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update satellite creation with entity names

main
cinnaboot 4 years ago
parent
commit
b2f9d304d0
  1. 12
      src/main.cpp

12
src/main.cpp

@ -111,7 +111,7 @@ initPlanetEntity(RenderState* rs, double r)
} }
Entity* Entity*
initSatelliteEntity(RenderState* rs) initSatelliteEntity(RenderState* rs, const char* name)
{ {
u32 num_vertices = 3; u32 num_vertices = 3;
vec3 vertex_color = vec3(255, 0, 0); vec3 vertex_color = vec3(255, 0, 0);
@ -134,7 +134,7 @@ initSatelliteEntity(RenderState* rs)
mdl, mdl,
rg->shader->num_vertex_attribs, rg->shader->num_vertex_attribs,
rg->shader->attrib_mappings, rg->shader->attrib_mappings,
"ship 01", name,
GL_TRIANGLES); GL_TRIANGLES);
return e; return e;
@ -166,7 +166,7 @@ loadScene(GameState* gs, RenderState* rs)
initPlanetEntity(rs, r); initPlanetEntity(rs, r);
orbit_1->satellite_entity = initSatelliteEntity(rs); orbit_1->satellite_entity = initSatelliteEntity(rs, "ship 01");
scaleEntity(orbit_1->satellite_entity, 1 / SCALING); scaleEntity(orbit_1->satellite_entity, 1 / SCALING);
rotateEntity(orbit_1->satellite_entity, vec3(1, 0, 0), (float) M_PI / 2); rotateEntity(orbit_1->satellite_entity, vec3(1, 0, 0), (float) M_PI / 2);
setEntityPosition(orbit_1->satellite_entity, setEntityPosition(orbit_1->satellite_entity,
@ -180,6 +180,12 @@ loadScene(GameState* gs, RenderState* rs)
orbit_2->ellipse_entity = initEllipseEntity(rs, &orbit_2->system, 256); orbit_2->ellipse_entity = initEllipseEntity(rs, &orbit_2->system, 256);
setEntityPosition(orbit_2->ellipse_entity, vec3(0, 0, 0)); setEntityPosition(orbit_2->ellipse_entity, vec3(0, 0, 0));
rotateEntity(orbit_2->ellipse_entity, vec3(1, 0, 0), (float) M_PI / 2); rotateEntity(orbit_2->ellipse_entity, vec3(1, 0, 0), (float) M_PI / 2);
orbit_2->satellite_entity = initSatelliteEntity(rs, "ship 02");
scaleEntity(orbit_2->satellite_entity, 1 / SCALING);
rotateEntity(orbit_2->satellite_entity, vec3(1, 0, 0), (float) M_PI / 2);
setEntityPosition(orbit_2->satellite_entity,
orbit_2->system.e3d.vertices[0]);
} }
void void

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