#pragma once #include "ObjectManager.h" void InitObject(VObject * o) { o->Position.x = 0.0; o->Position.y = 0.0; o->Position.z = 0.0; o->Rotation.x = 0.0; o->Rotation.y = 0.0; o->Rotation.z = 0.0; InitModel(&o->Model); /* Temporary code; replace later */ if (AllocateVertices(&o->Model, 12)) { o->Model.Vertices[0].x = -0.1; o->Model.Vertices[0].y = 0.1; o->Model.Vertices[0].z = 0.0; o->Model.Vertices[1].x = -0.1; o->Model.Vertices[1].y = -0.1; o->Model.Vertices[1].z = 0.0; o->Model.Vertices[2].x = 0.1; o->Model.Vertices[2].y = -0.1; o->Model.Vertices[2].z = 0.0; o->Model.Vertices[3].x = 0.1; o->Model.Vertices[3].y = 0.1; o->Model.Vertices[3].z = 0.0; o->Model.Vertices[4].x = 0.0; o->Model.Vertices[4].y = 0.1; o->Model.Vertices[4].z = -0.1; o->Model.Vertices[5].x = 0.0; o->Model.Vertices[5].y = -0.1; o->Model.Vertices[5].z = -0.1; o->Model.Vertices[6].x = 0.0; o->Model.Vertices[6].y = -0.1; o->Model.Vertices[6].z = 0.1; o->Model.Vertices[7].x = 0.0; o->Model.Vertices[7].y = 0.1; o->Model.Vertices[7].z = 0.1; o->Model.Vertices[8].x = -0.1; o->Model.Vertices[8].y = 0.0; o->Model.Vertices[8].z = -0.1; o->Model.Vertices[9].x = -0.1; o->Model.Vertices[9].y = 0.0; o->Model.Vertices[9].z = 0.1; o->Model.Vertices[10].x = 0.1; o->Model.Vertices[10].y = 0.0; o->Model.Vertices[10].z = 0.1; o->Model.Vertices[11].x = 0.1; o->Model.Vertices[11].y = 0.0; o->Model.Vertices[11].z = -0.1; } } void CleanUpObject(VObject * o) { CleanUpModel(&o->Model); } void MoveObjectToPoint(VObject * o, Vector * p) { o->Position.x = p->x; o->Position.y = p->y; o->Position.z = p->z; } void RotateObject(VObject * o, Vector * r) { #pragma unused(o, r) /* How to do this? */ } void DrawObject(VObject * o) { glPushMatrix(); glTranslatef(o->Position.x, o->Position.y, o->Position.z); DrawModel(&o->Model); glPopMatrix(); }