fixed spinning cubes
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0cf97eb7b5
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obj/display.o
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obj/display.o
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obj/generation.o
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obj/generation.o
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obj/main.o
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obj/main.o
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@ -240,9 +240,9 @@ double square_z_distance_to_camera(
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void rotate_cube(double x0, double y0, double z0, double* rx, double* ry, double* rz, cube_0* cb) {
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void rotate_cube(double x0, double y0, double z0, double* rx, double* ry, double* rz, cube_0* cb) {
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// align pt to (0, 0, 0)
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// align pt to (0, 0, 0)
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double x = x0 - (cb->x + cb->w/2) ;
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double x = x0 - (cb->x + cb->w/2.0) ;
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double y = y0 - (cb->y + cb->h/2) ;
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double y = y0 - (cb->y + cb->h/2.0) ;
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double z = z0 - (cb->z + cb->d/2) ;
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double z = z0 - (cb->z + cb->d/2.0) ;
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// rotate (y)
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// rotate (y)
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double xry = x*cos(cb->hz_angle) - z*sin(cb->hz_angle) ;
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double xry = x*cos(cb->hz_angle) - z*sin(cb->hz_angle) ;
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@ -250,9 +250,9 @@ void rotate_cube(double x0, double y0, double z0, double* rx, double* ry, double
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double zry = z*cos(cb->hz_angle) + x*sin(cb->hz_angle) ;
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double zry = z*cos(cb->hz_angle) + x*sin(cb->hz_angle) ;
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// rotate (x)
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// rotate (x)
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*rx = (cb->x + cb->w/2) + xry ;
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*rx = (cb->x + cb->w/2.0) + xry ;
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*ry = (cb->y + cb->h/2) + yry*cos(cb->vt_angle) - zry*sin(cb->vt_angle) ;
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*ry = (cb->y + cb->h/2.0) + yry*cos(cb->vt_angle) - zry*sin(cb->vt_angle) ;
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*rz = (cb->z + cb->d/2) + zry*cos(cb->vt_angle) + yry*sin(cb->vt_angle) ;
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*rz = (cb->z + cb->d/2.0) + zry*cos(cb->vt_angle) + yry*sin(cb->vt_angle) ;
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}
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}
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pt_2d pt_rotate_cube_3d(double x0, double y0, double z0, cube_0* cb) {
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pt_2d pt_rotate_cube_3d(double x0, double y0, double z0, cube_0* cb) {
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@ -985,54 +985,54 @@ pt_2d gl_project(pt_2d p) {
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void gl_renderSurface(unsigned int shaderProgram, unsigned int VAO, unsigned int VBO, cube_0* c, int sf) {
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void gl_renderSurface(unsigned int shaderProgram, unsigned int VAO, unsigned int VBO, cube_0* c, int sf) {
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float vertices[] = {
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float vertices[] = {
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(float)(c->x), (float)(c->y) , (float)(c->z),
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(float)(-c->w/2.0), (float)(-c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x), (float)(c->y + c->h), (float)(c->z),
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(float)(-c->w/2.0), (float)(c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x), (float)(c->y + c->h), (float)(c->z + c->d),
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(float)(-c->w/2.0), (float)(c->h/2.0), (float)(c->d/2.0),
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(float)(c->x), (float)(c->y) , (float)(c->z),
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(float)(-c->w/2.0), (float)(-c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x), (float)(c->y) , (float)(c->z + c->d),
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(float)(-c->w/2.0), (float)(-c->h/2.0), (float)(c->d/2.0),
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(float)(c->x), (float)(c->y + c->h), (float)(c->z + c->d),
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(float)(-c->w/2.0), (float)(c->h/2.0), (float)(c->d/2.0),
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(float)(c->x + c->w), (float)(c->y) , (float)(c->z),
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(float)(c->w/2.0), (float)(-c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x + c->w), (float)(c->y + c->h), (float)(c->z),
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(float)(c->w/2.0), (float)(c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x + c->w), (float)(c->y + c->h), (float)(c->z + c->d),
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(float)(c->w/2.0), (float)(c->h/2.0), (float)(c->d/2.0),
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(float)(c->x + c->w), (float)(c->y) , (float)(c->z),
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(float)(c->w/2.0), (float)(-c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x + c->w), (float)(c->y) , (float)(c->z + c->d),
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(float)(c->w/2.0), (float)(-c->h/2.0), (float)(c->d/2.0),
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(float)(c->x + c->w), (float)(c->y + c->h), (float)(c->z + c->d),
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(float)(c->w/2.0), (float)(c->h/2.0), (float)(c->d/2.0),
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(float)(c->x) , (float)(c->y), (float)(c->z),
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(float)(-c->w/2.0), (float)(-c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x + c->w), (float)(c->y), (float)(c->z),
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(float)(c->w/2.0), (float)(-c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x + c->w), (float)(c->y), (float)(c->z + c->d),
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(float)(c->w/2.0), (float)(-c->h/2.0), (float)(c->d/2.0),
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(float)(c->x) , (float)(c->y), (float)(c->z),
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(float)(-c->w/2.0), (float)(-c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x) , (float)(c->y), (float)(c->z + c->d),
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(float)(-c->w/2.0), (float)(-c->h/2.0), (float)(c->d/2.0),
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(float)(c->x + c->w), (float)(c->y), (float)(c->z + c->d),
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(float)(c->w/2.0), (float)(-c->h/2.0), (float)(c->d/2.0),
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(float)(c->x) , (float)(c->y + c->h), (float)(c->z),
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(float)(-c->w/2.0), (float)(c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x + c->w), (float)(c->y + c->h), (float)(c->z),
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(float)(c->w/2.0), (float)(c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x + c->w), (float)(c->y + c->h), (float)(c->z + c->d),
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(float)(c->w/2.0), (float)(c->h/2.0), (float)(c->d/2.0),
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(float)(c->x) , (float)(c->y + c->h), (float)(c->z),
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(float)(-c->w/2.0), (float)(c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x) , (float)(c->y + c->h), (float)(c->z + c->d),
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(float)(-c->w/2.0), (float)(c->h/2.0), (float)(c->d/2.0),
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(float)(c->x + c->w), (float)(c->y + c->h), (float)(c->z + c->d),
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(float)(c->w/2.0), (float)(c->h/2.0), (float)(c->d/2.0),
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(float)(c->x) , (float)(c->y) , (float)(c->z),
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(float)(-c->w/2.0), (float)(-c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x + c->w), (float)(c->y) , (float)(c->z),
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(float)(c->w/2.0), (float)(-c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x + c->w), (float)(c->y + c->h), (float)(c->z),
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(float)(c->w/2.0), (float)(c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x) , (float)(c->y) , (float)(c->z),
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(float)(-c->w/2.0), (float)(-c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x) , (float)(c->y + c->h), (float)(c->z),
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(float)(-c->w/2.0), (float)(c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x + c->w), (float)(c->y + c->h), (float)(c->z),
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(float)(c->w/2.0), (float)(c->h/2.0), (float)(-c->d/2.0),
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(float)(c->x) , (float)(c->y) , (float)(c->z + c->d),
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(float)(-c->w/2.0), (float)(-c->h/2.0), (float)(c->d/2.0),
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(float)(c->x + c->w), (float)(c->y) , (float)(c->z + c->d),
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(float)(c->w/2.0), (float)(-c->h/2.0), (float)(c->d/2.0),
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(float)(c->x + c->w), (float)(c->y + c->h), (float)(c->z + c->d),
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(float)(c->w/2.0), (float)(c->h/2.0), (float)(c->d/2.0),
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(float)(c->x) , (float)(c->y) , (float)(c->z + c->d),
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(float)(-c->w/2.0), (float)(-c->h/2.0), (float)(c->d/2.0),
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(float)(c->x) , (float)(c->y + c->h), (float)(c->z + c->d),
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(float)(-c->w/2.0), (float)(c->h/2.0), (float)(c->d/2.0),
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(float)(c->x + c->w), (float)(c->y + c->h), (float)(c->z + c->d),
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(float)(c->w/2.0), (float)(c->h/2.0), (float)(c->d/2.0),
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};
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};
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mat4 model, view, projection;
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mat4 model, view, projection;
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glm_mat4_identity(model);
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glm_mat4_identity(model);
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//glm_rotate(model, (float)(c->hz_angle), (vec3){0.0f, 1.0f, 0.0f});
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glm_translate(model, (vec3){(float)(c->x+c->w/2.0), (float)(c->y+c->h/2.0), (float)(c->z+c->d/2.0)});
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//glm_rotate(model, (float)(c->vt_angle), (vec3){1.0f, 0.0f, 0.0f});
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glm_rotate(model, (float)(-c->hz_angle), (vec3){0.0f, 1.0f, 0.0f});
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//glm_translate(model, (vec3){(float)camx, (float)camy, (float)(-camz)});
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glm_rotate(model, (float)(c->vt_angle), (vec3){1.0f, 0.0f, 0.0f});
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//glm_translate(model, (vec3){0.0f, 0.0f, 0.0f});
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vec3 dir0;
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vec3 dir0;
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vec3 direction;
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vec3 direction;
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@ -41,7 +41,7 @@ void init_ent_generator(int n) {
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hashtbl_entities[0].id = 0;
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hashtbl_entities[0].id = 0;
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hashtbl_entities[0].name = "Coin"; // 0 = default
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hashtbl_entities[0].name = "Coin"; // 0 = default
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hashtbl_entities[0].updatePos = &speen ;
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hashtbl_entities[0].updatePos = &speen2 ;
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hashtbl_entities[0].onHit = &detectHit ;
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hashtbl_entities[0].onHit = &detectHit ;
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hashtbl_entities[0].onDeath = NULL ;
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hashtbl_entities[0].onDeath = NULL ;
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162
src/main.c
162
src/main.c
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@ -110,7 +110,7 @@ const char *vertexShaderSource = "#version 330 core\n"
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const char *fragmentShaderSource = "#version 330 core\n"
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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"void main() {\n"
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" FragColor = vec4(1.0, 0.5, 0.2, 1.0);\n"
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" FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
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"}\0";
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"}\0";
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int main_alt() {
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int main_alt() {
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@ -205,6 +205,9 @@ int main_alt() {
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init_proj();
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init_proj();
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parse_rooms(5);
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parse_rooms(5);
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int fps = 60 ;
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int interval = 1000000/fps ;
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clock_t origin = clock();
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clock_t origin = clock();
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clock_t finish = clock();
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clock_t finish = clock();
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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@ -216,7 +219,6 @@ int main_alt() {
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generate_nearby_chunks(1);
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generate_nearby_chunks(1);
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//gl_renderTriangle(shaderProgram, VAO, VBO, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.0, 0.5, 0.0, 1.0, 1.0, 1.0);
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gl_renderAll(shaderProgram, VAO, VBO);
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gl_renderAll(shaderProgram, VAO, VBO);
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//printf("01\n");
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//printf("01\n");
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@ -225,11 +227,15 @@ int main_alt() {
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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// -------------------------------------------------------------------------------
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finish = clock();
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finish = clock();
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processInput(window, ((float)origin - (float)finish)/CLOCKS_PER_SEC);
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processInput(window, ((float)finish - (float)origin)/CLOCKS_PER_SEC);
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update_entities(((float)origin - (float)finish)/CLOCKS_PER_SEC);
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update_entities(((float)finish - (float)origin)/CLOCKS_PER_SEC);
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updateAllProj(((float)origin - (float)finish)/CLOCKS_PER_SEC);
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updateAllProj(((float)finish - (float)origin)/CLOCKS_PER_SEC);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glfwPollEvents();
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glfwPollEvents();
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printf("%f\n", 1.0f/(((float)origin - (float)finish)/CLOCKS_PER_SEC));
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usleep(interval);
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}
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}
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for(int k = 0; k < MAX_SIZE; k++) {
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for(int k = 0; k < MAX_SIZE; k++) {
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@ -266,150 +272,4 @@ int main_alt() {
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int main(int argc, char** argv) {
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int main(int argc, char** argv) {
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srand(time(NULL));
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srand(time(NULL));
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return main_alt();
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return main_alt();
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//-------------------------------------------------------------------------------//
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
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printf( "error initializing SDL: %s\n", SDL_GetError());
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}
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SDL_Window* win = SDL_CreateWindow("Game",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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1500, 1000, 0);
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Uint32 render_flags = SDL_RENDERER_ACCELERATED;
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SDL_Renderer* rend = SDL_CreateRenderer(win, -1, render_flags);
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if(rend == NULL) {
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printf( "ERROR : cannot initialize SDL renderer\n");
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exit(1);
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}
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printf( "%d\n", SDL_SetRenderDrawBlendMode(rend, SDL_BLENDMODE_BLEND));
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//-------------------------------------------------------------------------------//
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if(SDL_Init(SDL_INIT_AUDIO)) {
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fprintf(stderr, "cannot initialize audio");
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exit(1);
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}
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SDL_SetRelativeMouseMode(true) ;
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/* -------------------------------------------------------- */
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int fps = 60;
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int interval = 1000000/fps;
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double intervalf = 1.0/((double)(fps));
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bool debug_main = true ;
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init_csts();
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init_hashtbl();
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init_draworder();
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init_ent_generator(10);
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trInit();
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init_proj();
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parse_rooms(5);
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import_digits(rend) ;
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import_letters(rend) ;
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sim_time = 0.0 ;
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clock_t origin = clock();
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clock_t finish = clock();
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clock_t entstart = clock();
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clock_t entend = clock();
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float delta;
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while(!stop_evetything) {
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resetRenderer(rend) ;
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origin = clock();
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SDL_SetRenderDrawColor(rend, 255, 255, 255, SDL_ALPHA_OPAQUE) ;
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entend = clock();
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//printf("00\n");
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//printf("%s\n", SDL_GetError());
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//fflush(stdout);
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playerActions(((float)entend - (float)entstart)/CLOCKS_PER_SEC) ;
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//printf("01\n");
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//fflush(stdout);
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generate_nearby_chunks(1);
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//printf("02\n");
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//fflush(stdout);
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entend = clock();
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update_entities(((float)entend - (float)entstart)/CLOCKS_PER_SEC);
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updateAllProj(((float)entend - (float)entstart)/CLOCKS_PER_SEC);
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//printf("03\n");
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//fflush(stdout);
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entstart = clock();
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//printf("-->%d\n", triangles_i);
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drawCurrentRoom(rend);
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//printf("-->%d\n", triangles_i);
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//printf("-->%d\n", triangles_i);
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//printf("04\n");
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//printf("%s\n", SDL_GetError());
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//fflush(stdout);
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drawData(rend) ;
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//printf("05\n");
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//fflush(stdout);
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drawHPbar(rend);
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//printf("06\n");
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//fflush(stdout);
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finish = clock();
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fade_dmg = max(fade_dmg-5, 0);
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delta = ((float)finish - (float)origin)/CLOCKS_PER_SEC;
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//printf("07\n");
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//fflush(stdout);
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drawNumberToRenderer(rend, digits, (int)(1.0f/delta), 720, 60, 75/2, 105/2, 0);
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||||||
drawNumberToRenderer(rend, digits, (int)(10*sim_time), 720, 110, 75/2, 105/2, 0);
|
|
||||||
drawNumberToRenderer(rend, digits, coins, 1500/2-55, 1000 - 70, 75/3, 105/3, 0);
|
|
||||||
//printf("08\n");
|
|
||||||
//fflush(stdout);
|
|
||||||
//printf("%s\n", SDL_GetError());
|
|
||||||
updateRenderer(rend) ;
|
|
||||||
sim_time += delta + intervalf ;
|
|
||||||
//printf("09\n");
|
|
||||||
//fflush(stdout);
|
|
||||||
if(player_hp <= 0) {
|
|
||||||
stop_evetything = true ;
|
|
||||||
}
|
|
||||||
usleep(interval) ;
|
|
||||||
}
|
|
||||||
//printf("GPNE\n");
|
|
||||||
//fflush(stdout);
|
|
||||||
free_digits(digits) ;
|
|
||||||
|
|
||||||
for(int k = 0; k < MAX_SIZE; k++) {
|
|
||||||
free(triangles_to_render[k]);
|
|
||||||
free(triangles_og_coords[k]);
|
|
||||||
}
|
|
||||||
free(drawOrder);
|
|
||||||
free(triangles_to_render);
|
|
||||||
free(triangles_og_coords);
|
|
||||||
free(reds);
|
|
||||||
free(greens);
|
|
||||||
free(blues);
|
|
||||||
free(triangles_order);
|
|
||||||
free(triangles_shr);
|
|
||||||
free(visited_tri);
|
|
||||||
free_proj();
|
|
||||||
//printf("10\n");
|
|
||||||
//fflush(stdout);
|
|
||||||
hashtbl_free(visited);
|
|
||||||
free_pool();
|
|
||||||
|
|
||||||
/* -------------------------------------------------------- */
|
|
||||||
|
|
||||||
SDL_DestroyRenderer(rend);
|
|
||||||
//printf("10\n");
|
|
||||||
//fflush(stdout);
|
|
||||||
SDL_DestroyWindow(win);
|
|
||||||
//printf("11\n");
|
|
||||||
//fflush(stdout);
|
|
||||||
SDL_Quit();
|
|
||||||
//printf("12\n");
|
|
||||||
//fflush(stdout);
|
|
||||||
|
|
||||||
/* -------------------------------------------------------- */
|
|
||||||
|
|
||||||
//printf("Done\n") ;
|
|
||||||
//fflush(stdout);
|
|
||||||
return 0;
|
|
||||||
}
|
}
|
|
@ -12,12 +12,12 @@ Teleporters :
|
||||||
[7.0, 0.0, -1.0, 2.0, 1.0, 2.0, 0.0, 0.0, 0, 0, 255; 1, 0]
|
[7.0, 0.0, -1.0, 2.0, 1.0, 2.0, 0.0, 0.0, 0, 0, 255; 1, 0]
|
||||||
|
|
||||||
Entities :
|
Entities :
|
||||||
[0.0, 3.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
[1.0, 3.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
||||||
[0.0, 4.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
[1.0, 4.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
||||||
[0.0, 5.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
[1.0, 5.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
||||||
[0.0, 6.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
[0.0, 6.0, 1.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
||||||
[0.0, 7.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
[0.0, 7.0, 1.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
||||||
[0.0, 8.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
[0.0, 8.0, 1.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
||||||
[0.0, 9.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
[0.0, 9.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
||||||
[0.0, 10.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
[0.0, 10.0, 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue