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171 Commits

Author SHA1 Message Date
Steffen Fündgens
965c3f96f9 still merging... 2014-12-02 13:19:19 +01:00
Steffen Fündgens
4adc1198b8 Merged master and converter 2014-12-02 13:17:33 +01:00
Steffen Fündgens
b6c694b350 Compositions.xml makes sense now 2014-12-02 13:13:20 +01:00
Faerbit
f38ced6603 Moving shader management completely into graphics. 2014-12-01 17:49:59 +01:00
Faerbit
64aeae8143 Removing spammy comments. 2014-12-01 17:44:58 +01:00
Faerbit
8b21495faa Adding namespacing. 2014-12-01 17:40:39 +01:00
Faerbit
be1abf584f Removing useless includes. 2014-12-01 17:40:06 +01:00
Steffen Fündgens
315d5aec04 implemented all methods of the converter class, needs testing 2014-12-01 14:09:55 +01:00
Faerbit
ed889ebd76 Reexporting Block.obj, because normals were missing. 2014-12-01 13:55:47 +01:00
Faerbit
777d33699e Removing backup blender files. 2014-12-01 13:54:10 +01:00
Faerbit
02641d7f1c Adding OBJ-file load messages for easier debugging. 2014-12-01 13:53:01 +01:00
Faerbit
c96d081e3d Do not build GLFW examples and tests. 2014-12-01 13:16:04 +01:00
Faerbit
e1d14c1884 Removing useless includes. 2014-12-01 12:58:04 +01:00
Faerbit
117e3715b4 Updating glfw to version 3.0.4. 2014-12-01 12:53:19 +01:00
Faerbit
27080179e4 Revert "Updating glfw." Code was not ready for release.
This reverts commit 81234ca22a.
2014-12-01 12:44:08 +01:00
Faerbit
043205455f Moving application class to it's own file. 2014-12-01 12:41:19 +01:00
Faerbit
4daf4c8ccf Let member function use it own class and not the global variable. 2014-12-01 12:33:00 +01:00
Faerbit
81234ca22a Updating glfw. 2014-12-01 12:32:04 +01:00
Faerbit
8317188314 Removing big textures as they are not needed. 2014-11-29 02:06:46 +01:00
Faerbit
139945614b Merge branch 'master' of github.com:Faerbit/swp 2014-11-29 01:37:38 +01:00
Faerbit
f3f870c2d1 Removing useless files. 2014-11-29 01:36:59 +01:00
Jasper
edb17a9e67 Merge branch 'master' of github.com:Faerbit/swp 2014-11-28 17:07:54 +01:00
Steffen Fündgens
9f1a931b0b added example Compositions.xml, implemented most of newComposition() method 2014-11-28 17:05:49 +01:00
Jasper
91de258030 Reduced memory usage of trianglemesh 2014-11-28 17:01:56 +01:00
Faerbit
c5abdba83e Added skydome blender file. 2014-11-28 16:49:28 +01:00
Faerbit
869e1ed415 Moved Blenderfiles out of Levels because of packaging. 2014-11-28 16:47:35 +01:00
Jasper
59bb4a91a7 Merge branch 'master' of github.com:Faerbit/swp 2014-11-28 16:46:44 +01:00
Jasper
ad61969176 Added basic Triangle Mesh, pending reading out of .obj and then testing. 2014-11-28 16:46:35 +01:00
sfroitzheim
414da9ba7e Added switch models and textures in 2 seperate parts (switchInner is the movable object - size may needs to be changed in the future) 2014-11-28 16:38:55 +01:00
sfroitzheim
150a556c22 Added all blender files (except marble, as I don't have the newest and smoothed version) 2014-11-28 16:31:50 +01:00
sfroitzheim
00cdbe4c5e Fixed origin of block. 2014-11-28 15:28:03 +01:00
Jasper
594f336204 Added a constraint for distances, as such a constraint did not exist in bullet.Why, IDK. 2014-11-28 13:52:03 +01:00
Jasper
9d39bec46f Multiple objects now working, for exact implimentation check level.cc and comment in physics.hh. Additionally multiple comments have been added to physics.hh to support the use of these functions 2014-11-28 12:06:17 +01:00
Faerbit
d58147a935 You can render objects with multiple shaders now. 2014-11-28 00:17:56 +01:00
Faerbit
4881367004 Adding run.sh script 2014-11-27 23:58:33 +01:00
Faerbit
6a05ec47dd Changing paramter order. 2014-11-27 22:02:25 +01:00
Faerbit
6bb0974c67 Specifying upload path. 2014-11-27 21:53:22 +01:00
Faerbit
6a82bf122c Fixing script not in PATH. 2014-11-27 21:45:19 +01:00
Faerbit
c63382ba29 Fixing stupid mistake. 2014-11-27 21:38:10 +01:00
Faerbit
215b37f15e Changing file hoster once again to dropbox. 2014-11-27 21:37:09 +01:00
Faerbit
fab8665424 Adding module to plowshare. 2014-11-27 13:32:51 +01:00
Faerbit
b9b2f5769e Fixing yaml formatting. 2014-11-27 13:25:18 +01:00
Faerbit
50c08d79ec Changing how plowshare is installed. 2014-11-27 13:24:39 +01:00
Faerbit
60ff3452ca Adding -y to apt-get. 2014-11-27 13:20:18 +01:00
Faerbit
65eba6a97a Changing upload target to mediafire and upload tool to plowshare because megacmd sucks. 2014-11-27 13:19:02 +01:00
Faerbit
b57b559748 Reverting to upload instead of sync, because sync looks really broken. 2014-11-27 12:55:41 +01:00
Faerbit
ca4ccaef10 Syncing files instead of forcing them to mega. 2014-11-27 12:36:30 +01:00
Faerbit
6f44ea1416 Always uploading Windows build. 2014-11-27 12:09:45 +01:00
Faerbit
cc6818cd65 Adding zip. 2014-11-27 05:40:53 +01:00
Faerbit
2a99eb16d5 Should fix weird bug with CMake. 2014-11-27 05:35:45 +01:00
Faerbit
6af0dcc427 Adding missing paramter. 2014-11-27 05:31:54 +01:00
Faerbit
1dc99cdf39 Upgrading docker image to newest version. 2014-11-27 05:31:17 +01:00
Faerbit
79e8f777b3 Trying compilation on circle with docker. 2014-11-27 05:27:19 +01:00
Faerbit
76745a1da8 Adding dockerfile. 2014-11-27 05:18:40 +01:00
Faerbit
90630c7ab6 Fixing another syntax error. 2014-11-27 00:41:21 +01:00
Faerbit
afdaa05d27 Fixing syntax. 2014-11-27 00:40:46 +01:00
Faerbit
3621592e4c Added spaces. 2014-11-27 00:32:44 +01:00
Faerbit
a49c023305 Check if windows build exists before trying to do anything with it. 2014-11-27 00:23:51 +01:00
Faerbit
c6a330f35a Do not suppress output of apt-get anymore. 2014-11-27 00:16:17 +01:00
Faerbit
bdee3a0740 Only copy linux builds to artifacts. 2014-11-27 00:14:56 +01:00
Faerbit
6ef713107e Changing root path. 2014-11-26 23:57:33 +01:00
Faerbit
98d0e955e8 Try building linux first. 2014-11-26 23:49:40 +01:00
Faerbit
6b80e179f4 Another try at cross compilation on circle. 2014-11-26 23:46:21 +01:00
Faerbit
b3c285b4c2 Another try at cross compilation on circle. 2014-11-26 23:44:09 +01:00
Faerbit
e2dd7724ac Trying without C++ 11. 2014-11-26 23:29:41 +01:00
Faerbit
4335eeb00e Adding binutils. 2014-11-26 23:09:04 +01:00
Faerbit
8d6483877b Changing dependencies. 2014-11-26 23:06:51 +01:00
Faerbit
99280607e1 Adding 64 bit compiler. 2014-11-26 23:05:01 +01:00
Faerbit
d31e50cfa8 Enabling error message. 2014-11-26 23:02:55 +01:00
Faerbit
24c149b656 Another try at cross compilation on circle. 2014-11-26 23:02:01 +01:00
Faerbit
fe4563e1d0 Forgot one windows thing. 2014-11-26 01:58:58 +01:00
Faerbit
ae18362112 Removing travis.yml because it is useless. 2014-11-26 01:54:00 +01:00
Faerbit
45ccc55786 Deactivating Windows build for now. 2014-11-26 01:53:37 +01:00
Faerbit
35012faeec Another try at cross compilation on circle. 2014-11-26 01:45:24 +01:00
Faerbit
f17a9d4374 Another try at cross compilation on circle. 2014-11-26 01:39:45 +01:00
Faerbit
cdfc6fa94a Another try at cross compilation on circle. 2014-11-26 00:56:16 +01:00
Faerbit
c6c9c83eb7 Testing out cross compilation on circle. 2014-11-26 00:43:52 +01:00
Faerbit
1af78cb6e5 Replaced cmake wrapper with own options. 2014-11-26 00:39:54 +01:00
Faerbit
3504e10102 Made Mega upload optional. 2014-11-26 00:39:26 +01:00
Faerbit
28c2347594 Do not recreate zip file everytime. 2014-11-26 00:39:03 +01:00
Faerbit
e4734ae34a Another try at Mega deployment. 2014-11-25 22:08:51 +01:00
Faerbit
ef80d0124a Another try at Mega deployment. 2014-11-25 22:07:28 +01:00
Faerbit
79440e2edd Limiting circle builds to master branch. 2014-11-25 22:06:55 +01:00
Faerbit
96c3ea4aac Another try at Mega deployment. 2014-11-25 22:03:32 +01:00
Faerbit
3c2ce439e5 Another try at Circle Artifacts. 2014-11-25 21:54:53 +01:00
Faerbit
bed712f669 Trying Circle Artifacts. 2014-11-25 21:53:00 +01:00
Faerbit
b6c8c7ed57 Configuring mega upload. 2014-11-25 21:46:37 +01:00
Faerbit
dd1705b023 Another try at mega deployment. 2014-11-25 21:33:28 +01:00
Faerbit
d524787cb7 Trying out deployment to Mega. 2014-11-25 21:30:57 +01:00
Faerbit
e5c30e464f Speeding up build on circle. 2014-11-25 21:21:13 +01:00
Faerbit
6b00de67f5 Fixing typo. 2014-11-25 21:11:05 +01:00
Faerbit
6a593eb319 Adding a few dependencies to circle.yml. 2014-11-25 21:10:18 +01:00
Faerbit
a5694e0e8c Adding circle.yml to test Circle CI. 2014-11-25 21:01:11 +01:00
Faerbit
2de9c38ce7 Changed how windows focus is handled. 2014-11-25 16:01:13 +01:00
Faerbit
7431d0d63e Changed fog functions a little bit more. Looks nice enough. 2014-11-25 13:54:00 +01:00
Steffen Fündgens
6b904894c6 skeleton runs now, only xml read/write missing 2014-11-25 13:51:25 +01:00
Faerbit
7736e7850f Removing global variables from physics, because they are not needed. 2014-11-25 13:38:28 +01:00
Faerbit
4161ae0ec4 Changed fog function from exp to linear. 2014-11-25 13:24:02 +01:00
Faerbit
b0ed3c467f Ignoring another error in bullet. 2014-11-24 20:51:17 +01:00
Faerbit
78de14907a More convenience. 2014-11-24 19:54:13 +01:00
Faerbit
2bf6eb667c Added support for ninja build system and fixed uploading to Mega. 2014-11-24 15:59:59 +01:00
Faerbit
8245e0782e Added package script. 2014-11-24 15:12:18 +01:00
Steffen Fündgens
7bf1d8eed4 converter now takes the Level to convert as input 2014-11-24 13:21:52 +01:00
Steffen Fündgens
9b5426a6af added tinyxml2 for xml conversion 2014-11-24 13:03:55 +01:00
Faerbit
823da599f3 Starting another travis try. 2014-11-24 02:29:40 +01:00
Faerbit
71cb8300bd Enabling cross compiling if supported by the current system. 2014-11-24 02:10:25 +01:00
Faerbit
1cc47fa4ab Changed build script a bit. 2014-11-24 01:53:29 +01:00
Faerbit
97aeb6c965 Changing vector of objects to vector of pointer of objects for clearer construnction. 2014-11-23 00:59:54 +01:00
Faerbit
ed44f71b8c Replacing skybox attribute with skydome. 2014-11-23 00:57:16 +01:00
Faerbit
3a9a04d4d6 Changed skybox to skydome. 2014-11-22 00:39:58 +01:00
Jasper
59796882e4 Merge branch 'master' of https://github.com/Faerbit/swp 2014-11-21 16:22:50 +01:00
Jasper
3d936df227 Put Box In Level 2014-11-21 16:22:36 +01:00
Steffen Fündgens
3be8d78e1a now ignoring files with ~ 2014-11-21 16:09:45 +01:00
Steffen Fündgens
0105a74b5a Now ignoreing files with ~. 2014-11-21 16:08:03 +01:00
Steffen Fündgens
c65a745603 Modifying CMakes files to get convert to compile. 2014-11-21 16:07:13 +01:00
Steffen Fündgens
86c11e339e created skeletal implementation of png to xml converter 2014-11-21 15:43:27 +01:00
Jasper
fa60d52676 Modified adders in physics to no longer accept float x,y,z but entity/object instead. 2014-11-21 12:56:30 +01:00
Jasper
3c0deb232f added box in physics 2014-11-21 12:50:11 +01:00
Jasper
263f59f000 Normalized body movement (still has float strength to change magnitude) 2014-11-21 12:31:29 +01:00
Faerbit
1006f1cbc9 Improved fog a little bit. 2014-11-21 02:46:02 +01:00
Faerbit
c47ed4646d Added skybox and refined fog a bit. Fog still needs a lot of work. 2014-11-21 02:38:03 +01:00
Faerbit
b74e56fe7d Fixing typo to allow cross compilation. 2014-11-20 23:25:52 +01:00
Faerbit
3a677c31da Removing travis.yml again because it doesn't work. 2014-11-20 21:19:07 +01:00
Faerbit
788110aaf1 Fixing sed command. 2014-11-20 21:16:51 +01:00
Faerbit
6f59b1fb59 Now using standard Makefiles instead of Ninja. 2014-11-20 21:15:02 +01:00
Faerbit
7bda59920b Fixing installation of ninja again. 2014-11-20 21:08:29 +01:00
Faerbit
4af197d74b Fixing installation of ninja. 2014-11-20 21:05:15 +01:00
Faerbit
15a540e3c9 Adding .travis.yml for CI. 2014-11-20 21:02:58 +01:00
Faerbit
eadc819f80 Removing useless files. 2014-11-20 20:42:40 +01:00
Faerbit
b12b917a44 Implemented simple fog. 2014-11-19 01:58:48 +01:00
Faerbit
faf548d3ee Now using built-in exp function. 2014-11-19 01:58:25 +01:00
Faerbit
7d0cf9fca2 Added getCameraPosition to Level because it is used very often. 2014-11-19 01:57:38 +01:00
Faerbit
49dfdff413 Changing a few lighting paramters for testing. 2014-11-19 00:59:48 +01:00
Faerbit
a8b6463674 Changing how the intensity is calculated. 2014-11-19 00:59:33 +01:00
Faerbit
9576a40af6 Moving far plane a bit further. 2014-11-19 00:59:02 +01:00
Faerbit
8968750015 Clamping diffuse color for more realistic lighting. 2014-11-19 00:46:51 +01:00
Faerbit
715301552a Removing angular(Velocity) from object class as it is not needed there. 2014-11-18 19:57:58 +01:00
Faerbit
2638b43b44 Resized large textures to one third of their size. 2014-11-18 19:39:44 +01:00
Steffen Fündgens
5a92765518 changed terrain normals to consider 8 vertices, looks the same 2014-11-18 13:09:55 +01:00
Faerbit
6a8182ab8d Reexported objects and enabled smooth shading. 2014-11-17 22:03:28 +01:00
Jasper
c54d6cf874 Merge branch 'master' of renault.informatik.rwth-aachen.de:/data/git-repository/students/swpp-ws-14-15/swpp-ws-14-15-c
Conflicts:
	terrain.cc
	terrain.hh
2014-11-17 18:59:00 +01:00
Jasper
95627d31ae Merge branch 'master' of https://github.com/Faerbit/swp 2014-11-17 18:54:44 +01:00
Jasper
10f51db60f fixed terrain offset 2014-11-17 18:54:19 +01:00
Fabian Klemp
8a9d026aa5 Removing useless stuff. 2014-11-17 18:40:54 +01:00
sfroitzheim
c403814cd6 Merge branch 'master' of https://github.com/Faerbit/swp 2014-11-17 18:31:48 +01:00
sfroitzheim
c58e4d01b1 Changing marble model. 2014-11-17 18:31:22 +01:00
Fabian Klemp
9611c9ef08 Changing sand texture to a seamless sand texture. 2014-11-17 18:18:57 +01:00
Fabian Klemp
5533d4e4ba Removing update of the light at the center of the marble. 2014-11-17 18:18:15 +01:00
Fabian Klemp
9fc515ec24 Removing light at the center of the marble. 2014-11-17 18:16:27 +01:00
Fabian Klemp
ca3928e232 Added directional lighting. 2014-11-17 17:51:15 +01:00
Fabian Klemp
39b1ee85b0 Added emtpy constructor. 2014-11-17 17:50:06 +01:00
Fabian Klemp
94b12ae614 Removed rotation paramter from Light constructor as it is not used. 2014-11-17 16:54:17 +01:00
Fabian Klemp
6f89c406f1 Merge branch 'master' of github.com:Faerbit/swp 2014-11-17 16:31:04 +01:00
Fabian Klemp
d11a2820d6 Changing a few spawning values. 2014-11-17 16:31:01 +01:00
Jasper
d4e38b7a41 Merge branch 'master' of https://github.com/Faerbit/swp 2014-11-17 16:29:10 +01:00
Jasper
dbce8c229f getting the sizes juuuuuuuust right 2014-11-17 16:28:31 +01:00
Fabian Klemp
c22ae2c244 Merge branch 'master' of github.com:Faerbit/swp 2014-11-17 16:16:13 +01:00
Fabian Klemp
3086f98ecd Added alpha shading. 2014-11-17 16:15:56 +01:00
Jasper
bcb594c4cf ich bin dumb 2014-11-17 16:14:01 +01:00
Jasper
429223a08e merged level.cc 2014-11-17 16:11:39 +01:00
Jasper
abe9513aa3 further improving physics and interaction 2014-11-17 16:07:40 +01:00
sfroitzheim
8f64f75b67 Merge branch 'master' of https://github.com/Faerbit/swp 2014-11-17 15:44:31 +01:00
Fabian Klemp
29f24d6f05 Adding column and block ruins. 2014-11-17 15:29:38 +01:00
Fabian Klemp
f6b2bd776a Added light in the middle of the marble. 2014-11-17 15:19:36 +01:00
Fabian Klemp
6f7486b3f8 Fixed normals. 2014-11-17 15:19:19 +01:00
Fabian Klemp
4dc7897f8c Removed middle Ring. 2014-11-17 15:04:59 +01:00
Fabian Klemp
48691338ba Basic Marble Model with Textures added. 2014-11-17 14:38:35 +01:00
Fabian Klemp
0b7f8e95d3 Adding torch. 2014-11-17 14:23:23 +01:00
Jasper
a77ed38625 Merge branch 'master' of https://github.com/Faerbit/swp 2014-11-17 13:36:35 +01:00
Steffen Fündgens
0c4184477b Merge branch 'master' of github.com:Faerbit/swp 2014-11-17 13:36:09 +01:00
Steffen Fündgens
29f4cf6279 Reorganizing file structure. 2014-11-17 13:36:05 +01:00
410 changed files with 33888 additions and 103346 deletions

8
.gitignore vendored
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@ -1,12 +1,8 @@
binaries
build
/Makefile
Makefile
CMakeLists.txt.user
*.cbp
*~
*.zip
*.db
*.blend1
*.swp
*.pyc
*.o

Binary file not shown.

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@ -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})

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@ -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

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@ -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 © 19942015 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
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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
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LICENSE
CGTextures offers photographs of materials ("Textures") on its website
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All terms and conditions in this License apply to both groups of Textures. All
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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
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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
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@ -0,0 +1,721 @@
# Blender v2.72 (sub 0) OBJ File: 'ruins_block.blend'
# www.blender.org
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# Blender v2.72 (sub 0) OBJ File: 'switch_inner.blend'
# www.blender.org
mtllib switch_inner.mtl
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View File

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# Blender v2.72 (sub 0) OBJ File: 'switch_outer.blend'
# www.blender.org
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View File

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# Blender v2.71 (sub 0) OBJ File: 'torch.blend'
# www.blender.org
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vt 0.944606 0.405398
vt 0.910133 0.439871
vt 0.869598 0.466956
vt 0.824557 0.485613
vt 0.776743 0.495124
vt 0.727992 0.495124
vt 0.680177 0.485613
vt 0.156399 0.309855
vt 0.318618 0.102002
vt 0.545660 0.520522
vt 0.564085 0.508211
vt 0.584558 0.499731
vt 0.606292 0.495408
vt 0.628452 0.495407
vt 0.650186 0.499730
vt 0.670659 0.508211
vt 0.689084 0.520522
vt 0.704753 0.536191
vt 0.717065 0.554616
vt 0.725545 0.575089
vt 0.729868 0.596823
vt 0.729868 0.618983
vt 0.725545 0.640717
vt 0.717065 0.661190
vt 0.704754 0.679615
vt 0.689084 0.695284
vt 0.670659 0.707596
vt 0.650185 0.716076
vt 0.628452 0.720399
vt 0.606292 0.720399
vt 0.584558 0.716076
vt 0.564085 0.707595
vt 0.545660 0.695284
vt 0.529990 0.679615
vt 0.517679 0.661190
vt 0.509199 0.640717
vt 0.504876 0.618983
vt 0.504876 0.596824
vt 0.509199 0.575090
vt 0.517679 0.554617
vt 0.529991 0.536192
vn 0.097900 -0.051900 -0.993800
vn 0.289900 -0.051900 -0.955700
vn 0.470800 -0.051900 -0.880700
vn 0.633500 -0.051900 -0.772000
vn 0.772000 -0.051900 -0.633500
vn 0.880700 -0.051900 -0.470800
vn 0.955700 -0.051900 -0.289900
vn 0.993800 -0.051900 -0.097900
vn 0.993800 -0.051900 0.097900
vn 0.955700 -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 0.289900 -0.051900 0.955700
vn 0.097900 -0.051900 0.993800
vn -0.097900 -0.051900 0.993800
vn -0.289900 -0.051900 0.955600
vn -0.470800 -0.051900 0.880700
vn -0.633500 -0.051900 0.772000
vn -0.772000 -0.051900 0.633500
vn -0.880700 -0.051900 0.470800
vn -0.955700 -0.051900 0.289900
vn -0.993800 -0.051900 0.097900
vn -0.993800 -0.051900 -0.097900
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
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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
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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

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@ -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>

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Levels/heightmapLvlTest.png Normal file

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@ -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
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@ -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
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@ -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
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@ -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
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@ -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

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@ -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

View File

@ -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

View File

@ -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

View File

@ -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 /

View File

@ -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})

View File

@ -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);
}
}
*/

View File

@ -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

File diff suppressed because it is too large Load Diff

1702
converter/lodepng.hh Normal file

File diff suppressed because it is too large Load Diff

View 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
View File

0
extern/tinyxml/tinyxml2.hh → converter/tinyxml2.hh Normal file → Executable file
View File

View 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. -->
<shadowCubeSize>512</shadowCubeSize>
<farPlane>150.0</farPlane>
<maxShadowRenderCount>3</maxShadowRenderCount>
<!-- The following stuff is used to configure the application.
Do not change unless you know what you are doing. -->
<compositionsPath>data/levels/Compositions.xml</compositionsPath>
<shaderPath>data/shader/</shaderPath>
<geometryPath>data/geometry/</geometryPath>
<texturePath>data/textures/</texturePath>
<scriptPath>data/levels/scripts/</scriptPath>
<heightmapPath>data/levels/</heightmapPath>
<levelXmlPath>data/levels/</levelXmlPath>
<levelXML>Level1.xml</levelXML>
<!-- must be located in the textures directory -->
<loadingScreen>
<screenPath>loadingscreen.png</screenPath>
<screenContinuePath>loadingscreenContinue.png</screenContinuePath>
</loadingScreen>

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,298 +0,0 @@
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# www.blender.org
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f 15/18/16 16/17/15 18/19/17 17/20/18
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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
f 31/36/32 32/35/31 34/37/33 33/38/34
f 33/38/34 34/37/33 36/39/35 35/40/36
f 35/40/36 36/39/35 38/41/37 37/42/38
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View File

@ -1,39 +0,0 @@
# Blender v2.73 (sub 0) OBJ File: 'exit.blend'
# www.blender.org
o Plane
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View File

@ -1,52 +0,0 @@
# Blender v2.72 (sub 0) OBJ File: ''
# www.blender.org
o Wall_Cube.000
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f 2/13/5 5/14/5 6/15/5
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View File

@ -1,41 +0,0 @@
# Blender v2.72 (sub 0) OBJ File: 'hint.blend'
# www.blender.org
o Plane
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f 5/6/3 6/4/3 2/7/3
f 7/2/4 5/6/4 1/8/4
f 4/5/1 8/1/1 3/3/1
f 2/7/2 6/4/2 4/5/2
f 1/8/3 5/6/3 2/7/3
f 3/3/4 7/2/4 1/8/4
f 3/9/5 2/1/5 4/10/5
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File diff suppressed because it is too large Load Diff

View File

@ -1,54 +0,0 @@
# Blender v2.72 (sub 0) OBJ File: 'movableBlock.blend'
# www.blender.org
o Cube_Cube.001
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View File

@ -1,101 +0,0 @@
# Blender v2.72 (sub 0) OBJ File: 'switch_outer.blend'
# www.blender.org
o switch_Cube
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View File

@ -1 +0,0 @@
*Backup*

View File

@ -1,903 +0,0 @@
<!-- Rotations around the three axes are given in degrees.
The objects are first rotated around the z-, then y- and then x-axis. -->
<!-- Marble: Do not change!(except for mass)-->
<composition>
<typeID>20</typeID>
<ignoreHeightmap>false</ignoreHeightmap>
<crossesChunks>true</crossesChunks>
<object>
<modelPath>marbleSmooth.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>1.0</scale>
<mass>11.0</mass>
</object>
</composition>
<!-- Block -->
<composition>
<typeID>40</typeID>
<ignoreHeightmap>false</ignoreHeightmap>
<crossesChunks>true</crossesChunks>
<object>
<modelPath>block.obj</modelPath>
<xOffset>0.0</xOffset>
<yOffset>1.0</yOffset>
<zOffset>0.0</zOffset>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>1.5</scale>
<mass>15.0</mass>
</object>
</composition>
<!-- Column -->
<composition>
<typeID>60</typeID>
<ignoreHeightmap>false</ignoreHeightmap>
<crossesChunks>false</crossesChunks>
<object>
<modelPath>column.obj</modelPath>
<xOffset>0.0</xOffset>
<yOffset>1.1</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>
</composition>
<!-- Torch with Lightsource -->
<composition>
<typeID>80</typeID>
<ignoreHeightmap>false</ignoreHeightmap>
<crossesChunks>false</crossesChunks>
<object>
<modelPath>torch.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>1.0</scale>
<mass>0.0</mass>
</object>
<light>
<xOffset>0.0</xOffset>
<yOffset>3</yOffset>
<zOffset>0.0</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>
</composition>
<!-- hinttorch -->
<composition>
<typeID>81</typeID>
<ignoreHeightmap>false</ignoreHeightmap>
<crossesChunks>false</crossesChunks>
<object>
<modelPath>torch.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>1.0</scale>
<mass>0.0</mass>
</object>
<light>
<xOffset>0.0</xOffset>
<yOffset>3</yOffset>
<zOffset>0.0</zOffset>
<rColour>0.2</rColour>
<gColour>0.9</gColour>
<bColour>0</bColour>
<intensity>10.0</intensity>
<flameOffset>-0.5</flameOffset>
<flameHeight>1.0</flameHeight>
<flameWidth>1.0</flameWidth>
</light>
</composition>
<!-- Lightsource -->
<composition>
<typeID>85</typeID>
<ignoreHeightmap>false</ignoreHeightmap>
<light>
<xOffset>0.0</xOffset>
<yOffset>1.0</yOffset>
<zOffset>0.0</zOffset>
<rColour>1.0</rColour>
<gColour>1.0</gColour>
<bColour>1.0</bColour>
<intensity>4.0</intensity>
</light>
</composition>
<!-- Block on 2 Pillars -->
<composition>
<typeID>100</typeID>
<ignoreHeightmap>false</ignoreHeightmap>
<crossesChunks>false</crossesChunks>
<object>
<modelPath>column.obj</modelPath>
<xOffset>0.0</xOffset>
<yOffset>2.1</yOffset>
<zOffset>0.0</zOffset>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>1.0</scale>
<mass>10.0</mass>
</object>
<object>
<modelPath>column.obj</modelPath>
<xOffset>3.0</xOffset>
<yOffset>2.1</yOffset>
<zOffset>0.0</zOffset>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>1.0</scale>
<mass>10.0</mass>
</object>
<object>
<modelPath>block.obj</modelPath>
<xOffset>1.5</xOffset>
<yOffset>4.2</yOffset>
<zOffset>0.0</zOffset>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>1.0</scale>
<mass>15.0</mass>
</object>
</composition>
<!-- Switch -->
<composition>
<typeID>120</typeID>
<ignoreHeightmap>false</ignoreHeightmap>
<crossesChunks>false</crossesChunks>
<object>
<modelPath>switchInner.obj</modelPath>
<xOffset>0.0</xOffset>
<yOffset>0.5</yOffset>
<zOffset>0.0</zOffset>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>1.044</scale>
<mass>0.5</mass>
</object>
<object>
<modelPath>switchOuter.obj</modelPath>
<xOffset>0.0</xOffset>
<yOffset>-1</yOffset>
<zOffset>0.0</zOffset>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>1.0</scale>
<mass>1.0</mass>
</object>
<object>
<modelPath>switchOuterBox</modelPath>
<xOffset>0.0</xOffset>
<yOffset>-1</yOffset>
<zOffset>1.105</zOffset>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>1.0</scale>
<mass>0.0</mass>
</object>
<object>
<modelPath>switchOuterBox</modelPath>
<xOffset>0.0</xOffset>
<yOffset>-1</yOffset>
<zOffset>-1.105</zOffset>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>1.0</scale>
<mass>0.0</mass>
</object>
<object>
<modelPath>switchOuterBox</modelPath>
<xOffset>1.105</xOffset>
<yOffset>-1</yOffset>
<zOffset>0.0</zOffset>
<xRot>0.0</xRot>
<yRot>90.0</yRot>
<zRot>0.0</zRot>
<scale>1.0</scale>
<mass>0.0</mass>
</object>
<object>
<modelPath>switchOuterBox</modelPath>
<xOffset>-1.105</xOffset>
<yOffset>-1</yOffset>
<zOffset>0.0</zOffset>
<xRot>0.0</xRot>
<yRot>90.0</yRot>
<zRot>0.0</zRot>
<scale>1.0</scale>
<mass>0.0</mass>
</object>
<object>
<modelPath>switchOuterBox</modelPath>
<xOffset>0.0</xOffset>
<yOffset>-2.105</yOffset>
<zOffset>0.0</zOffset>
<xRot>90.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>1.0</scale>
<mass>0.0</mass>
</object>
</composition>
<!-- Bridge Block -->
<composition>
<typeID>140</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>90.0</yRot>
<zRot>0.0</zRot>
<scale>1.5</scale>
<mass>0.0</mass>
</object>
</composition>
<!-- Rotated Bridge Block -->
<composition>
<typeID>141</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>
</composition>
<!-- Bridge Block on Pillar-->
<composition>
<typeID>160</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>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>
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<objectData>
<modelPath>movableBlock.obj</modelPath>
<texturePath>cgtextures/movableBlockTexture.png</texturePath>
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<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
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<physicType>Box</physicType>
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<dampningA>0.5</dampningA>
<renderable>true</renderable>
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<objectData>
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<texturePath>cgtextures/brazierTexture.png</texturePath>
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<specularFactor>0.4</specularFactor>
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<physicType>TriangleMesh</physicType>
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<dampningA>0.5</dampningA>
<renderable>true</renderable>
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<objectData>
<modelPath>hint.obj</modelPath>
<texturePath>hintTexture2.png</texturePath>
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<physicType>TriangleMesh</physicType>
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<renderable>true</renderable>
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<objectData>
<modelPath>exit.obj</modelPath>
<texturePath>cgtextures/exitTexture.png</texturePath>
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<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>

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@ -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

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@ -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

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@ -1,3 +0,0 @@
--global variable space
local global = {}
return global

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -1,9 +0,0 @@
#version 150
in vec3 vColor;
out vec4 oColor;
void main() {
oColor = vec4(vColor, 1.0);
}

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@ -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);
}

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@ -1,5 +0,0 @@
#version 150
void main() {
gl_FragDepth = gl_FragCoord.z;
}

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@ -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);
}

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