Refactoring nodes

This commit is contained in:
Lubos Lenco 2016-03-12 12:11:55 +01:00
parent 3d4d3bd169
commit 41ee896f42
4 changed files with 7 additions and 6 deletions

View file

@ -2,6 +2,7 @@ package cycles;
import lue.App;
import lue.Eg;
import lue.node.RootNode;
import lue.node.CameraNode;
import cycles.trait.PhysicsWorld;
@ -14,7 +15,7 @@ class Root {
public function new() {
var sceneNode = Eg.addScene(Main.projectScene);
cam = lue.node.Node.cameras[0];
cam = RootNode.cameras[0];
physics = new PhysicsWorld();
Eg.addNodeTrait(sceneNode, physics);

View file

@ -156,12 +156,12 @@ class PhysicsWorld extends Trait {
}
public function getRayFrom():BtVector3Pointer {
var camera = lue.node.Node.cameras[0];
var camera = lue.node.RootNode.cameras[0];
return BtVector3.create(camera.transform.pos.x, camera.transform.pos.y, camera.transform.pos.z);
}
public function getRayTo(inputX:Float, inputY:Float):BtVector3Pointer {
var camera = lue.node.Node.cameras[0];
var camera = lue.node.RootNode.cameras[0];
var start = new Vec4();
var end = new Vec4();
RayCaster.getDirection(start, end, inputX, inputY, camera);

View file

@ -2,7 +2,7 @@ package cycles.trait;
import lue.Eg;
import lue.trait.Trait;
import lue.node.Node;
import lue.node.RootNode;
import lue.node.CameraNode;
import lue.node.Transform;
#if WITH_PHYSICS
@ -66,7 +66,7 @@ class VehicleBody extends Trait {
function init() {
physics = Root.physics;
transform = node.transform;
camera = Node.cameras[0];
camera = RootNode.cameras[0];
for (n in wheelNames) {
wheels.push(Eg.root.getChild(n).getTrait(VehicleWheel));

View file

@ -1549,7 +1549,7 @@ class ArmoryExporter(bpy.types.Operator, ExportHelper):
triangle_count = int(len(ia) / 3)
vertex_count = int(len(posa) / 3)
tangents = [0] * vertex_count * 3
bitangents = [0] * vertex_count * 3
# bitangents = [0] * vertex_count * 3
for i in range(0, triangle_count):
i0 = ia[i * 3 + 0]
i1 = ia[i * 3 + 1]