#include "Object.h" #include "OysterMath.h" #include "DllInterfaces\GFXAPI.h" using namespace GameLogic; using namespace Oyster::Math; using namespace Oyster::Graphics::Model; using namespace Utility::DynamicMemory; Object::Object(void) { <<<<<<< HEAD model = new Oyster::Graphics::Model::Model(); model = Oyster::Graphics::API::CreateModel(L"bth.obj"); model->WorldMatrix *= 0.1f; model->WorldMatrix.m44 = 1.0f; ======= model = new Model(); model = Oyster::Graphics::API::CreateModel(L"bth.obj"); /*struct float4 { float x,y,z,w; }; float4 mesh[] = { {-1.0f,1.0f,0.0f,1.0f}, {1.0f,1.0f,0.0f,1.0f}, {1.0f,-1.0f,0.0f,1.0f}, }; Oyster::Graphics::Buffer::BUFFER_INIT_DESC desc; desc.ElementSize= sizeof(float4); desc.NumElements = 3; desc.InitData=mesh; desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::VERTEX_BUFFER; desc.Usage = Oyster::Graphics::Buffer::BUFFER_USAGE::BUFFER_USAGE_IMMUTABLE; Oyster::Graphics::Buffer *b = new Oyster::Graphics::Buffer(); b->Init(desc); ModelInfo* modelInfo = new ModelInfo(); modelInfo->Vertices = *b; modelInfo->Indexed = false; modelInfo->VertexCount = 3; Float4x4 matrix = Float4x4::identity; model->World = &matrix; model->info = modelInfo; model->Visible = true;*/ >>>>>>> 01515a4d2d309cfebf4e3dab3ad68787f93050e1 } Object::~Object(void) { <<<<<<< HEAD ======= //SAFE_DELETE(model->info); Oyster::Graphics::API::DeleteModel(model); >>>>>>> 01515a4d2d309cfebf4e3dab3ad68787f93050e1 } Model* Object::Render() { <<<<<<< HEAD Oyster::Graphics::API::RenderScene(model,1); } void Object::Update() { //dummy implementation that will be overloaded if the other class implements it in a different way ======= //model->info->Vertices.Apply(0); this->rigidBody->GetOrientation(model->WorldMatrix); return model; >>>>>>> 01515a4d2d309cfebf4e3dab3ad68787f93050e1 } Object::OBJECT_TYPE Object::GetType() { return this->type; }