70 lines
2.2 KiB
Plaintext
70 lines
2.2 KiB
Plaintext
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// Script assets have changed for v2.3.0 see
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// https://help.yoyogames.com/hc/en-us/articles/360005277377 for more information
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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{
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vertexBuffer = model_load(filePath,vformat);
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//texture = s_mistake;
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try{
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vertex_freeze(vertexBuffer)
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}
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catch(e){
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//log(e);
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//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...");
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}
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//vertex
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tex = sprite_get_texture(texture,0);
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//log(self);
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//log(vertexBuffer);
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x = _x;
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y = _y;
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z = _z;
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xrot = _xrot;
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zrot = _zrot;
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yrot = _yrot;
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scale = _scale;
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//bpy.context.scene.cursor.location
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width = 0;
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height = 0 ;
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array_push(ARTICULATOR.models,self);
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draw = function() {
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//var camera = camera_get_active();
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//var cammat = camera_get_view_mat(camera);
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//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));
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//shader_set(z_tile3d);
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//if(shader_current() != z_translate) {
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// shader_reset();
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// shader_set(z_translate);
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//}
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//shader_set_uniform_f(shader_get_uniform(z_translate,"movement"),x,y,z);
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//shader_set(z_differentnormal)
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matrix_set(matrix_world,matrix_build(x,y,z,xrot,yrot,zrot,scale,scale,scale ))
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vertex_submit(vertexBuffer,pr_trianglelist,tex);
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//shader_reset();
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//shader_reset();
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//shader_reset();
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//log(buffer_read(vertexBuffer,buffer_vbuffer));
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//camera_set_view_mat(camera,cammat);
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//matrix_set(matrix_world,)
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}
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destroy = function() {
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throw "idiot";
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}
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}
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global.cache = {
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load: function(name,vformat){
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if(ds_map_exists(theCache,name)){
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return theCache[?name];
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}
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else{
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var buff = buffer_load(name);
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var vbuff = vertex_create_buffer_from_buffer(buff, vformat);
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theCache[?name] = vbuff;
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return theCache[?name];
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}
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},
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clear: function(){
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ds_map_clear(theCache);
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},
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theCache: ds_map_create(),
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}
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