Work on test chamber 07
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717c04941b
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@ -348,7 +348,7 @@ materials:
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../../portal_pak_modified/materials/models/props/door_02.png
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siz: G_IM_SIZ_16b
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fmt: G_IM_FMT_RGBA
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t:
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s:
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mirror: true
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gSPGeometryMode:
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set: [G_LIGHTING, G_SHADE]
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@ -1 +1 @@
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-m assets/materials/static.skm.yaml -m assets/materials/objects.skm.yaml --default-material door_02
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-r 90,0,0 -m assets/materials/static.skm.yaml -m assets/materials/objects.skm.yaml --default-material door_02 --fps 24
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@ -161,7 +161,7 @@ static void gameProc(void* arg) {
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contactSolverInit(&gContactSolver);
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portalSurfaceCleanupQueueInit();
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savefileNew();
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levelLoad(2);
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levelLoad(7);
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cutsceneRunnerReset();
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controllersInit();
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initAudio(fps);
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@ -18,9 +18,6 @@ Gfx* w_portal_gun_gfx = &portal_gun_w_portalgun_model_gfx[0];
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Gfx* button_gfx = &props_button_model_gfx[0];
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short button_material_index = BUTTON_INDEX;
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Gfx* door_01_gfx = &props_door_01_model_gfx[0];
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short door_01_material_index = DOOR_01_INDEX;
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Gfx* cylinder_gfx = &props_cylinder_test_model_gfx[0];
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short cylinder_material_index = PLASTIC_PLASTICWALL001A_INDEX;
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@ -8,12 +8,6 @@ extern Gfx* w_portal_gun_gfx;
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extern Gfx* button_gfx;
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extern short button_material_index;
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extern Gfx* door_01_gfx;
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extern short door_01_material_index;
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extern Gfx* door_01_gfx;
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extern short door_01_material_index;
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extern Gfx* cylinder_gfx;
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extern short cylinder_material_index;
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@ -10,6 +10,8 @@
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#include "../physics/collision_box.h"
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#include "../physics/collision_scene.h"
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#include "../build/assets/materials/static.h"
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#include "../build/assets/models/props/door_01.h"
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#include "../build/assets/models/props/door_02.h"
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@ -35,6 +37,7 @@ struct DoorTypeDefinition gDoorTypeDefinitions[] = {
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&props_door_01_model_gfx[0],
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&props_door_01_Armature_open_clip,
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&props_door_01_Armature_close_clip,
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DOOR_01_INDEX,
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-1,
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1.0f,
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},
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@ -43,6 +46,7 @@ struct DoorTypeDefinition gDoorTypeDefinitions[] = {
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&props_door_02_model_gfx[0],
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&props_door_02_Armature_open_clip,
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&props_door_02_Armature_close_clip,
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DOOR_02_INDEX,
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PROPS_DOOR_02_DOOR_BONE,
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3.0f,
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},
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@ -51,6 +55,7 @@ struct DoorTypeDefinition gDoorTypeDefinitions[] = {
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void doorRender(void* data, struct DynamicRenderDataList* renderList, struct RenderState* renderState) {
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struct Door* door = (struct Door*)data;
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Mtx* matrix = renderStateRequestMatrices(renderState, 1);
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struct DoorTypeDefinition* typeDefinition = &gDoorTypeDefinitions[door->doorDefinition->doorType];
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if (!matrix) {
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return;
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@ -71,7 +76,7 @@ void doorRender(void* data, struct DynamicRenderDataList* renderList, struct Ren
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skCalculateTransforms(&door->armature, armature);
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dynamicRenderListAddData(renderList, door_01_gfx, matrix, door_01_material_index, &door->rigidBody.transform.position, armature);
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dynamicRenderListAddData(renderList, typeDefinition->model, matrix, typeDefinition->materialIndex, &door->rigidBody.transform.position, armature);
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}
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void doorInit(struct Door* door, struct DoorDefinition* doorDefinition, struct World* world) {
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@ -17,6 +17,7 @@ struct DoorTypeDefinition {
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Gfx* model;
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struct SKAnimationClip* openClip;
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struct SKAnimationClip* closeClip;
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short materialIndex;
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short colliderBoneIndex;
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float closeSpeed;
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};
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