eastern-flames/eastern flames/scripts/Model/Model.gml

70 lines
2.2 KiB
Plaintext
Raw Permalink Normal View History

2022-08-19 01:03:51 +00:00
// Script assets have changed for v2.3.0 see
// https://help.yoyogames.com/hc/en-us/articles/360005277377 for more information
function Model(filePath, texture, vformat = vertex_format_create_simple(true,true,true,false), _x = 0, _y = 0, _z = 0, _scale = 1,_xrot = 0, _yrot = 0, _zrot = 0,loopdist=0) constructor{
vertexBuffer = model_load(filePath,vformat);
//texture = s_mistake;
try{
vertex_freeze(vertexBuffer)
}
catch(e){
//log(e);
//log("this error is probably fine, its caused by trying to freeze an already frozen vertex buffer, but gamemaker has no way to check if a buffer is already frozen...");
}
//vertex
tex = sprite_get_texture(texture,0);
//log(self);
//log(vertexBuffer);
x = _x;
y = _y;
z = _z;
xrot = _xrot;
zrot = _zrot;
yrot = _yrot;
scale = _scale;
//bpy.context.scene.cursor.location
width = 0;
height = 0 ;
array_push(ARTICULATOR.models,self);
draw = function() {
//var camera = camera_get_active();
//var cammat = camera_get_view_mat(camera);
//camera_set_view_mat(camera,matrix_build_lookat(global.camerax-x,global.cameray-y,global.cameraz-z,global.camerax +cos(o_3dmanager.mousex/100),global.cameray +sin(o_3dmanager.mousex/100),global.cameraz+sin(o_3dmanager.mousey/100),0,0,1));
//shader_set(z_tile3d);
//if(shader_current() != z_translate) {
// shader_reset();
// shader_set(z_translate);
//}
//shader_set_uniform_f(shader_get_uniform(z_translate,"movement"),x,y,z);
//shader_set(z_differentnormal)
matrix_set(matrix_world,matrix_build(x,y,z,xrot,yrot,zrot,scale,scale,scale ))
vertex_submit(vertexBuffer,pr_trianglelist,tex);
//shader_reset();
//shader_reset();
//shader_reset();
//log(buffer_read(vertexBuffer,buffer_vbuffer));
//camera_set_view_mat(camera,cammat);
//matrix_set(matrix_world,)
}
destroy = function() {
throw "idiot";
}
}
global.cache = {
load: function(name,vformat){
if(ds_map_exists(theCache,name)){
return theCache[?name];
}
else{
var buff = buffer_load(name);
var vbuff = vertex_create_buffer_from_buffer(buff, vformat);
theCache[?name] = vbuff;
return theCache[?name];
}
},
clear: function(){
ds_map_clear(theCache);
},
theCache: ds_map_create(),
}