#include "stdafx.h" #include "BoatModel.h" BoatModel::BoatModel() : Model() { cubes[0] = new ModelPart(this, 0, 8); cubes[1] = new ModelPart(this, 0, 0); cubes[2] = new ModelPart(this, 0, 0); cubes[3] = new ModelPart(this, 0, 0); cubes[4] = new ModelPart(this, 0, 0); int w = 24; int d = 6; int h = 20; int yOff = 4; cubes[0]->addBox((float)(-w / 2), (float)(-h / 2 + 2), -3, w, h - 4, 4, 0); cubes[0]->setPos(0, (float)(0 + yOff), 0); cubes[1]->addBox((float)(-w / 2 + 2), (float)(-d - 1), -1, w - 4, d, 2, 0); cubes[1]->setPos((float)(-w / 2 + 1), (float)(0 + yOff), 0); cubes[2]->addBox((float)(-w / 2 + 2), (float)(-d - 1), -1, w - 4, d, 2, 0); cubes[2]->setPos((float)(+w / 2 - 1), (float)(0 + yOff), 0); cubes[3]->addBox((float)(-w / 2 + 2), (float)(-d - 1), -1, w - 4, d, 2, 0); cubes[3]->setPos(0, (float)(0 + yOff), (float)(-h / 2 + 1)); cubes[4]->addBox((float)(-w / 2 + 2), (float)(-d - 1), -1, w - 4, d, 2, 0); cubes[4]->setPos(0, (float)(0 + yOff), (float)(+h / 2 - 1)); cubes[0]->xRot = PI / 2; cubes[1]->yRot = PI / 2 * 3; cubes[2]->yRot = PI / 2 * 1; cubes[3]->yRot = PI / 2 * 2; // 4J added - compile now to avoid random performance hit first time cubes are rendered cubes[0]->compile(1.0f/16.0f); cubes[1]->compile(1.0f/16.0f); cubes[2]->compile(1.0f/16.0f); cubes[3]->compile(1.0f/16.0f); cubes[4]->compile(1.0f/16.0f); } void BoatModel::render(shared_ptr entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled) { for (int i = 0; i < 5; i++) { cubes[i]->render(scale, usecompiled); } }