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@@ -110,43 +110,17 @@ bool Application::game_loop() {
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// Time keeping
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elapsed_time = elap_time();
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// time between this and the last frame
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delta_time = elapsed_time - current_time;
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// Setup the time for the next tick
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current_time = elapsed_time;
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// If the delta exceeded 0.2f, then limit the max lag we'll allow
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// 1 / float is how you get the fps. 0.2f == 5fps
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if (delta_time > 0.2f)
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delta_time = 0.2f;
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// Add the the physics accumulator our delta
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accumulator_time += delta_time;
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// We want to keep our physics at a constant step size but we have a variable frame rate.
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// 0.016 == physics preferred timestep
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// 0.030 == average 30 fps frame rate
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// we must run the physics step ~twice every render frame to keep consistency
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int count = 0;
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while ((accumulator_time - step_size) >= step_size) {
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count++;
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accumulator_time -= step_size;
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// do physics at step size rate
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for (int i = 0; i < 1000; i++) {
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int x = 9;
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int r = i + x * 4;
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current_time = elapsed_time;
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}
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// ==== DELTA TIME LOCKED ====
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}
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std::cout << count << "\n";
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// ==== FPS LOCKED ====
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window->clear(sf::Color::Black);
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@@ -172,6 +146,94 @@ bool Application::game_loop() {
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fps.draw();
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Gui::do_render();
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar;
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bool window_show = true;
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Menu"))
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{
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ImGui::Button("asdoifjasodif");
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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ImGui::Begin("Window");
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ImGui::InputText("filename", screenshot_buf, 128);
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if (ImGui::Button("Take Screen shot")) {
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std::string path = "../assets/";
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std::string filename(screenshot_buf);
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filename += ".png";
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sf::Texture window_texture;
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window_texture.create(window->getSize().x, window->getSize().y);
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window_texture.update(*window);
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sf::Image image = window_texture.copyToImage();
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image.saveToFile(path + filename);
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}
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ImGui::NextColumn();
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if (ImGui::Button("Pause")) {
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paused = !paused;
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if (paused)
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Logger::log("Pausing", Logger::LogLevel::INFO);
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else
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Logger::log("Unpausing", Logger::LogLevel::INFO);
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}
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ImGui::End();
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ImGui::Begin("Controller debugger");
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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static ImVec4 col = ImVec4(1.0f, 0.0f, 1.0f, 1.0f);
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const ImVec2 p = ImGui::GetCursorScreenPos();
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const ImU32 col32 = ImColor(col);
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std::vector<float> axis_values = {
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::X) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Y) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::U) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::R) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Z) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::V) / 2
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};
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ImGui::Columns(3, "Axis's"); // 4-ways, with border
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ImGui::Separator();
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ImGui::Text("X Y"); ImGui::NextColumn();
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ImGui::Text("U R"); ImGui::NextColumn();
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ImGui::Text("Z V"); ImGui::NextColumn();
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ImGui::Separator();
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for (int i = 0; i < 3; i++) {
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float offset = ImGui::GetColumnWidth(i);
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draw_list->AddLine(ImVec2(p.x + 0 + offset * i, p.y + 50), ImVec2(p.x + 100 + offset * i, p.y + 50), col32, 1.0);
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draw_list->AddLine(ImVec2(p.x + 50 + offset * i, p.y + 0), ImVec2(p.x + 50 + offset * i, p.y + 100), col32, 1.0);
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draw_list->AddCircleFilled(ImVec2(p.x + axis_values[2 * i] + 50 + offset * i, p.y + axis_values[2 * i + 1] + 50), 6, col32, 32);
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ImGui::Dummy(ImVec2(100, 100));
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ImGui::NextColumn();
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}
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ImGui::End();
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//ImGui::ShowTestWindow();
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ImGui::Render();
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// ImGUI messes up somthing in the SFML GL state, so we need a single draw call to right things
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@@ -195,40 +257,3 @@ float Application::elap_time() {
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return static_cast<float>(elapsed_time.count());
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}
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void Application::render_gui() {
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ImGui::Begin("Window");
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ImGui::InputText("filename", screenshot_buf, 128);
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if (ImGui::Button("Take Screen shot")) {
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std::string path = "../assets/";
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std::string filename(screenshot_buf);
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filename += ".png";
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sf::Texture window_texture;
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window_texture.create(window->getSize().x, window->getSize().y);
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window_texture.update(*window);
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sf::Image image = window_texture.copyToImage();
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image.saveToFile(path + filename);
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}
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ImGui::NextColumn();
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if (ImGui::Button("Pause")) {
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paused = !paused;
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if (paused)
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Logger::log("Pausing", Logger::LogLevel::INFO);
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else
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Logger::log("Unpausing", Logger::LogLevel::INFO);
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}
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ImGui::End();
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}
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void Application::update_gui() {
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}
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@@ -97,7 +97,7 @@ void Camera::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Even
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default_impulse = 1.0f;
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}
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else if (held_event->code == sf::Keyboard::C) {
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look_at(sf::Vector3f(128, 128, 10));
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look_at_center();
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}
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else if (held_event->code == sf::Keyboard::Q) {
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add_relative_impulse(Camera::DIRECTION::DOWN, default_impulse);
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@@ -230,10 +230,9 @@ void Camera::update_gui() {
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rendering = true;
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}
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void Camera::look_at(sf::Vector3f position)
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{
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void Camera::look_at_center() {
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direction = CartToNormalizedSphere(position - this->position);
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direction = CartToNormalizedSphere(sf::Vector3f(60, 60, 35) - position);
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}
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sf::Vector2f* Camera::get_direction_pointer() {
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@@ -1,48 +0,0 @@
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#include "FrameWatcher.h"
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#include <chrono>
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FrameWatcher::FrameWatcher() {
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}
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FrameWatcher::~FrameWatcher()
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{
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}
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void FrameWatcher::do_tick() {
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elapsed_time = get_elapsed_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if (delta_time > 0.2f)
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delta_time = 0.2f;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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// ==== DELTA TIME LOCKED ====
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}
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}
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float FrameWatcher::get_elapsed_time() {
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
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if (!started) {
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start = std::chrono::system_clock::now();
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started = true;
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}
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std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed_time = now - start;
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return static_cast<float>(elapsed_time.count());
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}
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@@ -1,4 +1,4 @@
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#include "Gui.h"
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std::mutex Gui::container_lock;
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#include "Gui.h"
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std::mutex Gui::container_lock;
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std::list<Gui*> Gui::renderable_container;
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215
src/Input.cpp
215
src/Input.cpp
@@ -112,6 +112,16 @@ void Input::handle_held_keys() {
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}
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void Input::dispatch_events() {
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while (event_queue.size() != 0) {
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notify_subscribers(std::move(event_queue.front()));
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event_queue.pop_front();
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}
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}
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void Input::render_gui() {
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ImGui::Begin("Input Debugger");
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@@ -282,111 +292,108 @@ void Input::transpose_sf_events(std::list<sf::Event> sf_event_queue) {
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}
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}
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const std::vector<std::string> Input::key_strings = {
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"A",
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"B",
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"C",
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"D",
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"E",
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"F",
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"G",
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"H",
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"I",
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"J",
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"K",
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"L",
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"M",
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"N",
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"O",
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"P",
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"Q",
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"R",
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"S",
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"T",
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"U",
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"V",
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"W",
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"X",
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"Y",
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"Z",
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"Num0",
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"Num1",
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"Num2",
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"Num3",
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"Num4",
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"Num5",
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"Num6",
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"Num7",
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"Num8",
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"Num9",
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"Escape",
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"LControl",
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"LShift",
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"LAlt",
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"LSystem",
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"RControl",
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"RShift",
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"RAlt",
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"RSystem",
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"Menu",
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"LBracket",
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"RBracket",
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"SemiColon",
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"Comma",
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"Period",
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"Quote",
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"Slash",
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"BackSlash",
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"Tilde",
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"Equal",
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"Dash",
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"Space",
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"Return",
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"BackSpace",
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"Tab",
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"PageUp",
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"PageDown",
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"End",
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"Home",
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"Insert",
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"Delete",
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"Add",
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"Subtract",
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"Multiply",
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"Divide",
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"Left",
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"Right",
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"Up",
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"Down",
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"Numpad0",
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"Numpad1",
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"Numpad2",
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"Numpad3",
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"Numpad4",
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"Numpad5",
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"Numpad6",
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"Numpad7",
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"Numpad8",
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"Numpad9",
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"F1" ,
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"F2" ,
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"F3" ,
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"F4" ,
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"F5" ,
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"F6" ,
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"F7" ,
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"F8" ,
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"F9" ,
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"F10",
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"F11",
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"F12",
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"F13",
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"F14",
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"F15",
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const std::vector<std::string> Input::key_strings = {
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"A",
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"B",
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"C",
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"D",
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"E",
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"F",
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"G",
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"H",
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"I",
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"J",
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"K",
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"L",
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"M",
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"N",
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"O",
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"P",
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"Q",
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"R",
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"S",
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"T",
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"U",
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"V",
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"W",
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"X",
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"Y",
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"Z",
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"Num0",
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"Num1",
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"Num2",
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"Num3",
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"Num4",
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"Num5",
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"Num6",
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"Num7",
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"Num8",
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"Num9",
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"Escape",
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"LControl",
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"LShift",
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"LAlt",
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"LSystem",
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"RControl",
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"RShift",
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"RAlt",
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"RSystem",
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"Menu",
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"LBracket",
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"RBracket",
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"SemiColon",
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"Comma",
|
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"Period",
|
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"Quote",
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"Slash",
|
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"BackSlash",
|
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"Tilde",
|
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"Equal",
|
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"Dash",
|
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"Space",
|
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"Return",
|
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"BackSpace",
|
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"Tab",
|
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"PageUp",
|
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"PageDown",
|
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"End",
|
||||
"Home",
|
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"Insert",
|
||||
"Delete",
|
||||
"Add",
|
||||
"Subtract",
|
||||
"Multiply",
|
||||
"Divide",
|
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"Left",
|
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"Right",
|
||||
"Up",
|
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"Down",
|
||||
"Numpad0",
|
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"Numpad1",
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"Numpad2",
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"Numpad3",
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"Numpad4",
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"Numpad5",
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"Numpad6",
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"Numpad7",
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"Numpad8",
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"Numpad9",
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"F1" ,
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"F2" ,
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"F3" ,
|
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"F4" ,
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"F5" ,
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||||
"F6" ,
|
||||
"F7" ,
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||||
"F8" ,
|
||||
"F9" ,
|
||||
"F10",
|
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"F11",
|
||||
"F12",
|
||||
"F13",
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||||
"F14",
|
||||
"F15",
|
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"Pause"
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||||
};
|
||||
|
||||
void Input::generate_events() {
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}
|
||||
|
||||
|
||||
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||||
@@ -26,6 +26,14 @@ void NetworkInput::recieve_from_clients()
|
||||
|
||||
}
|
||||
|
||||
void NetworkInput::dispatch_events()
|
||||
{
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||||
while (event_queue.size() != 0) {
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||||
notify_subscribers(std::move(event_queue.front()));
|
||||
event_queue.pop_front();
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||||
}
|
||||
}
|
||||
|
||||
void NetworkInput::threaded_client_listener(int port) {
|
||||
|
||||
listener.listen(port);
|
||||
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||||
@@ -42,10 +42,3 @@ void VrEventPublisher::notify_subscribers(std::unique_ptr<vr::Event> event) {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void VrEventPublisher::dispatch_events() {
|
||||
while (event_queue.size() != 0) {
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||||
notify_subscribers(std::move(event_queue.front()));
|
||||
event_queue.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -215,7 +215,7 @@ void Old_Map::generate_terrain() {
|
||||
|
||||
for (int x = dimensions.x / 2; x < dimensions.x / 2 + dimensions.x / 64; x++) {
|
||||
for (int y = dimensions.x / 2; y < dimensions.y / 2 + dimensions.x / 64; y++) {
|
||||
for (int z = 5; z < 15; z++) {
|
||||
for (int z = 0; z < 5; z++) {
|
||||
|
||||
voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6;
|
||||
}
|
||||
@@ -249,63 +249,63 @@ void Old_Map::generate_terrain() {
|
||||
|
||||
// Hand code in some constructions
|
||||
|
||||
//std::vector<std::vector<int>> maze =
|
||||
// generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0));
|
||||
std::vector<std::vector<int>> maze =
|
||||
generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0));
|
||||
|
||||
//for (int x = 0; x < maze.size(); x++) {
|
||||
// for (int y = 0; y < maze.at(0).size(); y++) {
|
||||
//
|
||||
// switch(maze.at(x).at(y)) {
|
||||
//
|
||||
// case 1: { // North
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5;
|
||||
// //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
// break;
|
||||
// }
|
||||
// case 2: { // South
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
// break;
|
||||
// }
|
||||
// case 3: { // East
|
||||
// voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
|
||||
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
// break;
|
||||
// }
|
||||
// case 4: { // West
|
||||
// voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
|
||||
// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
// //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
// break;
|
||||
// }
|
||||
//
|
||||
// }
|
||||
//
|
||||
//
|
||||
for (int x = 0; x < maze.size(); x++) {
|
||||
for (int y = 0; y < maze.at(0).size(); y++) {
|
||||
|
||||
switch(maze.at(x).at(y)) {
|
||||
|
||||
case 1: { // North
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
case 2: { // South
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
case 3: { // East
|
||||
voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
case 4: { // West
|
||||
voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
|
||||
voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
|
||||
//voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//for (int x = 0; x < dimensions.x; x++) {
|
||||
// for (int y = 0; y < dimensions.y; y++) {
|
||||
// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
|
||||
// }
|
||||
//}
|
||||
|
||||
|
||||
////for (int x = 0; x < dimensions.x; x++) {
|
||||
//// for (int y = 0; y < dimensions.y; y++) {
|
||||
//// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
|
||||
//// }
|
||||
////}
|
||||
|
||||
//set_voxel(sf::Vector3i(45, 70, 6), 6);
|
||||
//set_voxel(sf::Vector3i(47, 70, 6), 6);
|
||||
//set_voxel(sf::Vector3i(100, 100, 50), 1);
|
||||
set_voxel(sf::Vector3i(45, 70, 6), 6);
|
||||
set_voxel(sf::Vector3i(47, 70, 6), 6);
|
||||
set_voxel(sf::Vector3i(100, 100, 50), 1);
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user