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Index ¶
Constants ¶
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const MaxLights = 3
Variables ¶
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var Identity = func() gfx.Matrix { var identity gfx.Matrix identity.Identity() return identity }()
Functions ¶
This section is empty.
Types ¶
type BakedModelObject ¶
type BakedModelObject struct {
// contains filtered or unexported fields
}
type BufferData ¶
type Model ¶
type Model struct {
// v: List of geometric vertices, with (x, y, z [,w]) coordinates.
// w is optional and defaults to 1.0.
Vertex []gfx.Vector
// vt: List of texture coordinates, in (u, [,v ,w]) coordinates.
// These will vary between 0 and 1. v, w are optional and default to 0.
// We don't use w, so it is omitted from the parsed data.
TexCoord [][2]float32
// vn: List of vertex Normals in (x,y,z) form; Normals might not be unit vectors.
Normals [][3]float32
Objects []*ModelObjectFaces
}
type ModelInstance ¶
type ModelObject ¶
type ModelObject struct {
Name string
Material string
Tex *gfx.AssetTexture
ShaderMode int
Transparent bool
// i: vendor-specific (Spy Cards Online) extension: instance of other object.
// i Name x y z rx ry rz sx sy sz
Instances []*ModelInstance
Buffer []BufferData
// contains filtered or unexported fields
}
func NewObject ¶
func NewObject(name string) *ModelObject
func Object ¶
func Object(name string) *ModelObject
func SceneBaseObject ¶
func SceneBaseObject(name string) *ModelObject
func SceneFurnitureObject ¶
func SceneFurnitureObject(name string) *ModelObject
func SpriteObject ¶
func SpriteObject(name string, s *sprites.Sprite) *ModelObject
func (*ModelObject) Bake ¶
func (o *ModelObject) Bake() []*BakedModelObject
func (*ModelObject) MarkDirty ¶
func (o *ModelObject) MarkDirty()
type ModelObjectFaces ¶
type ModelObjectFaces struct {
*ModelObject
// f: List of Faces. For simplicity, we assume Faces are always triangles.
Faces [][3]ModelFace
}
type Scene ¶
type SceneObject ¶
type SceneObject struct {
Model *ModelObject
Transform gfx.Matrix
}
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