mirror of https://github.com/axmolengine/axmol.git
make it rotate
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6d09b50699
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@ -92,11 +92,11 @@ bool Bundle3D::loadMeshData(const std::string& id, MeshData* meshdata)
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//float vert[] = {0.f,50.f,0.f, 0.f,0.f,50.f, 50.f,0.f,0.f, -50.f,0.f,0.f};
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memcpy(meshdata->vertex, vert, meshdata->vertexSizeInFloat * sizeof(float));
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//meshdata->numIndex = 4 * 3;
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meshdata->numIndex = 3;
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meshdata->numIndex = 4 * 3;
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//meshdata->numIndex = 3;
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meshdata->indices = new unsigned short[meshdata->numIndex];
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//unsigned short index[] = {0,1,2, 0,3,1, 0,2,3, 3,2,1};
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unsigned short index[] = {0,3,2};
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unsigned short index[] = {0,1,2, 0,3,1, 0,2,3, 3,2,1};
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//unsigned short index[] = {0,3,2};
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//unsigned short index[] = {0,1,2};
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memcpy(meshdata->indices, index, meshdata->numIndex * sizeof(unsigned short));
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@ -174,11 +174,11 @@ bool Bundle3D::loadAnimationData(const std::string& id, Animation3DData* animati
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Quaternion quat;
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Quaternion::createFromAxisAngle(Vec3(1.f, 0.f, 0.f), 0, &quat);
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rot[0] = quat.x, rot[1] = quat.y, rot[2] = quat.z, rot[3] = quat.w;
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Quaternion::createFromAxisAngle(Vec3(1.f, 0.f, 0.f), MATH_DEG_TO_RAD(0), &quat);
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Quaternion::createFromAxisAngle(Vec3(1.f, 0.f, 0.f), MATH_DEG_TO_RAD(90), &quat);
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rot[4] = quat.x, rot[5] = quat.y, rot[6] = quat.z, rot[7] = quat.w;
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Quaternion::createFromAxisAngle(Vec3(1.f, 0.f, 0.f), MATH_DEG_TO_RAD(0), &quat);
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Quaternion::createFromAxisAngle(Vec3(1.f, 0.f, 0.f), MATH_DEG_TO_RAD(180), &quat);
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rot[8] = quat.x, rot[9] = quat.y, rot[10] = quat.z, rot[11] = quat.w;
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Quaternion::createFromAxisAngle(Vec3(1.f, 0.f, 0.f), MATH_DEG_TO_RAD(0), &quat);
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Quaternion::createFromAxisAngle(Vec3(1.f, 0.f, 0.f), MATH_DEG_TO_RAD(270), &quat);
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rot[12] = quat.x, rot[13] = quat.y, rot[14] = quat.z, rot[15] = quat.w;
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curve->rotCurve = Animation3D::Curve::AnimationCurveQuat::create(keytime1, rot, 4);
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curve->rotCurve->retain();
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