</mass>
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@ -264,7 +264,7 @@
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<yOffset>20.0</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<yRot>90.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.5</scale>
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<mass>0.0</mass>
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@ -314,7 +314,7 @@
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<yOffset>20.0</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>90.0</yRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.5</scale>
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<mass>0.0</mass>
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@ -364,7 +364,7 @@
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<yOffset>25.0</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<yRot>90.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.48</scale>
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<mass>0.0</mass>
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@ -381,7 +381,7 @@
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<yOffset>25.0</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>90.0</yRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.48</scale>
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<mass>0.0</mass>
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@ -415,7 +415,7 @@
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<yOffset>25.0</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<yRot>90.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.5</scale>
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<mass>100.0</mass>
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@ -432,7 +432,7 @@
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<yOffset>25.0</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>90.0</yRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.5</scale>
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<mass>0.0</mass>
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Binary file not shown.
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 3.6 KiB |
14012
data/levels/Level1.xml
14012
data/levels/Level1.xml
File diff suppressed because it is too large
Load Diff
@ -8283,7 +8283,7 @@
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<rColour>1.0</rColour>
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<gColour>1.0</gColour>
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<bColour>0.9</bColour>
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<intensity>0.2</intensity>
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<intensity>0.6</intensity>
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</directionalLight>
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<terrain>
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@ -10,9 +10,9 @@ function trigger(objectToChange)
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end
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local strength = 100
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local xPos = 81.5
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local xPos = 17.5
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local yPos = 35
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local zPos = 17.5
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local zPos = 81.5
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level:moveObject(objectToChange, strength, xPos, yPos, zPos)
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global.triggeredOpenFirstDoorUndo = false
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@ -10,9 +10,9 @@ function trigger(objectToChange)
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end
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local strength = 100
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local xPos = 81.5
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local xPos = 17.5
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local yPos = 25
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local zPos = 17.5
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local zPos = 81.5
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level:moveObject(objectToChange, strength, xPos, yPos, zPos)
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global.triggeredOpenFirstDoor = false
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10
terrain.cc
10
terrain.cc
@ -18,11 +18,11 @@ void Terrain::load() {
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if (error) {
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std::cout << "Decoder error " << error << " from Terrain::load: " << lodepng_error_text(error) << std::endl;
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}
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this->heightmap = new float*[this->heightmapHeight]; //initialize the heightmap
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for(unsigned int rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
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this->heightmap[rowNum] = new float[this->heightmapWidth];
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for(unsigned int columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
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this->heightmap[rowNum][columnNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 6; //<--heightmap is scaled here
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this->heightmap = new float*[this->heightmapWidth]; //initialize the heightmap
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for(unsigned int columnNum = 0; columnNum < this->heightmapWidth; columnNum++){ //read in the heightmap
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this->heightmap[columnNum] = new float[this->heightmapHeight];
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for(unsigned int rowNum = 0; rowNum < this->heightmapHeight; rowNum++){
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this->heightmap[columnNum][rowNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 6; //<--heightmap is scaled here
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}
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}
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this->makeTriangleMesh();
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