staffmodel.CalculateNormals(1);
}
-void Weapon::DoStuff(int i)
+void Weapon::doStuff(int i)
{
static int whichpatchx, whichpatchz, whichhit;
static XYZ start, end, colpoint, normalrot, footvel, footpoint;
if (whichhit != -1) {
hitsomething = 1;
closestdistance = -1;
- closestswordpoint = colpoint; //(position+tippoint)/2;
- point[0] = DoRotation(Object::objects[k]->model.vertex[Object::objects[k]->model.Triangles[whichhit].vertex[0]], 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
- point[1] = DoRotation(Object::objects[k]->model.vertex[Object::objects[k]->model.Triangles[whichhit].vertex[1]], 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
- point[2] = DoRotation(Object::objects[k]->model.vertex[Object::objects[k]->model.Triangles[whichhit].vertex[2]], 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
+ closestswordpoint = colpoint;
+ point[0] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 0), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
+ point[1] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 1), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
+ point[2] = DoRotation(Object::objects[k]->model.getTriangleVertex(whichhit, 2), 0, Object::objects[k]->yaw, 0) + Object::objects[k]->position;
if (DistancePointLine(&closestswordpoint, &point[0], &point[1], &distance, &colpoint )) {
if (distance < closestdistance || closestdistance == -1) {
closestpoint = colpoint;
//Move
int i = 0;
for (std::vector<Weapon>::iterator weapon = begin(); weapon != end(); ++weapon) {
- weapon->DoStuff(i++);
+ weapon->doStuff(i++);
}
}
-void Weapon::Draw()
+void Weapon::draw()
{
static XYZ terrainlight;
static GLfloat M[16];
glDepthMask(1);
for (std::vector<Weapon>::iterator weapon = begin(); weapon != end(); ++weapon) {
- weapon->Draw();
+ weapon->draw();
}
return 0;
}