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@@ -88,7 +88,7 @@ public: |
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Input::LinkActionToKey(IPT_MESH_ROT_RIGHT, Key::KP6); |
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Input::LinkActionToKey(IPT_MESH_ROT_RIGHT, Key::KP6); |
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Input::LinkActionToKey(IPT_MESH_ROT_UP, Key::KP8); |
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Input::LinkActionToKey(IPT_MESH_ROT_UP, Key::KP8); |
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Input::LinkActionToKey(IPT_MESH_ROT_DOWN, Key::KP5); |
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Input::LinkActionToKey(IPT_MESH_ROT_DOWN, Key::KP5); |
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m_angle = 0; |
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m_angle = 0; |
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//Camera Setup |
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//Camera Setup |
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@@ -166,7 +166,7 @@ public: |
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m_mesh_screen_offset = vec2(.54f, .0f); |
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m_mesh_screen_offset = vec2(.54f, .0f); |
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m_mesh_offset = vec2(-.64f, .07f); |
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m_mesh_offset = vec2(-.64f, .07f); |
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} |
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} |
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virtual void TickGame(float seconds) |
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virtual void TickGame(float seconds) |
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{ |
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{ |
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WorldEntity::TickGame(seconds); |
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WorldEntity::TickGame(seconds); |
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@@ -363,7 +363,7 @@ private: |
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//Move transform damping |
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//Move transform damping |
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vec2 m_mesh_rotation_damp; |
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vec2 m_mesh_rotation_damp; |
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vec2 m_mesh_screen_offset_damp; |
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vec2 m_mesh_screen_offset_damp; |
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vec2 m_mesh_offset_damp; |
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vec2 m_mesh_offset_damp; |
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vec2 m_mesh_rotation; //Meshes rotation |
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vec2 m_mesh_rotation; //Meshes rotation |
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vec2 m_mesh_screen_offset;//Meshes screen offset |
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vec2 m_mesh_screen_offset;//Meshes screen offset |
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@@ -388,7 +388,7 @@ private: |
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mat4 m_fov_compensation; |
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mat4 m_fov_compensation; |
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}; |
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}; |
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//The basic main : |
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//The basic main : |
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int main(int argc, char **argv) |
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int main(int argc, char **argv) |
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{ |
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{ |
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System::Init(argc, argv); |
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System::Init(argc, argv); |
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