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8
.gitignore
vendored
@ -1,12 +1,8 @@
|
||||
binaries
|
||||
build
|
||||
/Makefile
|
||||
Makefile
|
||||
CMakeLists.txt.user
|
||||
*.cbp
|
||||
*~
|
||||
*.zip
|
||||
*.db
|
||||
*.blend1
|
||||
*.swp
|
||||
*.pyc
|
||||
*.o
|
||||
|
||||
|
BIN
Blenderfiles/switch_outer.blend
Normal file
@ -3,7 +3,7 @@ CMAKE_MINIMUM_REQUIRED (VERSION 2.6)
|
||||
add_subdirectory(converter)
|
||||
|
||||
# project/binary name:
|
||||
PROJECT(saxum)
|
||||
PROJECT(MarbleRaceGroupC)
|
||||
|
||||
# ACGL setup
|
||||
SET(ACGL_OPENGL_SUPPORT CORE_32)
|
||||
@ -53,28 +53,21 @@ ADD_DEFINITIONS(-DNO_SPACE_NAVIGATOR_SUPPORT)
|
||||
#
|
||||
# Lets the binary get written to a shared folder (which can be ignored by git).
|
||||
# Will also set the run directory for QTCreator:
|
||||
SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS} -DSAXUM_DEBUG -g")
|
||||
SET(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS} -DSAXUM_DEBUG -g")
|
||||
|
||||
SET(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} -DNDEBUG")
|
||||
SET(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS} -DNDEBUG")
|
||||
|
||||
set(dir ${CMAKE_CURRENT_SOURCE_DIR}/binaries)
|
||||
set(EXECUTABLE_OUTPUT_PATH ${dir} CACHE PATH "Build directory" FORCE)
|
||||
|
||||
# source and header files
|
||||
FILE(GLOB SOURCE_FILES "${CMAKE_SOURCE_DIR}/game/*.cc")
|
||||
FILE(GLOB SOURCE_FILES "${CMAKE_SOURCE_DIR}/*.cc")
|
||||
SET(SOURCE_FILES ${SOURCE_FILES} ${SOURCE_FILES_SHARED})
|
||||
|
||||
FILE(GLOB HEADER_FILES "${CMAKE_SOURCE_DIR}/game/*.hh")
|
||||
FILE(GLOB HEADER_FILES "${CMAKE_SOURCE_DIR}/*.hh")
|
||||
SET(HEADER_FILES ${HEADER_FILES} ${HEADER_FILES_SHARED})
|
||||
|
||||
# tinyxml
|
||||
# shader files
|
||||
FILE(GLOB_RECURSE SHADER_FILES "${CMAKE_SOURCE_DIR}/Shader/*.*")
|
||||
|
||||
FILE(GLOB HEADER_FILES_TINYXML "${CMAKE_SOURCE_DIR}/extern/tinyxml/*.hh")
|
||||
SET(HEADER_FILES ${HEADER_FILES} ${HEADER_FILES_TINYXML})
|
||||
FILE(GLOB SOURCE_FILES_TINYXML "${CMAKE_SOURCE_DIR}/extern/tinyxml/*.cc")
|
||||
SET(SOURCE_FILES ${SOURCE_FILES} ${SOURCE_FILES_TINYXML})
|
||||
|
||||
INCLUDE_DIRECTORIES(${CMAKE_SOURCE_DIR}/extern/tinyxml)
|
||||
# Readme
|
||||
FILE(GLOB_RECURSE README_FILES "${CMAKE_SOURCE_DIR}/../Readme.md")
|
||||
#
|
||||
#
|
||||
###############################################################################
|
||||
@ -83,6 +76,7 @@ INCLUDE_DIRECTORIES(${CMAKE_SOURCE_DIR}/extern/tinyxml)
|
||||
#
|
||||
# all we need for ACGL:
|
||||
#
|
||||
ADD_DEFINITIONS(-DACGL_ERROR_LEVEL_EC3)
|
||||
INCLUDE(${CMAKE_SOURCE_DIR}/extern/acgl/CMakeListsStaticInclude.txt)
|
||||
#
|
||||
#
|
||||
@ -93,11 +87,6 @@ INCLUDE(${CMAKE_SOURCE_DIR}/extern/acgl/CMakeListsStaticInclude.txt)
|
||||
# GLFW (and some other linker flags)
|
||||
#
|
||||
|
||||
OPTION(GLFW_BUILD_DOCS OFF)
|
||||
OPTION(GLFW_BUILD_TESTS OFF)
|
||||
OPTION(GLFW_BUILD_EXAMPLES OFF)
|
||||
OPTION(GLFW_INSTALL OFF)
|
||||
|
||||
FILE(GLOB_RECURSE HEADER_FILES_GLFW "${CMAKE_SOURCE_DIR}/extern/glfw/include/*.h")
|
||||
INCLUDE_DIRECTORIES(${CMAKE_SOURCE_DIR}/extern/glfw/include)
|
||||
SET(HEADER_FILES ${HEADER_FILES} ${HEADER_FILES_GLFW})
|
||||
@ -117,7 +106,7 @@ ENDIF(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
|
||||
# Linux:
|
||||
#
|
||||
IF(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
|
||||
SET(LIBRARIES ${LIBRARIES} -lXrandr -lGL -lXi -pthread -lm -lX11 -lXxf86vm -ldl)
|
||||
SET(LIBRARIES ${LIBRARIES} -lXrandr -lGL -lXi -pthread -lm -lX11 -lXxf86vm)
|
||||
ENDIF(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
|
||||
#
|
||||
#
|
||||
@ -142,20 +131,6 @@ else()
|
||||
SET (LIBRARIES ${LIBRARIES} ${CMAKE_SOURCE_DIR}/extern/bullet/build/src/BulletSoftBody/libBulletSoftBody.a)
|
||||
endif()
|
||||
|
||||
# Include Lua
|
||||
|
||||
FILE(GLOB_RECURSE HEADER_FILES_LUA ${CMAKE_SOURCE_DIR}/extern/lua/src/*.h)
|
||||
|
||||
INCLUDE_DIRECTORIES(${CMAKE_SOURCE_DIR}/extern/lua/src)
|
||||
SET(HEADER_FILES ${HEADER_FILES} ${HEADER_FILES_LUA})
|
||||
|
||||
FILE(GLOB_RECURSE HEADER_FILES_LUA_BRIDGE ${CMAKE_SOURCE_DIR}/extern/luabridge/*.h)
|
||||
|
||||
INCLUDE_DIRECTORIES(${CMAKE_SOURCE_DIR}/extern/luabridge)
|
||||
SET(HEADER_FILES ${HEADER_FILES} ${HEADER_FILES_LUA_BRIDGE})
|
||||
|
||||
SET (LIBRARIES ${LIBRARIES} ${CMAKE_SOURCE_DIR}/extern/lua/src/liblua.a)
|
||||
|
||||
|
||||
ADD_EXECUTABLE(saxum ${SOURCE_FILES} ${HEADER_FILES})
|
||||
TARGET_LINK_LIBRARIES(saxum ${LIBRARIES} ${CMAKE_DL_LIBS})
|
||||
ADD_EXECUTABLE(MarbleRaceGroupC ${SOURCE_FILES} ${HEADER_FILES} ${SHADER_FILES} ${README_FILES})
|
||||
TARGET_LINK_LIBRARIES(MarbleRaceGroupC ${LIBRARIES})
|
||||
|
@ -1,7 +1,7 @@
|
||||
from ubuntu:trusty
|
||||
|
||||
run apt-get update -y
|
||||
run apt-get upgrade -y
|
||||
run apt-get update
|
||||
run apt-get upgrade
|
||||
|
||||
run apt-get install -y build-essential
|
||||
run apt-get install -y gcc-mingw-w64
|
||||
@ -10,4 +10,3 @@ run apt-get install -y ninja-build
|
||||
run apt-get install -y xorg-dev
|
||||
run apt-get install -y freeglut3-dev
|
||||
run apt-get install -y zip
|
||||
run apt-get install -y libreadline6-dev
|
||||
|
471
LICENSE.txt
@ -1,471 +0,0 @@
|
||||
All code except the one in extern is subject to the following license:
|
||||
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2014-2015 Fabian Klemp, Steffen Fündgens, Jasper Manousek, Simon
|
||||
Froitzheim
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
The code in extern contains the following libraries with their respective
|
||||
licenses:
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
ACGL: ACGL - Aachen Computer Graphics Library
|
||||
|
||||
Intended to speed up graphics/OpenGL prototyping. Developed by Lars Krecklau
|
||||
and Robert Menzel with help from Andreas Neu, Janis Born, Kersten Schuster, Ole
|
||||
Untzelmann, based on prior work from Lars Krecklau.
|
||||
|
||||
Included third-party software:
|
||||
* Includes lodepng by Lode Vandevenne, unchanged except for the include path in
|
||||
* lodepng.cpp. lodepng is provided as-is, see license text in the lodepng
|
||||
* source code. Includes OpenGL loader code created by a modified glLoadGen by
|
||||
* Jason McKesson. Includes GLM by Christophe Riccio. Includes data type
|
||||
* definitions from libspnav header originally by John Tsiombikas (see
|
||||
* mini_spnav.h for details). Includes RGBE/Radiance image import by Bruce
|
||||
* Walter (code provided 'as-is') minimally adjusted to reduce compiler
|
||||
* warnings.
|
||||
|
||||
Additional documentation:
|
||||
http://www.graphics.rwth-aachen.de/redmine/projects/acgl/wiki
|
||||
|
||||
License:
|
||||
|
||||
ACGL is distributed under the terms of the MIT license stated below.
|
||||
|
||||
Copyright (C) 2011-2012 Computer Graphics Group RWTH Aachen University
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
GLM License:
|
||||
|
||||
The MIT License
|
||||
|
||||
Copyright (c) 2005 - 2013 G-Truc Creation
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
Linux Joystick License:
|
||||
|
||||
Copyright (C) 2008 Andreas Volz
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the “Software”), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies of the Software and its Copyright notices. In addition publicly
|
||||
documented acknowledgment must be given that this software has been used if no
|
||||
source code of this software is made available publicly. This includes
|
||||
acknowledgments in either Copyright notices, Manuals, Publicity and Marketing
|
||||
documents or any documentation provided with any product containing this
|
||||
software. This License does not apply to any software that links to the
|
||||
libraries provided by this software (statically or dynamically), but only to
|
||||
the software provided.
|
||||
|
||||
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
TinyXML2 License:
|
||||
|
||||
Original code by Lee Thomason (www.grinninglizard.com)
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any
|
||||
damages arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any
|
||||
purpose, including commercial applications, and to alter it and
|
||||
redistribute it freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must
|
||||
not claim that you wrote the original software. If you use this
|
||||
software in a product, an acknowledgment in the product documentation
|
||||
would be appreciated but is not required.
|
||||
|
||||
2. Altered source versions must be plainly marked as such, and
|
||||
must not be misrepresented as being the original software.
|
||||
|
||||
3. This notice may not be removed or altered from any source
|
||||
distribution.
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
Bullet Physics License:
|
||||
|
||||
Bullet Continuous Collision Detection and Physics Library Copyright (c)
|
||||
2003-2011 Erwin Coumans http://bulletphysics.org
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty. In
|
||||
no event will the authors be held liable for any damages arising from the use
|
||||
of this software. Permission is granted to anyone to use this software for any
|
||||
purpose, including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim
|
||||
that you wrote the original software. If you use this software in a product, an
|
||||
acknowledgment in the product documentation would be appreciated but is not
|
||||
required. 2. Altered source versions must be plainly marked as such, and must
|
||||
not be misrepresented as being the original software. 3. This notice may not
|
||||
be removed or altered from any source distribution.
|
||||
|
||||
|
||||
All files in the extern/bullet/src folder are under this Zlib license. Files in the
|
||||
Extras and Demos folder may have a different license, see the respective files.
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
GLFW License:
|
||||
|
||||
Copyright (c) 2002-2006 Marcus Geelnard
|
||||
Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would
|
||||
be appreciated but is not required.
|
||||
|
||||
2. Altered source versions must be plainly marked as such, and must not
|
||||
be misrepresented as being the original software.
|
||||
|
||||
3. This notice may not be removed or altered from any source
|
||||
distribution.
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
Lua License:
|
||||
|
||||
Copyright © 1994–2015 Lua.org, PUC-Rio.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
LuaBridge License:
|
||||
|
||||
https://github.com/vinniefalco/LuaBridge
|
||||
|
||||
Copyright 2012, Vinnie Falco <vinnie.falco@gmail.com>
|
||||
Copyright 2007, Nathan Reed
|
||||
|
||||
License: The MIT License (http://www.opensource.org/licenses/mit-license.php)
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
Licenses for Models and Textures:
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
data/textures/sand.png is from
|
||||
http://opengameart.org/node/18616
|
||||
Created by Christian Femmer aka Duion.
|
||||
It is licensed CC-BY 3.0,
|
||||
see https://creativecommons.org/licenses/by/3.0/ for full license text.
|
||||
|
||||
data/textures/hintTexture2.png is based on this.
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
data/textures/nightskydome.png was generated with:
|
||||
http://wwwtyro.github.io/procedural.js/space/ Source code here:
|
||||
https://github.com/wwwtyro/procedural.js
|
||||
Seed: NTc3MDMzNjg3ODQ4NQ
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
data/textures/skydomeNew.png was modified and originally taken from:
|
||||
http://www.tutorialsforblender3d.com/Textures/Skys/Sky_Dome_1.html
|
||||
|
||||
The author states that the images were created with "Terragen(tm) Classic for
|
||||
Windows" and according to their license, the textures are free for personal
|
||||
non-commercial use.
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
All textures in data/textures/cgtextures are subject to the following license:
|
||||
|
||||
This document is a license agreement ("License") by CGTextures between the user
|
||||
("You") and CGTextures. Use of the photographs on the CGTextures website is
|
||||
conditional upon the your agreement to the terms and conditions of purchase set
|
||||
out below. If you do not agree to these terms, then you must not accept the
|
||||
terms hereof or purchase, download, access or otherwise use any products from
|
||||
CGTextures.
|
||||
|
||||
CGTextures may revise and update this Agreement at anytime and without notice.
|
||||
Your continued use of the website after any such changes are posted will
|
||||
constitute your acceptance of these changes.
|
||||
|
||||
LICENSE
|
||||
|
||||
CGTextures offers photographs of materials ("Textures") on its website
|
||||
(www.cgtextures.com) for game developers, special effects artists, graphic
|
||||
designers and other professions. No payment or royalties are required to use
|
||||
these Textures. The use of Textures is non-exclusive, royalty free, and you
|
||||
have the right to modify them for the uses permitted under the clause
|
||||
Conditions of Use. Most Textures on the CGTextures website are photographed by
|
||||
CGTextures. A small part is photographed by third party contributors
|
||||
("Contributors"). CGTextures has separate agreements with these Contributors in
|
||||
which they grant CGTextures permission to add their Textures to the website.
|
||||
All terms and conditions in this License apply to both groups of Textures. All
|
||||
Textures and materials remain in ownership of CGTextures or the Contributor and
|
||||
the Textures and materials are licensed to you, not sold.
|
||||
|
||||
The license granted for the use of the textures gives you no lawful right to
|
||||
submit, use or otherwise make available the textures in Second Life or
|
||||
otherwise to Linden Research, Inc. Use of the textures in such manner will be
|
||||
an infringement of the intellectual property rights if CGTextures and
|
||||
CGTextures reserves its right to take action to prevent any such infringement.
|
||||
|
||||
INTELLECTUAL PROPERTY
|
||||
|
||||
All materials including the organization and presentation of these materials on
|
||||
the CGTextures website are the property of CGTextures or its Contributors and
|
||||
are protected by intellectual property laws. Some images contain graphic
|
||||
materials like wallpaper patterns, logos, names or signs. The use of these kind
|
||||
of images is at your own discretion. The rights for the photo lie with
|
||||
CGTextures and the photo has been taken in a public space, but using the
|
||||
patterns, logos or name in your work might not be allowed.
|
||||
|
||||
CONDITIONS OF USE
|
||||
|
||||
Use of the Textures is only allowed under the following conditions:
|
||||
- Private or commercial use
|
||||
- Use in 2D or 3D computer graphics, movies and printed media
|
||||
- Incorporation in computer games, 3D models
|
||||
- Selling 3D models bundled with modified versions of the textures, when the
|
||||
texture is customized for the 3D model
|
||||
|
||||
It is NOT permitted to:
|
||||
- Sell or distribute any of these textures in an unmodified form, or where the
|
||||
derived product you are selling or distributing is a Texture or a collection
|
||||
of Textures. IN OTHER WORDS: Do not sell or distribute any of these textures
|
||||
(modified or not) by itself or in a texture pack, material, clipart, website
|
||||
theme or scrapbooking pack!
|
||||
- Bundle the images with software such as paint programs, 3D programs,
|
||||
photo-kiosk software.
|
||||
- Reselling or redistributing the images at 'print on demand' services (mugs,
|
||||
t-shirts, mouse mats, etc)
|
||||
- Use the textures in graphic design themes or templates sold to multiple
|
||||
customers on digital market places (this includes templates of websites and
|
||||
business cards and e-cards).
|
||||
- Selling or redistributing skins for laptops, phones and other devices,
|
||||
created with images from CGTextures.
|
||||
- Stockpile images with the goal of making a local texture library.
|
||||
- Using a special program (spider, leecher) or script to automatically download
|
||||
all Textures on the CGTextures website. Users who try to mass download will
|
||||
be banned from the website automatically.
|
||||
- Interfere with the security or otherwise abuse, disrupt, place excessive
|
||||
loads on, or attempt to gain unauthorized access to the CGTextures website or
|
||||
any system resources or networks connected to this website.
|
||||
- Release the Textures or derivative products under Open Source Licences
|
||||
|
||||
RESALE OR REDISTRIBUTION OF 3D MODELS TEXTURED WITH IMAGES FROM CGTEXTURES
|
||||
|
||||
When selling or redistributing a 3D model bundled with textures from CGTextures
|
||||
please add the following text in the documentation accompanying the model:
|
||||
|
||||
"One or more textures on this 3D model have been created with images from
|
||||
CGTextures.com. These images may not be redistributed by default, please visit
|
||||
www.cgtextures.com for more information."
|
||||
|
||||
STOCKPILING IMAGES
|
||||
|
||||
CGTextures is meant as a 'download when you need it' resource. Downloading
|
||||
complete categories with the goal of making a local copy of the texture
|
||||
collection is not allowed.
|
||||
|
||||
PRIVACY
|
||||
|
||||
CGTextures respects the privacy of the personal information of the individuals
|
||||
with whom we interact. CGTextures does not disclose personal information of our
|
||||
members or those individuals who visit our website. No newsletters or offers
|
||||
will be sent to you without your prior consent. Any information submitted by
|
||||
the buyer will be used solely for the purpose of completing the transaction,
|
||||
delivering the product and addressing any customer service issues.
|
||||
|
||||
We use third-party advertising companies (Google Adsense) to serve ads when you
|
||||
visit our website. These companies may use information (not including
|
||||
personally identifying information such as your name, address, email address,
|
||||
or telephone number) about your visits to this and other websites in order to
|
||||
provide advertisements about goods and services of interest to you. For more
|
||||
information about this subject (including on how to "Opt-Out" on advertising
|
||||
cookies) please visit this link: Google Advertsing and Privacy page
|
||||
|
||||
|
||||
LIMITATION OF LIABILITY
|
||||
|
||||
You assume all responsibility and risk for the use of the CGTextures website,
|
||||
the Textures, materials and information. CGTextures does not represent or
|
||||
warrant that the site or any content available for downloading through the site
|
||||
will be free of viruses or similar contaminations of destructive features.
|
||||
|
||||
In no event shall CGTextures or any of its affiliates, employees or
|
||||
Contributors be liable for any incidental, indirect, punitive, exemplary or
|
||||
consequential damages whatsoever, including damages for loss of profits,
|
||||
interruption, loss of business information, loss of data, or any other
|
||||
pecuniary loss in connection with any claim, loss, action, suit, damage or
|
||||
other proceeding arising under or out of this License, including without
|
||||
limitation your use of, reliance upon, access to or exploitation of the
|
||||
CGTextures website, the materials or any part thereof, or any rights granted to
|
||||
you hereunder, even if we have been advised of the possibility of such damaged,
|
||||
wheter the action is based on contract, tort (including negligence),
|
||||
infringement of intellectual property rights or otherwise.
|
||||
|
||||
INDEMNIFICATION
|
||||
|
||||
You agree to indemnify and hold CGTextures harmless against all claims or
|
||||
liability asserted against CGTextures arising out of or in connection with any
|
||||
breach by you or anyone acting on your behalf of any of this License
|
||||
|
||||
GENERAL
|
||||
|
||||
This License shall be governed by and construed in accordance with the laws of
|
||||
The Netherlands, without regards to conflict of laws provisions thereto. The
|
||||
parties consent to the exclusive jurisdiction of the courts of, and venue and
|
||||
situs in The Netherlands.
|
||||
|
||||
TERMINATION
|
||||
|
||||
CGTextures reserves the right to terminate the license of the use of the
|
||||
materials on CGTextures if the user is found in breach of this License and does
|
||||
not remedy that breach within three (3) days of receiving notice from
|
||||
CGTextures.
|
||||
|
||||
|
||||
EMAIL
|
||||
|
||||
Feel free to email any questions regarding this license or any other questions
|
||||
about CGTextures to support@cgtextures.com Correspondence can be in English or
|
||||
Dutch.
|
||||
|
||||
ADDRESS
|
||||
|
||||
CGTextures.com Krommedijk 231 3312LE Dordrecht The Netherlands
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
The logo in logo/ and also contained in the loading
|
||||
screen(data/textures/loadingscreen.png and
|
||||
data/textures/loadingscreenContinue.png) is subject to the following license:
|
||||
|
||||
Created by Fabian Klemp and Jeremy Theocharis in 2015.
|
||||
Licensed by CC BY 4.0.
|
||||
(see https://creativecommons.org/licenses/by/4.0/ for full license text)
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------
|
||||
|
||||
All other models and textures contained in data/textures and data/geometry and
|
||||
also the corresponding GIMP files in GIMPfiles and the Blender files in
|
||||
Blenderfiles are subject to the following license:
|
||||
|
||||
Created by Simon Froitzheim, Fabian Klemp, Steffen Fündgens and Jasper Manousek in 2014 and 2015.
|
||||
Licensed by CC BY 4.0.
|
||||
(see https://creativecommons.org/licenses/by/4.0/ for full license text)
|
721
Levels/Geometry/Block.obj
Normal file
@ -0,0 +1,721 @@
|
||||
# Blender v2.72 (sub 0) OBJ File: 'ruins_block.blend'
|
||||
# www.blender.org
|
||||
o Block_Cube
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vn -0.800500 0.599300 -0.000000
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
vn 0.000000 -1.000000 0.000000
|
||||
s off
|
||||
f 10/1/1 9/2/1 11/1/1 126/3/1 125/4/1 124/3/1 6/5/1 2/5/1
|
||||
f 9/6/2 55/7/2 79/8/2 33/9/2
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 23/32/15 20/33/15 21/31/15 22/30/15
|
||||
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|
||||
f 25/38/17 18/39/17 19/35/17 24/34/17
|
||||
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|
||||
f 27/42/19 16/43/19 17/41/19 26/40/19
|
||||
f 28/44/20 15/45/20 16/43/20 27/42/20
|
||||
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|
||||
f 30/48/22 13/49/22 14/47/22 29/46/22
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 58/90/45 59/89/45 76/88/45 77/91/45
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 138/48/70 135/49/70 136/50/70 137/51/70
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 45/52/125 90/93/125 89/95/125 46/54/125
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 51/127/131 84/128/131 83/130/131 52/129/131
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
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||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
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|
||||
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||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
936
Levels/Geometry/Column.obj
Normal file
@ -0,0 +1,936 @@
|
||||
# Blender v2.72 (sub 0) OBJ File: 'ruins_column.blend'
|
||||
# www.blender.org
|
||||
o Cube
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
v 0.975863 0.983043 -0.211317
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s off
|
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f 4/1/1 3/2/1 22/3/1 21/4/1
|
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f 187/5/2 192/6/2 14/7/2 17/8/2
|
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f 16/9/3 11/10/3 5/11/3 20/12/3 26/13/3 32/14/3 38/15/3 44/16/3 50/17/3 56/18/3 62/19/3 68/20/3 74/21/3 80/22/3 86/23/3 92/24/3 98/25/3 104/26/3 110/27/3 116/28/3 122/29/3 128/30/3 134/31/3 140/32/3 146/33/3 152/34/3 158/35/3 164/36/3 170/37/3 176/38/3 182/39/3 188/40/3
|
||||
f 25/41/4 30/42/4 34/43/4 33/44/4
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 97/89/16 102/90/16 106/91/16 105/92/16
|
||||
f 103/93/17 108/94/17 112/95/17 111/96/17
|
||||
f 109/97/18 114/98/18 118/99/18 117/100/18
|
||||
f 115/101/19 120/102/19 124/103/19 123/104/19
|
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f 121/105/20 126/106/20 130/107/20 129/108/20
|
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f 127/109/21 132/110/21 136/111/21 135/112/21
|
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|
||||
f 139/117/23 144/118/23 148/119/23 147/120/23
|
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f 145/121/24 150/122/24 154/123/24 153/124/24
|
||||
f 151/125/25 156/126/25 160/127/25 159/128/25
|
||||
f 157/129/26 162/130/26 166/131/26 165/132/26
|
||||
f 163/68/27 168/67/27 172/133/27 171/134/27
|
||||
f 169/135/28 174/136/28 178/137/28 177/138/28
|
||||
f 175/139/29 180/140/29 184/141/29 183/142/29
|
||||
f 181/143/30 186/144/30 190/145/30 189/146/30
|
||||
f 19/147/31 24/148/31 28/149/31 27/150/31
|
||||
f 18/151/32 13/152/32 7/153/32 12/154/32
|
||||
f 10/155/33 9/156/33 1/157/33 6/158/33
|
||||
f 1/159/34 2/160/34 3/161/34
|
||||
f 4/162/35 5/11/35 6/163/35
|
||||
f 7/153/36 8/164/36 9/156/36
|
||||
f 10/155/37 11/165/37 12/154/37
|
||||
f 13/152/38 14/7/38 15/166/38
|
||||
f 16/167/39 17/8/39 18/151/39
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
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|
||||
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|
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1980
Levels/Geometry/MarbleSmooth.obj
Normal file
1031
Levels/Geometry/skydome.obj
Normal file
240
Levels/Geometry/switch_inner.obj
Normal file
@ -0,0 +1,240 @@
|
||||
# Blender v2.72 (sub 0) OBJ File: 'switch_inner.blend'
|
||||
# www.blender.org
|
||||
mtllib switch_inner.mtl
|
||||
o switch_Cube
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v 0.952094 -0.488588 -1.000000
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
vt 0.659461 0.978445
|
||||
usemtl Material
|
||||
s 1
|
||||
f 50/1 1/2 38/3 85/4
|
||||
f 15/2 62/1 75/4 26/3
|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 6/20 9/17 12/16
|
||||
f 13/2 16/9 18/10 17/11
|
||||
f 16/9 20/12 21/13 18/10
|
||||
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72
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266
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|
||||
vn -0.955600 -0.051900 -0.289900
|
||||
vn -0.880700 -0.051900 -0.470800
|
||||
vn -0.772000 -0.051900 -0.633500
|
||||
vn -0.633500 -0.051900 -0.772000
|
||||
vn -0.470800 -0.051900 -0.880700
|
||||
vn 0.000000 1.000000 0.000000
|
||||
vn -0.097900 -0.051900 -0.993800
|
||||
vn -0.289900 -0.051900 -0.955700
|
||||
vn 0.000000 -1.000000 0.000000
|
||||
s off
|
||||
f 1/1/1 2/2/1 4/3/1 3/4/1
|
||||
f 3/4/2 4/3/2 6/5/2 5/6/2
|
||||
f 5/6/3 6/5/3 8/7/3 7/8/3
|
||||
f 7/8/4 8/7/4 10/9/4 9/10/4
|
||||
f 9/10/5 10/9/5 12/11/5 11/12/5
|
||||
f 11/12/6 12/11/6 14/13/6 13/14/6
|
||||
f 13/14/7 14/13/7 16/15/7 15/16/7
|
||||
f 15/16/8 16/15/8 18/17/8 17/18/8
|
||||
f 17/18/9 18/17/9 20/19/9 19/20/9
|
||||
f 19/20/10 20/19/10 22/21/10 21/22/10
|
||||
f 21/22/11 22/21/11 24/23/11 23/24/11
|
||||
f 23/24/12 24/23/12 26/25/12 25/26/12
|
||||
f 25/26/13 26/25/13 28/27/13 27/28/13
|
||||
f 27/28/14 28/27/14 30/29/14 29/30/14
|
||||
f 29/30/15 30/29/15 32/31/15 31/32/15
|
||||
f 31/32/16 32/31/16 34/33/16 33/34/16
|
||||
f 33/34/17 34/33/17 36/35/17 35/36/17
|
||||
f 35/36/18 36/35/18 38/37/18 37/38/18
|
||||
f 37/38/19 38/37/19 40/39/19 39/40/19
|
||||
f 39/40/20 40/39/20 42/41/20 41/42/20
|
||||
f 41/42/21 42/41/21 44/43/21 43/44/21
|
||||
f 43/44/22 44/43/22 46/45/22 45/46/22
|
||||
f 45/46/23 46/45/23 48/47/23 47/48/23
|
||||
f 47/48/24 48/47/24 50/49/24 49/50/24
|
||||
f 49/51/25 50/52/25 52/53/25 51/54/25
|
||||
f 51/54/26 52/53/26 54/55/26 53/56/26
|
||||
f 53/56/27 54/55/27 56/57/27 55/58/27
|
||||
f 55/58/28 56/57/28 58/59/28 57/60/28
|
||||
f 57/60/29 58/59/29 60/61/29 59/62/29
|
||||
f 59/62/30 60/61/30 62/63/30 61/64/30
|
||||
f 4/65/31 2/66/31 64/67/31 62/68/31 60/69/31 58/70/31 56/71/31 54/72/31 52/73/31 50/74/31 48/75/31 46/76/31 44/77/31 42/78/31 40/79/31 38/80/31 36/81/31 34/82/31 32/83/31 30/84/31 28/85/31 26/86/31 24/87/31 22/88/31 20/89/31 18/90/31 16/91/31 14/92/31 12/93/31 10/94/31 8/95/31 6/96/31
|
||||
f 63/97/32 64/98/32 2/2/32 1/1/32
|
||||
f 61/64/33 62/63/33 64/98/33 63/97/33
|
||||
f 1/99/34 3/100/34 5/101/34 7/102/34 9/103/34 11/104/34 13/105/34 15/106/34 17/107/34 19/108/34 21/109/34 23/110/34 25/111/34 27/112/34 29/113/34 31/114/34 33/115/34 35/116/34 37/117/34 39/118/34 41/119/34 43/120/34 45/121/34 47/122/34 49/123/34 51/124/34 53/125/34 55/126/34 57/127/34 59/128/34 61/129/34 63/130/34
|
68
Levels/ObjectSetups/Compositions.xml
Normal file
@ -0,0 +1,68 @@
|
||||
<composition>
|
||||
<typeID>20</typeID>
|
||||
<object>
|
||||
<filePath>../Levels/Geometry/MarbleSmooth.obj</filePath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<scale>1.0</scale>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<composition>
|
||||
<typeID>40</typeID>
|
||||
<object>
|
||||
<filePath>../Levels/Geometry/Block.obj</filePath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>1.0</yOffset>
|
||||
<zOffset>2.0</zOffset>
|
||||
<scale>1.0</scale>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<composition>
|
||||
<typeID>60</typeID>
|
||||
<object>
|
||||
<filePath>../Levels/Geometry/Column.obj</filePath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<scale>1.0</scale>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<composition>
|
||||
<typeID>80</typeID>
|
||||
<object>
|
||||
<filePath>../Levels/Geometry/torch.obj</filePath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<scale>1.0</scale>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<composition>
|
||||
<typeID>100</typeID>
|
||||
<object>
|
||||
<filePath>../Levels/Geometry/Column.obj</filePath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<scale>1.0</scale>
|
||||
</object>
|
||||
<object>
|
||||
<filePath>../Levels/Geometry/Column.obj</filePath>
|
||||
<xOffset>2.0</xOffset>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<scale>1.0</scale>
|
||||
</object>
|
||||
<object>
|
||||
<filePath>../Levels/Geometry/Block.obj</filePath>
|
||||
<xOffset>1.0</xOffset>
|
||||
<yOffset>3.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<scale>1.0</scale>
|
||||
</object>
|
||||
</composition>
|
BIN
Levels/ObjectSetups/Level0.xcf
Normal file
Before Width: | Height: | Size: 1.6 MiB After Width: | Height: | Size: 1.6 MiB |
BIN
Levels/Textures/columnTexture_small.png
Normal file
After Width: | Height: | Size: 1.3 MiB |
BIN
Levels/Textures/marbleTexture_small.png
Normal file
After Width: | Height: | Size: 1.3 MiB |
BIN
Levels/Textures/seamlessTerrain.png
Normal file
After Width: | Height: | Size: 1.6 MiB |
BIN
Levels/Textures/skydome.png
Normal file
After Width: | Height: | Size: 650 KiB |
Before Width: | Height: | Size: 2.5 MiB After Width: | Height: | Size: 2.5 MiB |
Before Width: | Height: | Size: 2.8 MiB After Width: | Height: | Size: 2.8 MiB |
BIN
Levels/Textures/torchTexture.png
Normal file
After Width: | Height: | Size: 100 KiB |
BIN
Levels/heightmapLvlTest.png
Normal file
After Width: | Height: | Size: 35 KiB |
BIN
Levels/heightmapLvlTest2.png
Normal file
After Width: | Height: | Size: 16 KiB |
22
Readme.md
@ -1,24 +1,6 @@
|
||||
![Saxum Logo](https://github.com/Faerbit/Saxum/blob/master/logo/saxum_logo_small.png)
|
||||
#Marble Race Game
|
||||
|
||||
This is a Marble Puzzle/Exploration Game developed in the practical course
|
||||
at the institute for Computer Graphics and Multimedia at the RWTH Aachen.
|
||||
|
||||
##Downloads
|
||||
See [release page](https://github.com/Faerbit/Saxum/releases) for downloads.
|
||||
|
||||
##Controls
|
||||
You can control the camera by moving the mouse. You can zoom with the mouse wheel.
|
||||
The marble is controlled via the W,A,S and D keys.
|
||||
To exit the game press escape.
|
||||
The controls are also listed listed on the loading screen.
|
||||
This will be a Marble Race Game developed for the Softwarepraktikum at the RWTH Aachen.
|
||||
|
||||
##Building
|
||||
Currently only tested on Linux. To build execute build.sh. Resulting binary will be in binaries.
|
||||
You can also use the run.sh script to directly start the binary after building it.
|
||||
|
||||
## OS X support
|
||||
In theory this should also compile on OS X. Since I do not own a Mac it is impossible for me to test this.
|
||||
If you get it compiling, please get in touch with me afterwards.
|
||||
|
||||
##Modding
|
||||
In theory the game is highly moddable. For modding some knowledge in XML and Lua is required. If you're interested in this, please get in touch with me, so I can explain the workflow to you.
|
||||
|
63
Shader/phong.fsh
Normal file
@ -0,0 +1,63 @@
|
||||
#version 150
|
||||
|
||||
in vec3 vNormal;
|
||||
in vec2 vTexCoord;
|
||||
in vec4 fragPosition;
|
||||
|
||||
out vec4 oColor;
|
||||
|
||||
uniform sampler2D uTexture;
|
||||
uniform vec3 ambientColor;
|
||||
uniform float ambientFactor;
|
||||
uniform float diffuseFactor;
|
||||
uniform float specularFactor;
|
||||
uniform vec3 camera;
|
||||
uniform float shininess;
|
||||
uniform int lightCount;
|
||||
uniform vec3 directionalLightVector;
|
||||
uniform vec3 directionalColor;
|
||||
uniform float directionalIntensity;
|
||||
uniform vec3 lightSources[128];
|
||||
uniform vec3 lightColors[128];
|
||||
uniform float lightIntensities[128];
|
||||
uniform float fogEnd;
|
||||
uniform vec4 fogColor;
|
||||
uniform vec3 cameraCenter;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 ambientColor = ambientFactor * ambientColor;
|
||||
vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
|
||||
vec3 specularColor = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
if(length(directionalLightVector)>0.0f) {
|
||||
vec3 directionalVector = normalize(directionalLightVector);
|
||||
diffuseColor += clamp(dot(normalize(vNormal), directionalVector)
|
||||
*diffuseFactor*directionalIntensity*directionalColor, 0.0, 1.0);
|
||||
vec3 cameraVector = normalize(camera - vec3(fragPosition));
|
||||
specularColor += clamp(pow((dot((cameraVector+directionalVector),normalize(vNormal))/(length(cameraVector+directionalVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
|
||||
*specularFactor*directionalIntensity*directionalColor;
|
||||
}
|
||||
for(int i = 0; i<lightCount; i++) {
|
||||
float distance = distance(lightSources[i], vec3(fragPosition));
|
||||
// only take lights into account with meaningful contribution
|
||||
if (distance > 0.001f) {
|
||||
vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
|
||||
float intensity = clamp(exp(-(1/lightIntensities[i])*distance), 0.0, 1.0);
|
||||
diffuseColor += clamp(dot(normalize(vNormal), lightVector)
|
||||
*diffuseFactor*intensity*lightColors[i], 0.0, 1.0);
|
||||
vec3 cameraVector = normalize(camera - vec3(fragPosition));
|
||||
specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
|
||||
*specularFactor*intensity*lightColors[i];
|
||||
}
|
||||
}
|
||||
|
||||
vec3 finalColor = specularColor + diffuseColor + ambientColor;
|
||||
float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition));
|
||||
float fogFactor = clamp((1.0 - (fogEnd-distanceCameraCenter)/30.0), 0.0, 1.0);
|
||||
fogFactor *= clamp((1.0-((fragPosition.y-8.0)/30.0)), 0.0, 1.0);
|
||||
|
||||
vec4 texture = texture(uTexture, vTexCoord).rgba;
|
||||
oColor = vec4(finalColor, 1.0f)*texture;
|
||||
oColor = mix(oColor, fogColor, fogFactor);
|
||||
}
|
21
Shader/phong.vsh
Normal file
@ -0,0 +1,21 @@
|
||||
#version 150
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform mat4 viewMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
in vec3 aPosition;
|
||||
in vec3 aNormal;
|
||||
in vec2 aTexCoord;
|
||||
|
||||
out vec3 vNormal;
|
||||
out vec2 vTexCoord;
|
||||
out vec4 fragPosition;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = modelMatrix * vec4(aPosition, 1.0);
|
||||
vNormal = inverse(transpose(mat3(modelMatrix))) * aNormal;
|
||||
vTexCoord = aTexCoord;
|
||||
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPosition, 1.0);
|
||||
}
|
69
application.cc
Normal file
@ -0,0 +1,69 @@
|
||||
#include "application.hh"
|
||||
|
||||
|
||||
Application::Application() {
|
||||
graphics = Graphics(glm::uvec2(1024, 786), 0.1f, 150.0f);
|
||||
}
|
||||
|
||||
void Application::init()
|
||||
{
|
||||
// Don't change this!
|
||||
ignoredMouseUpdates = 0;
|
||||
cameraLock = true;
|
||||
// set Skybox size
|
||||
level.setSkydomeSize((graphics.getFarPlane()/2.0f)-10.0f);
|
||||
|
||||
// define where shaders and textures can be found:
|
||||
ACGL::Base::Settings::the()->setResourcePath("../");
|
||||
ACGL::Base::Settings::the()->setShaderPath("Shader/");
|
||||
ACGL::Base::Settings::the()->setTexturePath("Levels/Textures/");
|
||||
ACGL::Base::Settings::the()->setGeometryPath("Levels/Geometry/");
|
||||
|
||||
graphics.init();
|
||||
|
||||
// load Level
|
||||
level.load();
|
||||
|
||||
// just in case: check for errors
|
||||
openGLCriticalError();
|
||||
}
|
||||
|
||||
Graphics* Application::getGraphics() {
|
||||
return &graphics;
|
||||
}
|
||||
|
||||
Level* Application::getLevel() {
|
||||
return &level;
|
||||
}
|
||||
|
||||
void Application::setFocused(bool focused) {
|
||||
this->focused = focused;
|
||||
}
|
||||
|
||||
bool Application::isFocused() {
|
||||
return focused;
|
||||
}
|
||||
|
||||
void Application::setCameraLock(bool locked) {
|
||||
// Prevent camera jumping huge distances
|
||||
if (!locked) {
|
||||
ignoreNextMouseUpdate();
|
||||
}
|
||||
cameraLock = locked;
|
||||
}
|
||||
|
||||
void Application::ignoreNextMouseUpdate() {
|
||||
ignoredMouseUpdates++;
|
||||
}
|
||||
|
||||
void Application::ignoredOneMouseUpdate() {
|
||||
ignoredMouseUpdates--;
|
||||
}
|
||||
|
||||
int Application::getIgnoredMouseUpdates() {
|
||||
return ignoredMouseUpdates;
|
||||
}
|
||||
|
||||
bool Application::isLocked() {
|
||||
return cameraLock;
|
||||
}
|
29
application.hh
Normal file
@ -0,0 +1,29 @@
|
||||
#ifndef APPLICATION_HH_INCLUDED
|
||||
#define APPLICATION_HH_INCLUDED
|
||||
|
||||
#include "physics.hh"
|
||||
#include "graphics.hh"
|
||||
#include "level.hh"
|
||||
|
||||
class Application {
|
||||
public:
|
||||
Application();
|
||||
Graphics* getGraphics();
|
||||
Level* getLevel();
|
||||
void init();
|
||||
void setFocused(bool focused);
|
||||
bool isFocused();
|
||||
void setCameraLock(bool locked);
|
||||
bool isLocked();
|
||||
void ignoreNextMouseUpdate();
|
||||
int getIgnoredMouseUpdates();
|
||||
void ignoredOneMouseUpdate();
|
||||
private:
|
||||
int ignoredMouseUpdates;
|
||||
bool focused;
|
||||
bool cameraLock;
|
||||
Graphics graphics;
|
||||
Level level;
|
||||
};
|
||||
|
||||
#endif
|
28
build.sh
@ -5,7 +5,6 @@ then
|
||||
rm -rf build
|
||||
rm -rf binaries
|
||||
rm -rf extern/bullet/build
|
||||
cd extern/lua; make clean; cd ../..
|
||||
exit
|
||||
fi
|
||||
|
||||
@ -16,28 +15,9 @@ then
|
||||
cmake="cmake -DCMAKE_SYSTEM_NAME='Windows' -DCMAKE_FIND_ROOT_PATH='/usr/bin:/usr/x86_64-w64-mingw32' -DCMAKE_CXX_COMPILER='x86_64-w64-mingw32-g++' -DCMAKE_C_COMPILER='x86_64-w64-mingw32-gcc'"
|
||||
fi
|
||||
|
||||
buildType=$2
|
||||
|
||||
if [[ $2 == "" ]]
|
||||
then
|
||||
buildType="Debug"
|
||||
fi
|
||||
|
||||
currentDir=$(pwd)
|
||||
threads=$(($(nproc)+1))
|
||||
|
||||
#building lua
|
||||
|
||||
cd extern/lua/
|
||||
if [[ $1 == "windows" ]]
|
||||
then
|
||||
make CC=x86_64-w64-mingw32-gcc mingw
|
||||
else
|
||||
make linux
|
||||
fi
|
||||
cd $currentDir
|
||||
|
||||
|
||||
#building bullet
|
||||
|
||||
cd extern/bullet/
|
||||
@ -45,10 +25,10 @@ mkdir -p build
|
||||
cd build
|
||||
if hash ninja 2>/dev/null
|
||||
then
|
||||
$cmake -DBUILD_DEMOS=0 -DBUILD_EXTRAS=0 -DCMAKE_BUILD_TYPE=$buildType -DBUILD_SHARED_LIBS=0 -GNinja ..
|
||||
$cmake -DBUILD_DEMOS=0 -DBUILD_EXTRAS=0 -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=0 -GNinja ..
|
||||
ninja
|
||||
else
|
||||
$cmake -DBUILD_DEMOS=0 -DBUILD_EXTRAS=0 -DCMAKE_BUILD_TYPE=$buildType -DBUILD_SHARED_LIBS=0 ..
|
||||
$cmake -DBUILD_DEMOS=0 -DBUILD_EXTRAS=0 -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=0 ..
|
||||
make -j$threads
|
||||
fi
|
||||
|
||||
@ -60,9 +40,9 @@ mkdir -p build
|
||||
cd build
|
||||
if hash ninja 2>/dev/null
|
||||
then
|
||||
$cmake -DGLFW_BUILD_EXAMPLES=0 -DGLFW_BUILD_TESTS=0 -DCMAKE_BUILD_TYPE=$buildType -DBUILD_SHARED_LIBS=0 -GNinja ..
|
||||
$cmake -DGLFW_BUILD_EXAMPLES=0 -DGLFW_BUILD_TESTS=0 -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=0 -GNinja ..
|
||||
ninja
|
||||
else
|
||||
$cmake -DGLFW_BUILD_EXAMPLES=0 -DGLFW_BUILD_TESTS=0 -DCMAKE_BUILD_TYPE=$buildType -DBUILD_SHARED_LIBS=0 ..
|
||||
$cmake -DGLFW_BUILD_EXAMPLES=0 -DGLFW_BUILD_TESTS=0 -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=0 ..
|
||||
make -j$threads
|
||||
fi
|
||||
|
@ -3,11 +3,11 @@
|
||||
Camera::Camera(glm::vec2 rotation, float distance) {
|
||||
this->rotation = rotation;
|
||||
this->distance = distance;
|
||||
this->setIsPhysicsCamera(true);
|
||||
}
|
||||
|
||||
Camera::Camera() {
|
||||
Camera(glm::vec2(0.0f, 0.0f), 5.0f);
|
||||
rotation = glm::vec2(0.0f, 0.0f);
|
||||
distance = 1.0f;
|
||||
}
|
||||
|
||||
Camera::~Camera() {
|
||||
@ -31,16 +31,8 @@ void Camera::setRotation(glm::vec2 rotation) {
|
||||
updatePosition();
|
||||
}
|
||||
|
||||
|
||||
bool Camera::getIsPhysicsCamera()
|
||||
{
|
||||
return usePhysicsCamera;
|
||||
}
|
||||
void Camera::setIsPhysicsCamera(bool val)
|
||||
{
|
||||
usePhysicsCamera = val;
|
||||
}
|
||||
void Camera::updateRotation(glm::vec2 rotation) {
|
||||
this->rotation += rotation;
|
||||
if((this->rotation.x + rotation.x) >= 1.57f) {
|
||||
this->rotation.x = 1.57;
|
||||
this->rotation.y += rotation.y;
|
||||
@ -56,11 +48,11 @@ void Camera::updateRotation(glm::vec2 rotation) {
|
||||
}
|
||||
|
||||
void Camera:: updateDistance(float distance) {
|
||||
if (this->distance + distance <= 2.5f) {
|
||||
this->distance = 2.5f;
|
||||
if (this->distance + distance <= 1.0f) {
|
||||
this->distance = 1.0f;
|
||||
}
|
||||
else if (this->distance + distance >= 15.0f) {
|
||||
this->distance = 15.f;
|
||||
else if (this->distance + distance >= 30.0f) {
|
||||
this->distance = 30.f;
|
||||
}
|
||||
else {
|
||||
this->distance += distance;
|
||||
@ -68,27 +60,6 @@ void Camera:: updateDistance(float distance) {
|
||||
updatePosition();
|
||||
}
|
||||
|
||||
void Camera::setPosition(glm::vec3 pos)
|
||||
{
|
||||
position = pos;
|
||||
}
|
||||
|
||||
glm::vec3 Camera::getPosition()
|
||||
{
|
||||
return position;
|
||||
}
|
||||
|
||||
void Camera::setDirection(glm::vec3 dir)
|
||||
{
|
||||
direction = dir;
|
||||
}
|
||||
|
||||
glm::vec3 Camera::getDirection()
|
||||
{
|
||||
return direction;
|
||||
}
|
||||
|
||||
|
||||
void Camera::updatePosition() {
|
||||
glm::vec4 cameraVector = glm::vec4(0.0f, 0.0f, distance, 0.0f);
|
||||
// rotate vector
|
@ -15,20 +15,11 @@ class Camera {
|
||||
void setRotation(glm::vec2 rotation);
|
||||
void updateRotation(glm::vec2 rotation); //adds to current rotation
|
||||
glm::vec3 getVector();
|
||||
void setPosition(glm::vec3 pos);
|
||||
glm::vec3 getPosition();
|
||||
void setDirection(glm::vec3 dir);
|
||||
glm::vec3 getDirection();
|
||||
bool getIsPhysicsCamera();
|
||||
void setIsPhysicsCamera(bool val);
|
||||
private:
|
||||
void updatePosition();
|
||||
float distance;
|
||||
glm::vec2 rotation;
|
||||
glm::vec3 vector;
|
||||
glm::vec3 position;
|
||||
glm::vec3 direction;
|
||||
bool usePhysicsCamera;
|
||||
};
|
||||
|
||||
#endif
|
11
circle.yml
@ -19,14 +19,13 @@ database:
|
||||
|
||||
test:
|
||||
override:
|
||||
- docker run -v ~/Saxum:/saxum/saxum -w=/saxum/saxum -u=$(id -u) faerbit/saxum ./package.sh linux
|
||||
- docker run -v ~/Saxum:/saxum/saxum -w=/saxum/saxum -u=$(id -u) faerbit/saxum ./package.sh windows
|
||||
- if [ -f Saxum_Windows.zip ]; then cp Saxum_Windows.zip $CIRCLE_ARTIFACTS; fi
|
||||
- if [ -f Saxum_Linux.zip ]; then cp Saxum_Linux.zip $CIRCLE_ARTIFACTS; fi
|
||||
- docker run -v ~/swp:/swp/swp -w=/swp/swp -u=$(id -u) faerbit/swp ./package.sh linux
|
||||
- docker run -v ~/swp:/swp/swp -w=/swp/swp -u=$(id -u) faerbit/swp ./package.sh windows
|
||||
- cp MarbleGame_Windows.zip MarbleGame_Linux.zip $CIRCLE_ARTIFACTS
|
||||
|
||||
deployment:
|
||||
master:
|
||||
branch: master
|
||||
commands:
|
||||
- if [ -f Saxum_Windows.zip ]; then ./dropbox_uploader.sh -p upload Saxum_Windows.zip /; fi
|
||||
- if [ -f Saxum_Linux.zip ]; then ./dropbox_uploader.sh -p upload Saxum_Linux.zip /; fi
|
||||
- ./dropbox_uploader.sh -p upload MarbleGame_Windows.zip /
|
||||
- ./dropbox_uploader.sh -p upload MarbleGame_Linux.zip /
|
||||
|
@ -32,28 +32,13 @@ ADD_DEFINITIONS(-Wall)
|
||||
ENDIF(MSVC)
|
||||
ADD_DEFINITIONS(-DNO_SPACE_NAVIGATOR_SUPPORT)
|
||||
|
||||
# for lodepng
|
||||
SET(ACGL_BASE_DIR "${CMAKE_SOURCE_DIR}/extern/acgl")
|
||||
FILE(GLOB_RECURSE HEADER_FILES_LODEPNG "${ACGL_BASE_DIR}/include/lodepng/*.h")
|
||||
FILE(GLOB_RECURSE SOURCE_FILES_LODEPNG "${ACGL_BASE_DIR}/src/lodepng/*.cpp")
|
||||
|
||||
# for tinyxml
|
||||
FILE(GLOB_RECURSE HEADER_FILES_TINYXML "${CMAKE_SOURCE_DIR}/extern/tinyxml/*.hh")
|
||||
FILE(GLOB_RECURSE SOURCE_FILES_TINYXML "${CMAKE_SOURCE_DIR}/extern/tinyxml/*.cc")
|
||||
|
||||
SET(HEADER_FILES_EXTERN ${HEADER_FILES_LODEPNG} ${HEADER_FILES_TINYXML})
|
||||
SET(SOURCE_FILES_EXTERN ${SOURCE_FILES_LODEPNG} ${SOURCE_FILES_TINYXML})
|
||||
|
||||
INCLUDE_DIRECTORIES("${ACGL_BASE_DIR}/include")
|
||||
INCLUDE_DIRECTORIES("${CMAKE_SOURCE_DIR}/extern/tinyxml")
|
||||
|
||||
#
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
FILE(GLOB_RECURSE SOURCE_FILES_CONV "${CMAKE_SOURCE_DIR}/converter/*.cc")
|
||||
SET(SOURCE_FILES_CONV ${SOURCE_FILES_CONV} ${SOURCE_FILES_EXTERN})
|
||||
SET(SOURCE_FILES_CONV ${SOURCE_FILES_CONV})
|
||||
|
||||
FILE(GLOB_RECURSE HEADER_FILES_CONV "${CMAKE_SOURCE_DIR}/converter/*.hh")
|
||||
SET(HEADER_FILES_CONV ${HEADER_FILES_CONV} ${HEADER_FILES_EXTERN})
|
||||
SET(HEADER_FILES_CONV ${HEADER_FILES})
|
||||
ADD_EXECUTABLE(converter ${SOURCE_FILES_CONV} ${HEADER_FILES_CONV})
|
||||
|
@ -1,210 +1,42 @@
|
||||
#include "converter.hh"
|
||||
#include <fstream>
|
||||
#include <sys/stat.h>
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
|
||||
using namespace tinyxml2;
|
||||
|
||||
Converter::Converter(std::string levelPath, std::string levelName, std::string compositionsPath){
|
||||
xmlFile = levelPath + levelName + ".xml";
|
||||
Converter::Converter(std::string level){
|
||||
xmlFile = "../Levels/ObjectSetups/Level" + level + ".xml";
|
||||
|
||||
//Load Compositions
|
||||
std::string stringCompositions = compositionsPath;
|
||||
const char* charCompositions = stringCompositions.c_str();
|
||||
const char* charCompositions = "../Levels/ObjectSetups/Compositions.xml";
|
||||
compositions->LoadFile(charCompositions);
|
||||
if (compositions->ErrorID()!=0){
|
||||
printf("Could not open Compositions!\n");
|
||||
exit(-1);
|
||||
printf("Could not open Compositions!!!\n");
|
||||
}
|
||||
|
||||
//Create a backup of the current Level png file, if no backup exists
|
||||
std::string pngFile = levelPath + levelName + ".png";
|
||||
std::string backupPNG = levelPath + levelName + "Backup.png";
|
||||
struct stat buf;
|
||||
if(stat(backupPNG.c_str(), &buf) != 0){
|
||||
std::ifstream src(pngFile, std::ios::binary);
|
||||
std::ofstream dst(backupPNG, std::ios::binary);
|
||||
dst << src.rdbuf();
|
||||
}
|
||||
//Create a backup of the current Level xml file
|
||||
std::string backup = "../Levels/ObjectSetups/BackupLevel" + level + ".xml";
|
||||
std::ifstream src(xmlFile, std::ios::binary);
|
||||
std::ofstream dst(backup, std::ios::binary);
|
||||
dst << src.rdbuf();
|
||||
|
||||
//Load the Level xml file
|
||||
nextID.push_back(0);
|
||||
nextID.push_back(1);
|
||||
for (int i=0; i<256; i++){
|
||||
for (int j=0; j<256; j++){
|
||||
idUsed[i][j] = false;
|
||||
}
|
||||
}
|
||||
idUsed[0][0] = true;
|
||||
const char* charXmlFile = xmlFile.c_str();
|
||||
doc->LoadFile(charXmlFile);
|
||||
//check if the xml file did not already exist
|
||||
nextID.push_back(1);
|
||||
nextID.push_back(1);
|
||||
if (doc->ErrorID()!=0){
|
||||
std::string answer;
|
||||
printf("Could not open xml, do you want to create a new xml? (y/n)\n");
|
||||
std::cin >> answer;
|
||||
while(answer.compare("y") != 0 && answer.compare("n") != 0){
|
||||
printf("Answer with y or n\n");
|
||||
std::cin >> answer;
|
||||
}
|
||||
if(answer.compare("n") == 0){
|
||||
exit(-1);
|
||||
}
|
||||
printf("Creating new xml.\n");
|
||||
//Create all global Lightingparameters with Dummy-Values
|
||||
std::vector<XMLElement*> lightAttributes;
|
||||
lightAttributes.push_back(doc->NewElement("xOffset"));
|
||||
lightAttributes.push_back(doc->NewElement("yOffset"));
|
||||
lightAttributes.push_back(doc->NewElement("zOffset"));
|
||||
lightAttributes.push_back(doc->NewElement("rColour"));
|
||||
lightAttributes.push_back(doc->NewElement("gColour"));
|
||||
lightAttributes.push_back(doc->NewElement("bColour"));
|
||||
lightAttributes.push_back(doc->NewElement("intensity"));
|
||||
XMLElement* rColourAmbient = doc->NewElement("rColour");
|
||||
XMLElement* gColourAmbient = doc->NewElement("gColour");
|
||||
XMLElement* bColourAmbient = doc->NewElement("bColour");
|
||||
XMLElement* rColourFogDay = doc->NewElement("rColour");
|
||||
XMLElement* gColourFogDay = doc->NewElement("gColour");
|
||||
XMLElement* bColourFogDay = doc->NewElement("bColour");
|
||||
XMLElement* alphaFogDay = doc->NewElement("alpha");
|
||||
XMLElement* rColourFogRise = doc->NewElement("rColour");
|
||||
XMLElement* gColourFogRise = doc->NewElement("gColour");
|
||||
XMLElement* bColourFogRise = doc->NewElement("bColour");
|
||||
XMLElement* alphaFogRise = doc->NewElement("alpha");
|
||||
XMLElement* rColourFogNight = doc->NewElement("rColour");
|
||||
XMLElement* gColourFogNight = doc->NewElement("gColour");
|
||||
XMLElement* bColourFogNight = doc->NewElement("bColour");
|
||||
XMLElement* alphaFogNight = doc->NewElement("alpha");
|
||||
|
||||
lightAttributes[0]->SetText("-1.0");
|
||||
lightAttributes[1]->SetText("1.5");
|
||||
lightAttributes[2]->SetText("1.0");
|
||||
lightAttributes[3]->SetText("1.0");
|
||||
lightAttributes[4]->SetText("1.0");
|
||||
lightAttributes[5]->SetText("0.9");
|
||||
lightAttributes[6]->SetText("0.2");
|
||||
rColourAmbient->SetText("1.0");
|
||||
gColourAmbient->SetText("1.0");
|
||||
bColourAmbient->SetText("1.0");
|
||||
rColourFogDay->SetText("0.57");
|
||||
gColourFogDay->SetText("0.80");
|
||||
bColourFogDay->SetText("0.98");
|
||||
alphaFogDay->SetText("1.0");
|
||||
rColourFogRise->SetText("0.88");
|
||||
gColourFogRise->SetText("0.38");
|
||||
bColourFogRise->SetText("0.38");
|
||||
alphaFogRise->SetText("1.0");
|
||||
rColourFogNight->SetText("0.09");
|
||||
gColourFogNight->SetText("0.1");
|
||||
bColourFogNight->SetText("0.24");
|
||||
alphaFogNight->SetText("1.0");
|
||||
|
||||
XMLElement* ambientLight = doc->NewElement("ambientLight");
|
||||
XMLElement* fogColourDay = doc->NewElement("fogColourDay");
|
||||
XMLElement* fogColourRise = doc->NewElement("fogColourRise");
|
||||
XMLElement* fogColourNight = doc->NewElement("fogColourNight");
|
||||
XMLElement* directionalLight = doc->NewElement("directionalLight");
|
||||
|
||||
ambientLight->InsertEndChild(rColourAmbient);
|
||||
ambientLight->InsertEndChild(gColourAmbient);
|
||||
ambientLight->InsertEndChild(bColourAmbient);
|
||||
fogColourDay->InsertEndChild(rColourFogDay);
|
||||
fogColourDay->InsertEndChild(gColourFogDay);
|
||||
fogColourDay->InsertEndChild(bColourFogDay);
|
||||
fogColourDay->InsertEndChild(alphaFogDay);
|
||||
fogColourRise->InsertEndChild(rColourFogRise);
|
||||
fogColourRise->InsertEndChild(gColourFogRise);
|
||||
fogColourRise->InsertEndChild(bColourFogRise);
|
||||
fogColourRise->InsertEndChild(alphaFogRise);
|
||||
fogColourNight->InsertEndChild(rColourFogNight);
|
||||
fogColourNight->InsertEndChild(gColourFogNight);
|
||||
fogColourNight->InsertEndChild(bColourFogNight);
|
||||
fogColourNight->InsertEndChild(alphaFogNight);
|
||||
for(int i=0;i<7;i++){
|
||||
directionalLight->InsertEndChild(lightAttributes[i]);
|
||||
}
|
||||
doc->InsertEndChild(ambientLight);
|
||||
doc->InsertEndChild(fogColourDay);
|
||||
doc->InsertEndChild(fogColourRise);
|
||||
doc->InsertEndChild(fogColourNight);
|
||||
doc->InsertEndChild(directionalLight);
|
||||
|
||||
//Create global terrain Element
|
||||
XMLElement* terrain = doc->NewElement("terrain");
|
||||
XMLElement* terrainHeightmap = doc->NewElement("heightmap");
|
||||
XMLElement* terrainTexture = doc->NewElement("texture");
|
||||
XMLElement* terrainAmbientFactor = doc->NewElement("ambientFactor");
|
||||
XMLElement* terrainDiffuseFactor = doc->NewElement("diffuseFactor");
|
||||
XMLElement* terrainSpecularFactor = doc->NewElement("specularFactor");
|
||||
XMLElement* terrainShininess = doc->NewElement("shininess");
|
||||
std::string heightmapPath = "heightmap" + levelName + ".png";
|
||||
terrainHeightmap->SetText(heightmapPath.c_str());
|
||||
terrainTexture->SetText("terrainTexture.png");
|
||||
terrainAmbientFactor->SetText("0.1");
|
||||
terrainDiffuseFactor->SetText("0.8");
|
||||
terrainSpecularFactor->SetText("0.2");
|
||||
terrainShininess->SetText("1.0");
|
||||
terrain->InsertEndChild(terrainHeightmap);
|
||||
terrain->InsertEndChild(terrainTexture);
|
||||
terrain->InsertEndChild(terrainAmbientFactor);
|
||||
terrain->InsertEndChild(terrainDiffuseFactor);
|
||||
terrain->InsertEndChild(terrainSpecularFactor);
|
||||
terrain->InsertEndChild(terrainShininess);
|
||||
doc->InsertEndChild(terrain);
|
||||
|
||||
//Create global skydome Element
|
||||
XMLElement* skydome = doc->NewElement("skydome");
|
||||
XMLElement* skydomeModel = doc->NewElement("model");
|
||||
XMLElement* skydomeTexture = doc->NewElement("texture");
|
||||
XMLElement* skydomeTextureNight = doc->NewElement("nightTexture");
|
||||
skydomeModel->SetText("skydome.obj");
|
||||
skydomeTexture->SetText("skydome.png");
|
||||
skydomeTextureNight->SetText("skydomeNight.png");
|
||||
skydome->InsertEndChild(skydomeModel);
|
||||
skydome->InsertEndChild(skydomeTexture);
|
||||
skydome->InsertEndChild(skydomeTextureNight);
|
||||
doc->InsertEndChild(skydome);
|
||||
|
||||
//Create global physics parameters
|
||||
XMLElement* physics = doc->NewElement("physics");
|
||||
XMLElement* playerFriction = doc->NewElement("friction");
|
||||
XMLElement* playerStrength = doc->NewElement("strength");
|
||||
playerFriction->SetText("0.9");
|
||||
playerStrength->SetText("300.0");
|
||||
physics->InsertEndChild(playerFriction);
|
||||
physics->InsertEndChild(playerStrength);
|
||||
doc->InsertEndChild(physics);
|
||||
|
||||
//Create positionConstraint Dummy
|
||||
XMLElement* positionConstraint = doc->NewElement("positionConstraint");
|
||||
XMLElement* positionConstraintObjectNum = doc->NewElement("objectNum");
|
||||
XMLElement* positionConstraintXPos = doc->NewElement("xPosition");
|
||||
XMLElement* positionConstraintYPos = doc->NewElement("yPosition");
|
||||
XMLElement* positionConstraintZPos = doc->NewElement("zPosition");
|
||||
XMLElement* positionConstraintStrength = doc->NewElement("strength");
|
||||
positionConstraintObjectNum->SetText("0");
|
||||
positionConstraintXPos->SetText("0.0");
|
||||
positionConstraintYPos->SetText("0.0");
|
||||
positionConstraintZPos->SetText("0.0");
|
||||
positionConstraintStrength->SetText("100.0");
|
||||
positionConstraint->InsertEndChild(positionConstraintObjectNum);
|
||||
positionConstraint->InsertEndChild(positionConstraintXPos);
|
||||
positionConstraint->InsertEndChild(positionConstraintYPos);
|
||||
positionConstraint->InsertEndChild(positionConstraintZPos);
|
||||
positionConstraint->InsertEndChild(positionConstraintStrength);
|
||||
doc->InsertEndChild(positionConstraint);
|
||||
printf("Could not open xml, creating new xml.\n");
|
||||
}else{
|
||||
//Create a backup of the current Level xml file
|
||||
std::string backupXML = levelPath + levelName + "Backup.xml";
|
||||
std::ifstream src(xmlFile, std::ios::binary);
|
||||
std::ofstream dst(backupXML, std::ios::binary);
|
||||
dst << src.rdbuf();
|
||||
//Check what IDs are already in use
|
||||
XMLElement* thisComposition = doc->FirstChildElement("composition");
|
||||
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
|
||||
int idGreen = queryInt(thisComposition, "idGreen");
|
||||
int idBlue = queryInt(thisComposition, "idBlue");
|
||||
idUsed[idGreen][idBlue] = true;
|
||||
int idGreen, idBlue;
|
||||
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement()){
|
||||
thisComposition->QueryIntAttribute("idGreen", &idGreen);
|
||||
thisComposition->QueryIntAttribute("idBlue", &idBlue);
|
||||
if(idGreen > nextID[0] || (idGreen == nextID[0] && idBlue > nextID[1])){
|
||||
nextID[0] = idGreen;
|
||||
nextID[1] = idBlue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -215,60 +47,16 @@ Converter::Converter(){
|
||||
Converter::~Converter(){
|
||||
}
|
||||
|
||||
std::vector<int> Converter::newComposition(int type, float posX, float posZ){
|
||||
int oldIDGreen, oldIDBlue;
|
||||
bool alreadyExists = false;
|
||||
XMLElement* thisComposition = doc->FirstChildElement("composition");
|
||||
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
|
||||
float xPos = queryFloat(thisComposition, "xPos");
|
||||
float zPos = queryFloat(thisComposition, "zPos");
|
||||
int typeID = queryInt(thisComposition, "typeID");
|
||||
if(xPos == posX && zPos == posZ && typeID == type){
|
||||
if(alreadyExists){
|
||||
std::cout << "At the position " << xPos << "," << zPos << " multiple compositions with the ID " << typeID << " exist in the xml." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
oldIDGreen = queryInt(thisComposition, "idGreen");
|
||||
oldIDBlue = queryInt(thisComposition, "idBlue");
|
||||
alreadyExists = true;
|
||||
}
|
||||
}
|
||||
if (alreadyExists){
|
||||
if (! idUsed[oldIDGreen][oldIDBlue]){
|
||||
std::cout << "The composition with ID " << oldIDGreen << "," << oldIDBlue << " exists in the xml but the converter thinks it does not." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
std::vector<int> oldID;
|
||||
oldID.push_back(oldIDGreen);
|
||||
oldID.push_back(oldIDBlue);
|
||||
return oldID;
|
||||
}
|
||||
|
||||
bool full = false;
|
||||
while(idUsed[nextID[0]][nextID[1]]){
|
||||
nextID[1] += 1;
|
||||
if (nextID[1] == 256){
|
||||
nextID[1] = 0;
|
||||
nextID[0] +=1;
|
||||
if (nextID[0] == 256){
|
||||
if(full){
|
||||
printf("Can not have more than 65535 compositions.\n");
|
||||
exit(-1);
|
||||
}
|
||||
nextID[0] = 0;
|
||||
full = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<unsigned int> Converter::newComposition(unsigned int type, float posX, float posZ){
|
||||
XMLElement* newComposition = doc->NewElement("composition");
|
||||
doc->InsertFirstChild(newComposition);
|
||||
|
||||
XMLElement* typeID = doc->NewElement("typeID");
|
||||
XMLElement* idBlue = doc->NewElement("idBlue");
|
||||
XMLElement* idGreen = doc->NewElement("idGreen");
|
||||
XMLElement* zPos = doc->NewElement("zPos");
|
||||
XMLElement* yOffset = doc->NewElement("yOffset");
|
||||
XMLElement* xPos = doc->NewElement("xPos");
|
||||
XMLElement* manualPos = doc->NewElement("manualPos");
|
||||
XMLElement* zRot = doc->NewElement("zRot");
|
||||
XMLElement* yRot = doc->NewElement("yRot");
|
||||
XMLElement* xRot = doc->NewElement("xRot");
|
||||
@ -280,7 +68,6 @@ std::vector<int> Converter::newComposition(int type, float posX, float posZ){
|
||||
zPos->SetText(std::to_string(posZ).c_str());
|
||||
yOffset->SetText("0.0");
|
||||
xPos->SetText(std::to_string(posX).c_str());
|
||||
manualPos->SetText("false");
|
||||
zRot->SetText("0.0");
|
||||
yRot->SetText("0.0");
|
||||
xRot->SetText("0.0");
|
||||
@ -292,95 +79,39 @@ std::vector<int> Converter::newComposition(int type, float posX, float posZ){
|
||||
newComposition->InsertFirstChild(zPos);
|
||||
newComposition->InsertFirstChild(yOffset);
|
||||
newComposition->InsertFirstChild(xPos);
|
||||
newComposition->InsertFirstChild(manualPos);
|
||||
newComposition->InsertFirstChild(zRot);
|
||||
newComposition->InsertFirstChild(yRot);
|
||||
newComposition->InsertFirstChild(xRot);
|
||||
newComposition->InsertFirstChild(scale);
|
||||
|
||||
//Create a Dummy-trigger
|
||||
XMLElement* trigger = doc->NewElement("trigger");
|
||||
newComposition->InsertEndChild(trigger);
|
||||
XMLElement* name = doc->NewElement("name");
|
||||
XMLElement* undo = doc->NewElement("undo");
|
||||
XMLElement* xPosition = doc->NewElement("xPosition");
|
||||
XMLElement* yPosition = doc->NewElement("yPosition");
|
||||
XMLElement* zPosition = doc->NewElement("zPosition");
|
||||
XMLElement* targetIdGreen = doc->NewElement("targetIdGreen");
|
||||
XMLElement* targetIdBlue = doc->NewElement("targetIdBlue");
|
||||
XMLElement* distance = doc->NewElement("distance");
|
||||
XMLElement* isBiggerThan = doc->NewElement("isBiggerThan");
|
||||
XMLElement* objectNum = doc->NewElement("objectNum");
|
||||
XMLElement* luaScript = doc->NewElement("luaScript");
|
||||
XMLElement* toChangeIdGreen = doc->NewElement("toChangeIdGreen");
|
||||
XMLElement* toChangeIdBlue = doc->NewElement("toChangeIdBlue");
|
||||
XMLElement* toChangeObjNum = doc->NewElement("toChangeObjNum");
|
||||
|
||||
name->SetText("-");
|
||||
undo->SetText("false");
|
||||
xPosition->SetText("0");
|
||||
yPosition->SetText("0");
|
||||
zPosition->SetText("0");
|
||||
targetIdGreen->SetText("-");
|
||||
targetIdBlue->SetText("-");
|
||||
distance->SetText("1.0");
|
||||
isBiggerThan->SetText("false");
|
||||
objectNum->SetText("0");
|
||||
luaScript->SetText("-");
|
||||
toChangeIdGreen->SetText("0");
|
||||
toChangeIdBlue->SetText("0");
|
||||
toChangeObjNum->SetText("0");
|
||||
|
||||
trigger->InsertEndChild(name);
|
||||
trigger->InsertEndChild(undo);
|
||||
trigger->InsertEndChild(xPosition);
|
||||
trigger->InsertEndChild(yPosition);
|
||||
trigger->InsertEndChild(zPosition);
|
||||
trigger->InsertEndChild(targetIdGreen);
|
||||
trigger->InsertEndChild(targetIdBlue);
|
||||
trigger->InsertEndChild(distance);
|
||||
trigger->InsertEndChild(isBiggerThan);
|
||||
trigger->InsertEndChild(objectNum);
|
||||
trigger->InsertEndChild(luaScript);
|
||||
trigger->InsertEndChild(toChangeIdGreen);
|
||||
trigger->InsertEndChild(toChangeIdBlue);
|
||||
trigger->InsertEndChild(toChangeObjNum);
|
||||
|
||||
idUsed[nextID[0]][nextID[1]] = true;
|
||||
doc->InsertFirstChild(newComposition);
|
||||
return nextID;
|
||||
std::vector<unsigned int> ret = nextID;
|
||||
nextID[1] += 1;
|
||||
if (nextID[1] == 255){
|
||||
nextID[1] = 0;
|
||||
nextID[0] +=1;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
void Converter::updateComposition(int idG, int idB, float posX, float posZ){
|
||||
void Converter::updateComposition(unsigned int idG, unsigned int idB, float posX, float posZ){
|
||||
XMLElement* thisComposition = doc->FirstChildElement("composition");
|
||||
bool compositionExists = false;
|
||||
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
|
||||
int idGreen = queryInt(thisComposition, "idGreen");
|
||||
int idBlue = queryInt(thisComposition, "idBlue");
|
||||
int idGreen, idBlue;
|
||||
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement()){
|
||||
thisComposition->QueryIntAttribute("idGreen", &idGreen);
|
||||
thisComposition->QueryIntAttribute("idBlue", &idBlue);
|
||||
if(idGreen == idG && idBlue == idB){
|
||||
if (compositionExists){
|
||||
std::cout << "The ID " << idGreen << "," << idBlue << " is used for multiple compositions in the xml." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
bool manualPos = queryBool(thisComposition, "manualPos");
|
||||
if(!manualPos){
|
||||
thisComposition->FirstChildElement("xPos")->SetText(std::to_string(posX).c_str());
|
||||
thisComposition->FirstChildElement("zPos")->SetText(std::to_string(posZ).c_str());
|
||||
}
|
||||
compositionExists = true;
|
||||
thisComposition->FirstChildElement("xPos")->SetText(std::to_string(posX).c_str());
|
||||
thisComposition->FirstChildElement("zPos")->SetText(std::to_string(posZ).c_str());
|
||||
}
|
||||
}
|
||||
if(!compositionExists){
|
||||
std::cout << "A composition has the ID " << idG << "," << idB << " and the position " << posX << "," << posZ << " in the png, but does not exist in the xml." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
}
|
||||
|
||||
void Converter::deleteComposition(int idG, int idB){
|
||||
void Converter::deleteComposition(unsigned int idG, unsigned int idB){
|
||||
XMLElement* thisComposition = doc->FirstChildElement("composition");
|
||||
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
|
||||
int idGreen = queryInt(thisComposition, "idGreen");
|
||||
int idBlue = queryInt(thisComposition, "idBlue");
|
||||
int idGreen, idBlue;
|
||||
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement()){
|
||||
thisComposition->QueryIntAttribute("idGreen", &idGreen);
|
||||
thisComposition->QueryIntAttribute("idBlue", &idBlue);
|
||||
if(idGreen == idG && idBlue == idB){
|
||||
doc->DeleteChild(thisComposition);
|
||||
}
|
||||
@ -392,90 +123,17 @@ void Converter::save(){
|
||||
doc->SaveFile(charXmlFile);
|
||||
}
|
||||
|
||||
float Converter::queryFloat(XMLElement* element, const char* attribute){
|
||||
XMLElement* attributeElement = element->FirstChildElement(attribute);
|
||||
if (attributeElement == NULL){
|
||||
std::cout << "XMLError: Attribute " << attribute << " does not exist." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
float ret;
|
||||
errorCheck(attributeElement->QueryFloatText(&ret));
|
||||
return ret;
|
||||
std::vector<unsigned int> Converter::getNextID(){
|
||||
return nextID;
|
||||
}
|
||||
|
||||
float Converter::queryFloat(XMLDocument*& element, const char* attribute){
|
||||
XMLElement* attributeElement = element->FirstChildElement(attribute);
|
||||
if (attributeElement == NULL){
|
||||
std::cout << "XMLError: Attribute " << attribute << " does not exist." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
float ret;
|
||||
errorCheck(attributeElement->QueryFloatText(&ret));
|
||||
return ret;
|
||||
}
|
||||
|
||||
int Converter::queryInt(XMLElement* element, const char* attribute){
|
||||
XMLElement* attributeElement = element->FirstChildElement(attribute);
|
||||
if (attributeElement == NULL){
|
||||
std::cout << "XMLError: Attribute " << attribute << " does not exist." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
int ret;
|
||||
errorCheck(attributeElement->QueryIntText(&ret));
|
||||
return ret;
|
||||
}
|
||||
|
||||
int Converter::queryInt(XMLDocument*& element, const char* attribute){
|
||||
XMLElement* attributeElement = element->FirstChildElement(attribute);
|
||||
if (attributeElement == NULL){
|
||||
std::cout << "XMLError: Attribute " << attribute << " does not exist." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
int ret;
|
||||
errorCheck(attributeElement->QueryIntText(&ret));
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool Converter::queryBool(XMLElement* element, const char* attribute){
|
||||
XMLElement* attributeElement = element->FirstChildElement(attribute);
|
||||
if (attributeElement == NULL){
|
||||
std::cout << "XMLError: Attribute " << attribute << " does not exist." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
bool ret;
|
||||
errorCheck(attributeElement->QueryBoolText(&ret));
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool Converter::queryBool(XMLDocument*& element, const char* attribute){
|
||||
XMLElement* attributeElement = element->FirstChildElement(attribute);
|
||||
if (attributeElement == NULL){
|
||||
std::cout << "XMLError: Attribute " << attribute << " does not exist." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
bool ret;
|
||||
errorCheck(attributeElement->QueryBoolText(&ret));
|
||||
return ret;
|
||||
}
|
||||
|
||||
void Converter::errorCheck(XMLError error){
|
||||
if (error) {
|
||||
printf("XMLError: ");
|
||||
if (error == XML_WRONG_ATTRIBUTE_TYPE) {
|
||||
printf("Wrong attribute type.\n");
|
||||
/* finding a typeID in compositions:
|
||||
XMLElement* thisComposition = compositions->FirstChildElement("composition");
|
||||
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement()){
|
||||
int thisType;
|
||||
thisComposition->QueryIntAttribute("typeID", &thisType);
|
||||
if(thisType == type){
|
||||
...
|
||||
}
|
||||
else if (error == XML_NO_ATTRIBUTE) {
|
||||
printf("No attribute.\n");
|
||||
}
|
||||
else if (error == XML_CAN_NOT_CONVERT_TEXT) {
|
||||
printf("Can not convert text.\n");
|
||||
}
|
||||
else if (error == XML_NO_TEXT_NODE) {
|
||||
printf("No text.\n");
|
||||
}
|
||||
else {
|
||||
printf("Unknown error.\n");
|
||||
}
|
||||
exit(-1);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
@ -8,26 +8,20 @@
|
||||
using namespace tinyxml2;
|
||||
class Converter {
|
||||
public:
|
||||
Converter(std::string levelPath, std::string levelName, std::string compositionsPath);
|
||||
Converter(std::string level);
|
||||
Converter();
|
||||
~Converter();
|
||||
void updateComposition(int idG, int idB, float posX, float posZ); //updates the position of a composition
|
||||
std::vector<int> newComposition(int type, float posX, float posZ); //creates a new composition and returns its ID
|
||||
void deleteComposition(int idG, int idB);
|
||||
void save(); //writes the xml to file
|
||||
void updateComposition(unsigned int idG, unsigned int idB, float posX, float posZ);
|
||||
std::vector<unsigned int> newComposition(unsigned int type, float posX, float posZ);
|
||||
void deleteComposition(unsigned int idG, unsigned int idB);
|
||||
void save();
|
||||
std::vector<unsigned int> getNextID();
|
||||
|
||||
private:
|
||||
std::vector<int> nextID;
|
||||
bool idUsed[256][256];
|
||||
std::vector<unsigned int> nextID;
|
||||
std::string xmlFile;
|
||||
XMLDocument* doc = new XMLDocument();
|
||||
XMLDocument* compositions = new XMLDocument();
|
||||
float queryFloat(XMLElement* element, const char* attribute);
|
||||
float queryFloat(XMLDocument*& element, const char* attribute);
|
||||
int queryInt(XMLElement* element, const char* attribute);
|
||||
int queryInt(XMLDocument*& element, const char* attribute);
|
||||
bool queryBool(XMLElement* element, const char* attribute);
|
||||
bool queryBool(XMLDocument*& element, const char* attribute);
|
||||
void errorCheck(XMLError error);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
6096
converter/lodepng.cc
Normal file
1702
converter/lodepng.hh
Normal file
@ -1,21 +1,15 @@
|
||||
#include <lodepng/lodepng.h>
|
||||
#include "lodepng.hh"
|
||||
#include <string>
|
||||
#include "converter.hh"
|
||||
#include <vector>
|
||||
#include <iostream>
|
||||
#include "tinyxml2.hh"
|
||||
|
||||
using namespace tinyxml2;
|
||||
|
||||
int main( int argc, char *argv[] ){
|
||||
if (argc <= 1){
|
||||
std::cout << "Converter needs the levels name (Level1) as input." << std::endl;
|
||||
exit(-1);
|
||||
std::cout << "Converter needs the level (1,2,...) as input." << std::endl;
|
||||
}
|
||||
printf("Initializing.\n");
|
||||
std::string levelString = argv[1];
|
||||
|
||||
|
||||
Converter conv = Converter(levelString);
|
||||
bool idFound[256][256];
|
||||
for (int i=0; i<256; i++){
|
||||
for (int j=0; j<256; j++){
|
||||
@ -23,81 +17,44 @@ int main( int argc, char *argv[] ){
|
||||
}
|
||||
}
|
||||
|
||||
XMLDocument* config = new XMLDocument();
|
||||
const char* xmlFile = "../data/config.xml";
|
||||
config->LoadFile(xmlFile);
|
||||
if (config->ErrorID()!=0){
|
||||
printf("Could not open config.xml!\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
XMLElement* xmlLevelPath = config->FirstChildElement("levelXmlPath");
|
||||
if (xmlLevelPath == NULL){
|
||||
std::cout << "XMLError: Attribute levelXmlPath does not exist." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
const char* charLevelPath = xmlLevelPath->GetText();
|
||||
if(charLevelPath == NULL){
|
||||
std::cout << "XMLError: Attribute levelXmlPath could not be loaded." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
std::string levelPath = charLevelPath;
|
||||
|
||||
XMLElement* xmlCompositionsPath = config->FirstChildElement("compositionsPath");
|
||||
if (xmlCompositionsPath == NULL){
|
||||
std::cout << "XMLError: Attribute compositionsPath does not exist." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
const char* charCompositionsPath = xmlCompositionsPath->GetText();
|
||||
if(charCompositionsPath == NULL){
|
||||
std::cout << "XMLError: Attribute compositionsPath could not be loaded." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
std::string compositionsPath = charCompositionsPath;
|
||||
Converter conv = Converter("../" + levelPath, levelString, "../" + compositionsPath);
|
||||
|
||||
//read the setup png
|
||||
printf("Loading the png.\n");
|
||||
std::string filePath = "../" + levelPath + levelString + ".png";
|
||||
//read the setup png
|
||||
std::string filePath = "../Levels/ObjectSetups/Level" + levelString + ".png";
|
||||
std::vector<unsigned char> image; //the raw pixels
|
||||
unsigned int width, height;
|
||||
unsigned error = lodepng::decode(image, width, height, filePath);
|
||||
if (error) {
|
||||
std::cout << "decoder error " << error << ": " << lodepng_error_text(error) << std::endl;
|
||||
std::cout << "Converter needs the levels name (Level1) as input." << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
printf("Iterating over the png.\n");
|
||||
|
||||
//iterate over all pixels of the image
|
||||
for(unsigned int columnNum = 0; columnNum < width; columnNum++){
|
||||
for(unsigned int rowNum = 0; rowNum < height; rowNum++){
|
||||
for(unsigned int rowNum = 0; rowNum < height; rowNum++){
|
||||
for(unsigned int columnNum = 0; columnNum < width; columnNum++){
|
||||
unsigned int pixel = (rowNum*width+columnNum)*4;
|
||||
//if there is a composition here, adjust the xml and image
|
||||
if(image[pixel]!=0 && image[pixel]!=255){
|
||||
if(image[pixel+1]==0 && image[pixel+2]==0){//composition has no ID
|
||||
std::vector<int> newID;
|
||||
newID = conv.newComposition(image[pixel], 0.5+columnNum-0.5*width, 0.5+rowNum-0.5*height);
|
||||
idFound[newID[0]][newID[1]] = true;
|
||||
image[pixel+1] = newID[0];
|
||||
image[pixel+2] = newID[1];
|
||||
}else{//composition has an ID
|
||||
conv.updateComposition(image[pixel+1], image[pixel+2], 0.5+columnNum-0.5*width, 0.5+rowNum-0.5*height);
|
||||
if(image[pixel]!=0){
|
||||
if(image[pixel+1]==0 && image[pixel+2]==0){
|
||||
std::vector<unsigned int> temp;
|
||||
temp = conv.newComposition(image[pixel], 0.5+rowNum-0.5*height, 0.5+columnNum-0.5*width);
|
||||
idFound[temp[0]][temp[1]] = true;
|
||||
image[pixel+1] = temp[0];
|
||||
image[pixel+2] = temp[1];
|
||||
}else{
|
||||
conv.updateComposition(image[pixel+1], image[pixel+2], 0.5+rowNum-0.5*height, 0.5+columnNum-0.5*width);
|
||||
idFound[image[pixel+1]][image[pixel+2]] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
printf("Writing IDs back to the png.\n");
|
||||
|
||||
//write ids back to the setup png
|
||||
error = lodepng::encode(filePath, image, width, height);
|
||||
if(error) {
|
||||
std::cout << "encoder error " << error << ": "<< lodepng_error_text(error) << std::endl;
|
||||
exit(-1);
|
||||
}
|
||||
printf("Deleting obsolete Compositions (Can take a minute).\n");
|
||||
|
||||
//delete compositions that were not in the png anymore
|
||||
for (int i=0; i<256; i++){
|
||||
for (int j=0; j<256; j++){
|
||||
for (int i=1; i<=conv.getNextID()[1]; i++){
|
||||
for (int j=1; j<256; j++){
|
||||
if (! idFound[i][j]){
|
||||
conv.deleteComposition(i,j);
|
||||
}
|
||||
@ -107,3 +64,4 @@ int main( int argc, char *argv[] ){
|
||||
//save the xml
|
||||
conv.save();
|
||||
}
|
||||
|
||||
|
0
extern/tinyxml/tinyxml2.cc → converter/tinyxml2.cc
Normal file → Executable file
0
extern/tinyxml/tinyxml2.hh → converter/tinyxml2.hh
Normal file → Executable file
@ -1,42 +0,0 @@
|
||||
<resolution>
|
||||
<width>1024</width>
|
||||
<height>786</height>
|
||||
</resolution>
|
||||
|
||||
<!-- The resolution settings get ignored if you choose windowed fullscreen. -->
|
||||
|
||||
<windowedFullscreen>true</windowedFullscreen>
|
||||
|
||||
<!-- Reduce the following parameters if you game runs too slow.
|
||||
If you feel your game runs smooth enough you can increase them to
|
||||
increase the visual quality. -->
|
||||
|
||||
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|
||||
|
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|
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|
||||
|
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<!-- The following stuff is used to configure the application.
|
||||
Do not change unless you know what you are doing. -->
|
||||
|
||||
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|
||||
|
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|
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|
||||
<geometryPath>data/geometry/</geometryPath>
|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
||||
|
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<!-- must be located in the textures directory -->
|
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|
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|
||||
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|
@ -1,298 +0,0 @@
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||||
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s 1
|
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f 1/1/1 2/2/2 4/3/3 3/4/4
|
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f 3/4/4 4/3/3 6/5/5 5/6/6
|
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f 5/6/6 6/5/5 8/7/7 7/8/8
|
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f 7/8/8 8/7/7 10/9/9 9/10/10
|
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|
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|
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|
||||
f 15/18/16 16/17/15 18/19/17 17/20/18
|
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f 17/20/18 18/19/17 20/21/19 19/22/20
|
||||
f 19/22/20 20/21/19 22/23/21 21/24/22
|
||||
f 21/24/22 22/23/21 24/25/23 23/26/24
|
||||
f 23/26/24 24/25/23 26/27/25 25/28/26
|
||||
f 25/29/26 26/30/25 28/31/27 27/32/28
|
||||
f 27/32/28 28/31/27 30/33/29 29/34/30
|
||||
f 29/34/30 30/33/29 32/35/31 31/36/32
|
||||
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|
||||
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|
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|
||||
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|
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|
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|
||||
f 45/50/46 46/49/45 48/51/47 47/52/48
|
||||
f 47/52/48 48/51/47 50/53/49 49/54/50
|
||||
f 49/54/50 50/53/49 52/55/51 51/56/52
|
||||
f 51/56/52 52/55/51 54/57/53 53/58/54
|
||||
f 53/58/54 54/57/53 56/59/55 55/60/56
|
||||
f 55/60/56 56/59/55 58/61/57 57/62/58
|
||||
f 57/63/58 58/64/57 60/65/59 59/66/60
|
||||
f 59/66/60 60/65/59 62/67/61 61/68/62
|
||||
f 4/69/3 2/70/2 64/71/63 62/72/61 60/73/59 58/74/57 56/75/55 54/76/53 52/77/51 50/78/49 48/79/47 46/80/45 44/81/43 42/82/41 40/83/39 38/84/37 36/85/35 34/86/33 32/87/31 30/88/29 28/89/27 26/90/25 24/91/23 22/92/21 20/93/19 18/94/17 16/95/15 14/96/13 12/97/11 10/98/9 8/99/7 6/100/5
|
||||
f 63/101/64 64/102/63 2/2/2 1/1/1
|
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f 61/68/62 62/67/61 64/102/63 63/101/64
|
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f 1/103/1 3/104/4 5/105/6 7/106/8 9/107/10 11/108/12 13/109/14 15/110/16 17/111/18 19/112/20 21/113/22 23/114/24 25/115/26 27/116/28 29/117/30 31/118/32 33/119/34 35/120/36 37/121/38 39/122/40 41/123/42 43/124/44 45/125/46 47/126/48 49/85/50 51/84/52 53/127/54 55/128/56 57/129/58 59/130/60 61/131/62 63/132/64
|
@ -1,39 +0,0 @@
|
||||
# Blender v2.73 (sub 0) OBJ File: 'exit.blend'
|
||||
# www.blender.org
|
||||
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s off
|
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|
||||
f 7/3/2 8/2/2 6/1/2
|
||||
f 8/4/3 7/5/3 3/6/3
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f 6/6/4 8/7/4 4/4/4
|
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f 5/6/5 6/7/5 2/4/5
|
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f 7/4/6 5/5/6 1/6/6
|
||||
f 1/8/1 2/1/1 3/3/1
|
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f 5/8/2 7/3/2 6/1/2
|
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f 4/7/3 8/4/3 3/6/3
|
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@ -1,52 +0,0 @@
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# www.blender.org
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
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|
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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@ -1,15 +0,0 @@
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# www.blender.org
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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@ -1,641 +0,0 @@
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# www.blender.org
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1
data/levels/.gitignore
vendored
@ -1 +0,0 @@
|
||||
*Backup*
|
@ -1,903 +0,0 @@
|
||||
<!-- Rotations around the three axes are given in degrees.
|
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The objects are first rotated around the z-, then y- and then x-axis. -->
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||||
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|
||||
|
||||
<!-- Switch -->
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||||
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|
||||
<modelPath>block.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>20.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>90.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>18.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>15.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>12.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Rotated Bridge Block on Pillar-->
|
||||
<composition>
|
||||
<typeID>161</typeID>
|
||||
<ignoreHeightmap>true</ignoreHeightmap>
|
||||
<crossesChunks>false</crossesChunks>
|
||||
<object>
|
||||
<modelPath>block.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>20.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>18.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>90.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>15.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>90.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>12.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>90.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Rotated Bridge Block on Pillar with Torch -->
|
||||
<composition>
|
||||
<typeID>163</typeID>
|
||||
<ignoreHeightmap>true</ignoreHeightmap>
|
||||
<crossesChunks>false</crossesChunks>
|
||||
<object>
|
||||
<modelPath>torch.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>21.0</yOffset>
|
||||
<zOffset>-1.5</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.0</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<light>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>24</yOffset>
|
||||
<zOffset>-1.5</zOffset>
|
||||
<rColour>1.0</rColour>
|
||||
<gColour>0.9</gColour>
|
||||
<bColour>0.3</bColour>
|
||||
<intensity>8.0</intensity>
|
||||
<flameOffset>-0.5</flameOffset>
|
||||
<flameHeight>1.0</flameHeight>
|
||||
<flameWidth>1.0</flameWidth>
|
||||
</light>
|
||||
<object>
|
||||
<modelPath>block.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>20.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>90.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>18.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>15.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>12.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Bridge Block on Pillar with torch -->
|
||||
<composition>
|
||||
<typeID>164</typeID>
|
||||
<ignoreHeightmap>true</ignoreHeightmap>
|
||||
<crossesChunks>false</crossesChunks>
|
||||
<object>
|
||||
<modelPath>torch.obj</modelPath>
|
||||
<xOffset>-1.5</xOffset>
|
||||
<yOffset>21.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.0</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<light>
|
||||
<xOffset>-1.5</xOffset>
|
||||
<yOffset>24</yOffset>
|
||||
<zOffset>0</zOffset>
|
||||
<rColour>1.0</rColour>
|
||||
<gColour>0.9</gColour>
|
||||
<bColour>0.3</bColour>
|
||||
<intensity>8.0</intensity>
|
||||
<flameOffset>-0.5</flameOffset>
|
||||
<flameHeight>1.0</flameHeight>
|
||||
<flameWidth>1.0</flameWidth>
|
||||
</light>
|
||||
<object>
|
||||
<modelPath>block.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>20.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>18.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>15.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
<object>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>12.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Wall -->
|
||||
<composition>
|
||||
<typeID>180</typeID>
|
||||
<ignoreHeightmap>true</ignoreHeightmap>
|
||||
<crossesChunks>false</crossesChunks>
|
||||
<object>
|
||||
<modelPath>simpleWall.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>25.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>90.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.48</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Rotated Wall (90 degrees)-->
|
||||
<composition>
|
||||
<typeID>181</typeID>
|
||||
<ignoreHeightmap>true</ignoreHeightmap>
|
||||
<crossesChunks>false</crossesChunks>
|
||||
<object>
|
||||
<modelPath>simpleWall.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>25.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.48</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Light Block -->
|
||||
<composition>
|
||||
<typeID>200</typeID>
|
||||
<ignoreHeightmap>false</ignoreHeightmap>
|
||||
<crossesChunks>true</crossesChunks>
|
||||
<object>
|
||||
<modelPath>block.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>5.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>1.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Gate -->
|
||||
<composition>
|
||||
<typeID>220</typeID>
|
||||
<ignoreHeightmap>true</ignoreHeightmap>
|
||||
<crossesChunks>false</crossesChunks>
|
||||
<object>
|
||||
<modelPath>gate.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>25.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>90.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>100.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Rotated Gate -->
|
||||
<composition>
|
||||
<typeID>221</typeID>
|
||||
<ignoreHeightmap>true</ignoreHeightmap>
|
||||
<crossesChunks>false</crossesChunks>
|
||||
<object>
|
||||
<modelPath>gate.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>25.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>100.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Block for Switch -->
|
||||
<composition>
|
||||
<typeID>240</typeID>
|
||||
<ignoreHeightmap>false</ignoreHeightmap>
|
||||
<crossesChunks>true</crossesChunks>
|
||||
<object>
|
||||
<modelPath>movableBlock.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>5.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>2.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Brazier -->
|
||||
<composition>
|
||||
<typeID>245</typeID>
|
||||
<ignoreHeightmap>false</ignoreHeightmap>
|
||||
<crossesChunks>false</crossesChunks>
|
||||
<object>
|
||||
<modelPath>brazier.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Hint -->
|
||||
<composition>
|
||||
<typeID>250</typeID>
|
||||
<ignoreHeightmap>false</ignoreHeightmap>
|
||||
<crossesChunks>false</crossesChunks>
|
||||
<object>
|
||||
<modelPath>hint.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>0.1</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
<!-- Exit -->
|
||||
<composition>
|
||||
<typeID>254</typeID>
|
||||
<ignoreHeightmap>false</ignoreHeightmap>
|
||||
<crossesChunks>false</crossesChunks>
|
||||
<object>
|
||||
<modelPath>exit.obj</modelPath>
|
||||
<xOffset>0.0</xOffset>
|
||||
<yOffset>0.1</yOffset>
|
||||
<zOffset>0.0</zOffset>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<scale>1.5</scale>
|
||||
<mass>0.0</mass>
|
||||
</object>
|
||||
</composition>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<!-- Available physicTypes are Player, Box, Button, TriangleMesh and None(no physics).
|
||||
dampningL should be below 1, objects that can not move are enabled by setting their mass to 0. -->
|
||||
|
||||
<!-- Do not change the radius, it has to match the .obj -->
|
||||
<objectData>
|
||||
<modelPath>marbleSmooth.obj</modelPath>
|
||||
<texturePath>cgtextures/marbleTexture.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.5</diffuseFactor>
|
||||
<specularFactor>0.5</specularFactor>
|
||||
<shininess>3.0</shininess>
|
||||
<physicType>Player</physicType>
|
||||
<radius>1.0</radius>
|
||||
<dampningL>0.15 </dampningL>
|
||||
<dampningA>0.7</dampningA>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
||||
|
||||
<!-- Do not change width height or length, they have to match the .obj -->
|
||||
<objectData>
|
||||
<modelPath>block.obj</modelPath>
|
||||
<texturePath>cgtextures/blockTexture_small.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.6</diffuseFactor>
|
||||
<specularFactor>0.4</specularFactor>
|
||||
<shininess>2.0</shininess>
|
||||
<physicType>Box</physicType>
|
||||
<width>4</width>
|
||||
<height>1.88</height>
|
||||
<length>1.99</length>
|
||||
<dampningL>0.8</dampningL>
|
||||
<dampningA>0.9</dampningA>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
||||
|
||||
<objectData>
|
||||
<modelPath>column.obj</modelPath>
|
||||
<texturePath>cgtextures/columnTexture2.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.6</diffuseFactor>
|
||||
<specularFactor>0.4</specularFactor>
|
||||
<shininess>2.0</shininess>
|
||||
<physicType>TriangleMesh</physicType>
|
||||
<dampningL>0.8</dampningL>
|
||||
<dampningA>0.9</dampningA>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
||||
|
||||
<objectData>
|
||||
<modelPath>torch.obj</modelPath>
|
||||
<texturePath>cgtextures/torchTexture2.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.3</diffuseFactor>
|
||||
<specularFactor>0.7</specularFactor>
|
||||
<shininess>10.0</shininess>
|
||||
<physicType>TriangleMesh</physicType>
|
||||
<dampningL>0.8</dampningL>
|
||||
<dampningA>0.9</dampningA>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
||||
|
||||
<!-- Do not change width height or length, they have to match the .obj -->
|
||||
<objectData>
|
||||
<modelPath>switchInner.obj</modelPath>
|
||||
<texturePath>cgtextures/switchInnerTexture.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.6</diffuseFactor>
|
||||
<specularFactor>0.4</specularFactor>
|
||||
<shininess>2.0</shininess>
|
||||
<physicType>Button</physicType>
|
||||
<width>1.8</width>
|
||||
<height>1</height>
|
||||
<length>1.8</length>
|
||||
<dampningL>0.5</dampningL>
|
||||
<dampningA>1.0</dampningA>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
||||
|
||||
<!-- Do not change width height or length, they have to match the .obj -->
|
||||
<objectData>
|
||||
<modelPath>switchOuterBox</modelPath>
|
||||
<physicType>Box</physicType>
|
||||
<width>2.54</width>
|
||||
<height>2.54</height>
|
||||
<length>0.33</length>
|
||||
<dampningL>0.555</dampningL>
|
||||
<dampningA>0.5</dampningA>
|
||||
<renderable>false</renderable>
|
||||
</objectData>
|
||||
|
||||
<objectData>
|
||||
<modelPath>switchOuter.obj</modelPath>
|
||||
<texturePath>cgtextures/switchOuterTexture.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.6</diffuseFactor>
|
||||
<specularFactor>0.4</specularFactor>
|
||||
<shininess>1.0</shininess>
|
||||
<physicType>None</physicType>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
||||
|
||||
<!-- lengh may not be exact -->
|
||||
<objectData>
|
||||
<modelPath>simpleWall.obj</modelPath>
|
||||
<texturePath>cgtextures/simpleWallTexture.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.6</diffuseFactor>
|
||||
<specularFactor>0.4</specularFactor>
|
||||
<shininess>1.0</shininess>
|
||||
<physicType>Box</physicType>
|
||||
<width>1.2</width>
|
||||
<height>6</height>
|
||||
<length>6</length>
|
||||
<dampningL>0.555</dampningL>
|
||||
<dampningA>0.5</dampningA>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
||||
|
||||
<objectData>
|
||||
<modelPath>gate.obj</modelPath>
|
||||
<texturePath>cgtextures/gateTexture.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.6</diffuseFactor>
|
||||
<specularFactor>0.4</specularFactor>
|
||||
<shininess>2.0</shininess>
|
||||
<physicType>Box</physicType>
|
||||
<width>1.2</width>
|
||||
<height>6</height>
|
||||
<length>6</length>
|
||||
<dampningL>0.555</dampningL>
|
||||
<dampningA>0.5</dampningA>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
||||
|
||||
<objectData>
|
||||
<modelPath>movableBlock.obj</modelPath>
|
||||
<texturePath>cgtextures/movableBlockTexture.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.6</diffuseFactor>
|
||||
<specularFactor>0.4</specularFactor>
|
||||
<shininess>2.0</shininess>
|
||||
<physicType>Box</physicType>
|
||||
<width>1.56</width>
|
||||
<height>1.56</height>
|
||||
<length>1.56</length>
|
||||
<dampningL>0.555</dampningL>
|
||||
<dampningA>0.5</dampningA>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
||||
|
||||
<objectData>
|
||||
<modelPath>brazier.obj</modelPath>
|
||||
<texturePath>cgtextures/brazierTexture.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.6</diffuseFactor>
|
||||
<specularFactor>0.4</specularFactor>
|
||||
<shininess>1.0</shininess>
|
||||
<physicType>TriangleMesh</physicType>
|
||||
<dampningL>0.555</dampningL>
|
||||
<dampningA>0.5</dampningA>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
||||
|
||||
<objectData>
|
||||
<modelPath>hint.obj</modelPath>
|
||||
<texturePath>hintTexture2.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.6</diffuseFactor>
|
||||
<specularFactor>0.4</specularFactor>
|
||||
<shininess>1.0</shininess>
|
||||
<physicType>TriangleMesh</physicType>
|
||||
<dampningL>0.555</dampningL>
|
||||
<dampningA>0.5</dampningA>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
||||
|
||||
<objectData>
|
||||
<modelPath>exit.obj</modelPath>
|
||||
<texturePath>cgtextures/exitTexture.png</texturePath>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.6</diffuseFactor>
|
||||
<specularFactor>0.4</specularFactor>
|
||||
<shininess>1.0</shininess>
|
||||
<physicType>TriangleMesh</physicType>
|
||||
<dampningL>0.555</dampningL>
|
||||
<dampningA>0.5</dampningA>
|
||||
<renderable>true</renderable>
|
||||
</objectData>
|
Before Width: | Height: | Size: 4.6 KiB |
13446
data/levels/Level1.xml
Before Width: | Height: | Size: 135 B |
@ -1,244 +0,0 @@
|
||||
<composition>
|
||||
<scale>1.0</scale>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<manualPos>false</manualPos>
|
||||
<xPos>-4.500000</xPos>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zPos>-3.500000</zPos>
|
||||
<idGreen>0</idGreen>
|
||||
<idBlue>8</idBlue>
|
||||
<typeID>60</typeID>
|
||||
<trigger>
|
||||
<name>-</name>
|
||||
<undo>false</undo>
|
||||
<xPosition>0</xPosition>
|
||||
<yPosition>0</yPosition>
|
||||
<zPosition>0</zPosition>
|
||||
<targetIdGreen>-</targetIdGreen>
|
||||
<targetIdBlue>-</targetIdBlue>
|
||||
<distance>1.0</distance>
|
||||
<isBiggerThan>false</isBiggerThan>
|
||||
<objectNum>0</objectNum>
|
||||
<luaScript>-</luaScript>
|
||||
<toChangeIdGreen>0</toChangeIdGreen>
|
||||
<toChangeIdBlue>0</toChangeIdBlue>
|
||||
<toChangeObjNum>0</toChangeObjNum>
|
||||
</trigger>
|
||||
</composition>
|
||||
|
||||
<composition>
|
||||
<scale>1.0</scale>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<manualPos>false</manualPos>
|
||||
<xPos>5.500000</xPos>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zPos>5.500000</zPos>
|
||||
<idGreen>0</idGreen>
|
||||
<idBlue>7</idBlue>
|
||||
<typeID>245</typeID>
|
||||
<trigger>
|
||||
<name>-</name>
|
||||
<undo>false</undo>
|
||||
<xPosition>0</xPosition>
|
||||
<yPosition>0</yPosition>
|
||||
<zPosition>0</zPosition>
|
||||
<targetIdGreen>-</targetIdGreen>
|
||||
<targetIdBlue>-</targetIdBlue>
|
||||
<distance>1.0</distance>
|
||||
<isBiggerThan>false</isBiggerThan>
|
||||
<objectNum>0</objectNum>
|
||||
<luaScript>-</luaScript>
|
||||
<toChangeIdGreen>0</toChangeIdGreen>
|
||||
<toChangeIdBlue>0</toChangeIdBlue>
|
||||
<toChangeObjNum>0</toChangeObjNum>
|
||||
</trigger>
|
||||
</composition>
|
||||
|
||||
<composition>
|
||||
<scale>1.0</scale>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<manualPos>false</manualPos>
|
||||
<xPos>4.500000</xPos>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zPos>-6.500000</zPos>
|
||||
<idGreen>0</idGreen>
|
||||
<idBlue>6</idBlue>
|
||||
<typeID>200</typeID>
|
||||
<trigger>
|
||||
<name>-</name>
|
||||
<undo>false</undo>
|
||||
<xPosition>0</xPosition>
|
||||
<yPosition>0</yPosition>
|
||||
<zPosition>0</zPosition>
|
||||
<targetIdGreen>-</targetIdGreen>
|
||||
<targetIdBlue>-</targetIdBlue>
|
||||
<distance>1.0</distance>
|
||||
<isBiggerThan>false</isBiggerThan>
|
||||
<objectNum>0</objectNum>
|
||||
<luaScript>-</luaScript>
|
||||
<toChangeIdGreen>0</toChangeIdGreen>
|
||||
<toChangeIdBlue>0</toChangeIdBlue>
|
||||
<toChangeObjNum>0</toChangeObjNum>
|
||||
</trigger>
|
||||
</composition>
|
||||
|
||||
<composition>
|
||||
<scale>1.0</scale>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<manualPos>false</manualPos>
|
||||
<xPos>-1.500000</xPos>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zPos>-0.500000</zPos>
|
||||
<idGreen>0</idGreen>
|
||||
<idBlue>5</idBlue>
|
||||
<typeID>80</typeID>
|
||||
<trigger>
|
||||
<name>-</name>
|
||||
<undo>false</undo>
|
||||
<xPosition>0</xPosition>
|
||||
<yPosition>0</yPosition>
|
||||
<zPosition>0</zPosition>
|
||||
<targetIdGreen>-</targetIdGreen>
|
||||
<targetIdBlue>-</targetIdBlue>
|
||||
<distance>1.0</distance>
|
||||
<isBiggerThan>false</isBiggerThan>
|
||||
<objectNum>0</objectNum>
|
||||
<luaScript>-</luaScript>
|
||||
<toChangeIdGreen>0</toChangeIdGreen>
|
||||
<toChangeIdBlue>0</toChangeIdBlue>
|
||||
<toChangeObjNum>0</toChangeObjNum>
|
||||
</trigger>
|
||||
</composition>
|
||||
|
||||
<composition>
|
||||
<scale>1.0</scale>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<manualPos>false</manualPos>
|
||||
<xPos>-7.500000</xPos>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zPos>7.500000</zPos>
|
||||
<idGreen>0</idGreen>
|
||||
<idBlue>2</idBlue>
|
||||
<typeID>20</typeID>
|
||||
<trigger>
|
||||
<name>-</name>
|
||||
<undo>false</undo>
|
||||
<xPosition>0</xPosition>
|
||||
<yPosition>0</yPosition>
|
||||
<zPosition>0</zPosition>
|
||||
<targetIdGreen>-</targetIdGreen>
|
||||
<targetIdBlue>-</targetIdBlue>
|
||||
<distance>1.0</distance>
|
||||
<isBiggerThan>false</isBiggerThan>
|
||||
<objectNum>0</objectNum>
|
||||
<luaScript>-</luaScript>
|
||||
<toChangeIdGreen>0</toChangeIdGreen>
|
||||
<toChangeIdBlue>0</toChangeIdBlue>
|
||||
<toChangeObjNum>0</toChangeObjNum>
|
||||
</trigger>
|
||||
</composition>
|
||||
|
||||
<composition>
|
||||
<scale>1.0</scale>
|
||||
<xRot>0.0</xRot>
|
||||
<yRot>0.0</yRot>
|
||||
<zRot>0.0</zRot>
|
||||
<manualPos>false</manualPos>
|
||||
<xPos>-7.500000</xPos>
|
||||
<yOffset>0.0</yOffset>
|
||||
<zPos>-7.500000</zPos>
|
||||
<idGreen>0</idGreen>
|
||||
<idBlue>1</idBlue>
|
||||
<typeID>40</typeID>
|
||||
<trigger>
|
||||
<name>-</name>
|
||||
<undo>false</undo>
|
||||
<xPosition>0</xPosition>
|
||||
<yPosition>0</yPosition>
|
||||
<zPosition>0</zPosition>
|
||||
<targetIdGreen>-</targetIdGreen>
|
||||
<targetIdBlue>-</targetIdBlue>
|
||||
<distance>1.0</distance>
|
||||
<isBiggerThan>false</isBiggerThan>
|
||||
<objectNum>0</objectNum>
|
||||
<luaScript>-</luaScript>
|
||||
<toChangeIdGreen>0</toChangeIdGreen>
|
||||
<toChangeIdBlue>0</toChangeIdBlue>
|
||||
<toChangeObjNum>0</toChangeObjNum>
|
||||
</trigger>
|
||||
</composition>
|
||||
|
||||
<ambientLight>
|
||||
<rColour>1.0</rColour>
|
||||
<gColour>1.0</gColour>
|
||||
<bColour>1.0</bColour>
|
||||
</ambientLight>
|
||||
|
||||
<fogColourDay>
|
||||
<rColour>0.57</rColour>
|
||||
<gColour>0.80</gColour>
|
||||
<bColour>0.98</bColour>
|
||||
<alpha>1.0</alpha>
|
||||
</fogColourDay>
|
||||
|
||||
<fogColourRise>
|
||||
<rColour>0.88</rColour>
|
||||
<gColour>0.38</gColour>
|
||||
<bColour>0.38</bColour>
|
||||
<alpha>1.0</alpha>
|
||||
</fogColourRise>
|
||||
|
||||
<fogColourNight>
|
||||
<rColour>0.09</rColour>
|
||||
<gColour>0.1</gColour>
|
||||
<bColour>0.24</bColour>
|
||||
<alpha>1.0</alpha>
|
||||
</fogColourNight>
|
||||
|
||||
<directionalLight>
|
||||
<xOffset>-1.0</xOffset>
|
||||
<yOffset>1.5</yOffset>
|
||||
<zOffset>1.0</zOffset>
|
||||
<rColour>1.0</rColour>
|
||||
<gColour>1.0</gColour>
|
||||
<bColour>0.9</bColour>
|
||||
<intensity>0.2</intensity>
|
||||
</directionalLight>
|
||||
|
||||
<terrain>
|
||||
<heightmap>heightmapTestLevel.png</heightmap>
|
||||
<texture>sand.png</texture>
|
||||
<ambientFactor>0.1</ambientFactor>
|
||||
<diffuseFactor>0.8</diffuseFactor>
|
||||
<specularFactor>0.2</specularFactor>
|
||||
<shininess>1.0</shininess>
|
||||
</terrain>
|
||||
|
||||
<skydome>
|
||||
<model>skydome.obj</model>
|
||||
<texture>skydomeNew.png</texture>
|
||||
<nightTexture>nightskydome.png</nightTexture>
|
||||
</skydome>
|
||||
|
||||
<physics>
|
||||
<friction>0.9</friction>
|
||||
<strength>300.0</strength>
|
||||
</physics>
|
||||
|
||||
<positionConstraint>
|
||||
<objectNum>0</objectNum>
|
||||
<xPosition>0.0</xPosition>
|
||||
<yPosition>0.0</yPosition>
|
||||
<zPosition>0.0</zPosition>
|
||||
<strength>100.0</strength>
|
||||
</positionConstraint>
|
Before Width: | Height: | Size: 33 KiB |
Before Width: | Height: | Size: 165 B |
@ -1,39 +0,0 @@
|
||||
local global = require( "global" )
|
||||
if(global.triggeredSCRIPTNAME == nil) then
|
||||
global.triggeredSCRIPTNAME = false
|
||||
end
|
||||
if(global.triggeredSCRIPTNAMEUndo == nil) then
|
||||
global.triggeredSCRIPTNAMEUndo = false
|
||||
end
|
||||
|
||||
function trigger(objectToChange, printDebug)
|
||||
if(global.triggeredSCRIPTNAME == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
--enter the scripts code here and replace all occurences of SCRIPTNAME with the name of the script.
|
||||
|
||||
global.triggeredSCRIPTNAME = true
|
||||
if(printDebug) then
|
||||
print("SCRIPTNAME")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function triggerUndo(objectToChange, printDebug)
|
||||
if(global.triggeredSCRIPTNAMEUndo == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
--enter the scripts undo code here
|
||||
|
||||
global.triggeredSCRIPTNAMEUndo = true
|
||||
if(printDebug) then
|
||||
print("SCRIPTNAMEUndo")
|
||||
end
|
||||
end
|
||||
end
|
@ -1,17 +0,0 @@
|
||||
local global = require("global")
|
||||
if(global.triggeredFristCheckpoint == nil) then
|
||||
global.triggeredFristCheckpoint = false
|
||||
end
|
||||
|
||||
function trigger(objectToChange, printDebug)
|
||||
if(global.triggeredFristCheckpoint == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
global.triggeredFristCheckpoint = true
|
||||
if(printDebug) then
|
||||
print("firstCheckpoint")
|
||||
end
|
||||
end
|
||||
end
|
@ -1,3 +0,0 @@
|
||||
--global variable space
|
||||
local global = {}
|
||||
return global
|
@ -1,4 +0,0 @@
|
||||
-- Inits search path for require.
|
||||
-- This file needs to stay next to the other scripts.
|
||||
|
||||
package.path = debug.getinfo(1,"S").source:match[[^@?(.*[\/])[^\/]-$]] .."?.lua;".. package.path
|
@ -1,51 +0,0 @@
|
||||
local global = require( "global" )
|
||||
if(global.triggeredOpenFirstDoor == nil) then
|
||||
global.triggeredOpenFirstDoor = false
|
||||
end
|
||||
if(global.triggeredOpenFirstDoorUndo == nil) then
|
||||
global.triggeredOpenFirstDoorUndo = true
|
||||
end
|
||||
|
||||
function trigger(objectToChange, printDebug)
|
||||
if(global.triggeredOpenFirstDoor == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
local strength = 100
|
||||
local xPos = 17.5
|
||||
local yPos = 33.0
|
||||
local zPos = 81.5
|
||||
level:moveObject(objectToChange, strength, xPos, yPos, zPos)
|
||||
|
||||
global.triggeredOpenFirstDoorUndo = false
|
||||
|
||||
global.triggeredOpenFirstDoor = true
|
||||
if (printDebug) then
|
||||
print("openFirstDoor")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function triggerUndo(objectToChange, printDebug)
|
||||
if(global.triggeredOpenFirstDoorUndo == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
local strength = 100
|
||||
local xPos = 17.5
|
||||
local yPos = 25.0
|
||||
local zPos = 81.5
|
||||
level:moveObject(objectToChange, strength, xPos, yPos, zPos)
|
||||
|
||||
global.triggeredOpenFirstDoor = false
|
||||
|
||||
global.triggeredOpenFirstDoorUndo = true
|
||||
if(printDebug) then
|
||||
print("openFirstDoorUndo")
|
||||
end
|
||||
end
|
||||
end
|
@ -1,58 +0,0 @@
|
||||
local global = require( "global" )
|
||||
if(global.triggeredOpenSecondDoor1 == nil) then
|
||||
global.triggeredOpenSecondDoor1 = false
|
||||
end
|
||||
if(global.triggeredOpenSecondDoor1Undo == nil) then
|
||||
global.triggeredOpenSecondDoor1Undo = true
|
||||
end
|
||||
|
||||
function trigger(objectToChange, printDebug)
|
||||
if(global.triggeredOpenSecondDoor1 == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
if(global.openSecondDoorCounter == nil) then
|
||||
global.openSecondDoorCounter = 0
|
||||
end
|
||||
if(global.openSecondDoorCounter == 0) then
|
||||
global.openSecondDoorCounter = global.openSecondDoorCounter + 1
|
||||
end
|
||||
global.triggeredOpenSecondDoor1 = true
|
||||
|
||||
if(global.triggeredOpenSecondDoor1 == true and global.triggeredOpenSecondDoor2 == true and global.triggeredOpenSecondDoor3 == true and global.triggeredOpenSecondDoor4 == true) then
|
||||
global.triggeredOpenSecondDoor1Undo = false
|
||||
end
|
||||
|
||||
local xPos = -6.5
|
||||
local yPos = 25.0
|
||||
local zPos = 54.5
|
||||
level:preloadLightPosition(xPos, yPos, zPos)
|
||||
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
|
||||
if(printDebug) then
|
||||
print("openSecondDoor1")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function triggerUndo(objectToChange, printDebug)
|
||||
if(global.triggeredOpenSecondDoor1Undo == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
global.openSecondDoorCounter = 0
|
||||
global.triggeredOpenSecondDoor1 = false
|
||||
global.triggeredOpenSecondDoor2 = false
|
||||
global.triggeredOpenSecondDoor3 = false
|
||||
global.triggeredOpenSecondDoor4 = false
|
||||
level:deleteFourLights()
|
||||
|
||||
global.triggeredOpenSecondDoor1Undo = true
|
||||
if(printDebug) then
|
||||
print("openSecondDoor1Undo")
|
||||
end
|
||||
end
|
||||
end
|
@ -1,58 +0,0 @@
|
||||
local global = require( "global" )
|
||||
if(global.triggeredOpenSecondDoor2 == nil) then
|
||||
global.triggeredOpenSecondDoor2 = false
|
||||
end
|
||||
if(global.triggeredOpenSecondDoor2Undo == nil) then
|
||||
global.triggeredOpenSecondDoor2Undo = true
|
||||
end
|
||||
|
||||
function trigger(objectToChange, printDebug)
|
||||
if(global.triggeredOpenSecondDoor2 == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
if(global.openSecondDoorCounter == nil) then
|
||||
global.openSecondDoorCounter = 0
|
||||
end
|
||||
if(global.openSecondDoorCounter == 1) then
|
||||
global.openSecondDoorCounter = global.openSecondDoorCounter + 1
|
||||
end
|
||||
global.triggeredOpenSecondDoor2 = true
|
||||
|
||||
if(global.triggeredOpenSecondDoor1 == true and global.triggeredOpenSecondDoor2 == true and global.triggeredOpenSecondDoor3 == true and global.triggeredOpenSecondDoor4 == true) then
|
||||
global.triggeredOpenSecondDoor2Undo = false
|
||||
end
|
||||
|
||||
local xPos = -53.5
|
||||
local yPos = 25.0
|
||||
local zPos = 26.5
|
||||
level:preloadLightPosition(xPos, yPos, zPos)
|
||||
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
|
||||
if(printDebug) then
|
||||
print("openSecondDoor2")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function triggerUndo(objectToChange, printDebug)
|
||||
if(global.triggeredOpenSecondDoor2Undo == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
global.openSecondDoorCounter = 0
|
||||
global.triggeredOpenSecondDoor1 = false
|
||||
global.triggeredOpenSecondDoor2 = false
|
||||
global.triggeredOpenSecondDoor3 = false
|
||||
global.triggeredOpenSecondDoor4 = false
|
||||
level:deleteFourLights()
|
||||
|
||||
global.triggeredOpenSecondDoor2Undo = true
|
||||
if(printDebug) then
|
||||
print("openSecondDoor2Undo")
|
||||
end
|
||||
end
|
||||
end
|
@ -1,58 +0,0 @@
|
||||
local global = require( "global" )
|
||||
if(global.triggeredOpenSecondDoor3 == nil) then
|
||||
global.triggeredOpenSecondDoor3 = false
|
||||
end
|
||||
if(global.triggeredOpenSecondDoor3Undo == nil) then
|
||||
global.triggeredOpenSecondDoor3Undo = true
|
||||
end
|
||||
|
||||
function trigger(objectToChange, printDebug)
|
||||
if(global.triggeredOpenSecondDoor3 == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
if(global.openSecondDoorCounter == nil) then
|
||||
global.openSecondDoorCounter = 0
|
||||
end
|
||||
if(global.openSecondDoorCounter == 2) then
|
||||
global.openSecondDoorCounter = global.openSecondDoorCounter + 1
|
||||
end
|
||||
global.triggeredOpenSecondDoor3 = true
|
||||
|
||||
if(global.triggeredOpenSecondDoor1 == true and global.triggeredOpenSecondDoor2 == true and global.triggeredOpenSecondDoor3 == true and global.triggeredOpenSecondDoor4 == true) then
|
||||
global.triggeredOpenSecondDoor3Undo = false
|
||||
end
|
||||
|
||||
local xPos = -6.5
|
||||
local yPos = 25.0
|
||||
local zPos = 26.5
|
||||
level:preloadLightPosition(xPos, yPos, zPos)
|
||||
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
|
||||
if(printDebug) then
|
||||
print("openSecondDoor3")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function triggerUndo(objectToChange, printDebug)
|
||||
if(global.triggeredOpenSecondDoor3Undo == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
global.openSecondDoorCounter = 0
|
||||
global.triggeredOpenSecondDoor1 = false
|
||||
global.triggeredOpenSecondDoor2 = false
|
||||
global.triggeredOpenSecondDoor3 = false
|
||||
global.triggeredOpenSecondDoor4 = false
|
||||
level:deleteFourLights()
|
||||
|
||||
global.triggeredOpenSecondDoor3Undo = true
|
||||
if(printDebug) then
|
||||
print("openSecondDoor3Undo")
|
||||
end
|
||||
end
|
||||
end
|
@ -1,67 +0,0 @@
|
||||
local global = require( "global" )
|
||||
if(global.triggeredOpenSecondDoor4 == nil) then
|
||||
global.triggeredOpenSecondDoor4 = false
|
||||
end
|
||||
if(global.triggeredOpenSecondDoor4Undo == nil) then
|
||||
global.triggeredOpenSecondDoor4Undo = true
|
||||
end
|
||||
|
||||
function trigger(objectToChange, printDebug)
|
||||
if(global.triggeredOpenSecondDoor4 == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
if(global.openSecondDoorCounter == nil) then
|
||||
global.openSecondDoorCounter = 0
|
||||
end
|
||||
if(global.openSecondDoorCounter == 3) then
|
||||
global.openSecondDoorCounter = global.openSecondDoorCounter + 1
|
||||
end
|
||||
global.triggeredOpenSecondDoor4 = true
|
||||
|
||||
if(global.triggeredOpenSecondDoor1 == true and global.triggeredOpenSecondDoor2 == true and global.triggeredOpenSecondDoor3 == true and global.triggeredOpenSecondDoor4 == true) then
|
||||
if(global.openSecondDoorCounter == 4) then
|
||||
local strength = 100
|
||||
local xPos = -81.5
|
||||
local yPos = 33
|
||||
local zPos = 4.5
|
||||
level:moveObject(objectToChange, strength, xPos, yPos, zPos)
|
||||
global.openedSecondDoor = true
|
||||
else
|
||||
global.triggeredOpenSecondDoor4Undo = false
|
||||
end
|
||||
end
|
||||
|
||||
local xPos = -53.5
|
||||
local yPos = 25.0
|
||||
local zPos = 54.5
|
||||
level:preloadLightPosition(xPos, yPos, zPos)
|
||||
level:addLightByParameters(0.2, 0.9, 0.0, 4.0, -2.0, 1.3, 2.0)
|
||||
if(printDebug) then
|
||||
print("openSecondDoor4")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function triggerUndo(objectToChange, printDebug)
|
||||
if(global.triggeredOpenSecondDoor4Undo == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
global.openSecondDoorCounter = 0
|
||||
global.triggeredOpenSecondDoor1 = false
|
||||
global.triggeredOpenSecondDoor2 = false
|
||||
global.triggeredOpenSecondDoor3 = false
|
||||
global.triggeredOpenSecondDoor4 = false
|
||||
level:deleteFourLights()
|
||||
|
||||
global.triggeredOpenSecondDoor4Undo = true
|
||||
if(printDebug) then
|
||||
print("openSecondDoor4Undo")
|
||||
end
|
||||
end
|
||||
end
|
@ -1,51 +0,0 @@
|
||||
local global = require( "global" )
|
||||
if(global.triggeredOpenThirdDoor == nil) then
|
||||
global.triggeredOpenThirdDoor = false
|
||||
end
|
||||
if(global.triggeredOpenThirdDoorUndo == nil) then
|
||||
global.triggeredOpenThirdDoorUndo = true
|
||||
end
|
||||
|
||||
function trigger(objectToChange, printDebug)
|
||||
if(global.triggeredOpenThirdDoor == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
local strength = 100
|
||||
local xPos = -172.5
|
||||
local yPos = 33
|
||||
local zPos = 58.5
|
||||
level:moveObject(objectToChange, strength, xPos, yPos, zPos)
|
||||
|
||||
global.triggeredOpenThirdDoorUndo = false
|
||||
|
||||
global.triggeredOpenThirdDoor = true
|
||||
if(printDebug) then
|
||||
print("openThirdDoor")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function triggerUndo(objectToChange, printDebug)
|
||||
if(global.triggeredOpenThirdDoorUndo == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
local strength = 100
|
||||
local xPos = -172.5
|
||||
local yPos = 25
|
||||
local zPos = 58.5
|
||||
level:moveObject(objectToChange, strength, xPos, yPos, zPos)
|
||||
|
||||
global.triggeredOpenThirdDoor = false
|
||||
|
||||
global.triggeredOpenThirdDoorUndo = true
|
||||
if(printDebug) then
|
||||
print("openThirdDoorUndo")
|
||||
end
|
||||
end
|
||||
end
|
@ -1,21 +0,0 @@
|
||||
local global = require( "global" )
|
||||
if(global.triggeredResetBox == nil) then
|
||||
global.triggeredResetBox = false
|
||||
end
|
||||
|
||||
function trigger(objectToChange, printDebug)
|
||||
if(global.triggeredResetBox == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
local x = -101.5
|
||||
local y = 22.5
|
||||
local z =8.5
|
||||
level:forceMove(x, y, z, objectToChange)
|
||||
|
||||
if(printDebug) then
|
||||
print("reset box")
|
||||
end
|
||||
end
|
||||
end
|
@ -1,35 +0,0 @@
|
||||
local global = require( "global" )
|
||||
if(global.triggeredResetPlayer == nil) then
|
||||
global.triggeredResetPlayer = false
|
||||
end
|
||||
|
||||
function trigger(objectToChange, printDebug)
|
||||
if(global.triggeredResetPlayer == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
if(global.triggeredFristCheckpoint == true) then
|
||||
if(global.triggeredOpenFirstDoor == true) then
|
||||
if(global.openedSecondDoor == true) then
|
||||
if(global.triggeredOpenThirdDoor == true) then
|
||||
level:movePlayer(-169.5,21.5,58.5)
|
||||
else
|
||||
level:movePlayer(-78.5,21.75,4.5)
|
||||
end
|
||||
else
|
||||
level:movePlayer(17.5,21.0,87.0)
|
||||
end
|
||||
else
|
||||
level:movePlayer(18.0, 23.0, 145.0)
|
||||
end
|
||||
else
|
||||
level:resetPlayer()
|
||||
end
|
||||
|
||||
if(printDebug) then
|
||||
print("reset player")
|
||||
end
|
||||
end
|
||||
end
|
@ -1,21 +0,0 @@
|
||||
local global = require( "global" )
|
||||
if(global.triggeredSunStart == nil) then
|
||||
global.triggeredSunStart = false
|
||||
end
|
||||
|
||||
function trigger(objectToChange, printDebug)
|
||||
if(global.triggeredSunStart == false) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
local time = os.clock()
|
||||
global.sunStartTime = time
|
||||
global.triggeredSunStart = true
|
||||
level:activateEndgame()
|
||||
if(printDebug) then
|
||||
print("sunStart")
|
||||
end
|
||||
end
|
||||
end
|
@ -1,28 +0,0 @@
|
||||
local global = require( "global" )
|
||||
|
||||
function trigger(objectToChange)
|
||||
if(global.triggeredSunStart) then
|
||||
if(not level) then
|
||||
print("No level found in Lua!")
|
||||
return
|
||||
end
|
||||
|
||||
local maxTimeDiff = 30
|
||||
local timeDiff = os.clock()- global.sunStartTime
|
||||
if(timeDiff > maxTimeDiff)then
|
||||
timeDiff = maxTimeDiff
|
||||
end
|
||||
timeDiff = timeDiff/maxTimeDiff
|
||||
local x = 10
|
||||
local y = -18 + math.sqrt(timeDiff) * 29
|
||||
local z = -8 + timeDiff * 15
|
||||
level:setSunDirection(x,y,z)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--local x = 0.7 + 0.3 * timeDiff
|
||||
--local y = math.sqrt(timeDiff) * 2.2 - 1.5
|
||||
--local z = -0.7 - 0.7 * timeDiff
|
||||
--start 1,-6,-2
|
||||
--ziel 10,10,10
|
@ -1,9 +0,0 @@
|
||||
#version 150
|
||||
|
||||
in vec3 vColor;
|
||||
|
||||
out vec4 oColor;
|
||||
|
||||
void main() {
|
||||
oColor = vec4(vColor, 1.0);
|
||||
}
|
@ -1,13 +0,0 @@
|
||||
#version 150
|
||||
|
||||
uniform mat4 viewProjectionMatrix;
|
||||
|
||||
in vec3 aPosition;
|
||||
in vec3 aColor;
|
||||
|
||||
out vec3 vColor;
|
||||
|
||||
void main() {
|
||||
vColor = aColor;
|
||||
gl_Position = viewProjectionMatrix * vec4(aPosition, 1.0);
|
||||
}
|
@ -1,5 +0,0 @@
|
||||
#version 150
|
||||
|
||||
void main() {
|
||||
gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
#version 150
|
||||
|
||||
in vec3 aPosition;
|
||||
in vec3 aNormal;
|
||||
in vec3 aTexcoord;
|
||||
|
||||
uniform mat4 modelViewProjectionMatrix;
|
||||
|
||||
void main() {
|
||||
gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
|
||||
}
|