#include "static_actor.h" //ADDMAKE(StaticActor); static struct mStaticActor *models[100]; static int numModels = 0; static struct mStaticActor *shadow_casters[100]; static int numShadowCasters = 0; struct mStaticActor *curActor = NULL; void staticactor_draw_dbg_color_pick(struct mShader *s) { for (int i = 0; i < numModels; i++) { shader_setvec3(s, "PickingColor", models[i]->obj.editor.color); setup_model_transform(&models[i]->obj.transform, s, 1.f); //models[i]->obj.draw(s); } } void staticactor_draw_models(struct mShader *s) { for (int i = 0; i < numModels; i++) { setup_model_transform(&models[i]->obj.transform, s, 1.f); draw_model(models[i]->model, s); } } void staticactor_draw_shadowcasters(struct mShader *s) { for (int i = 0; i < numShadowCasters; i++) { setup_model_transform(&shadow_casters[i]->obj.transform, s, 1.f); //models[i]->obj.draw(s); } } /* void StaticActor::serialize(FILE * file) { GameObject::serialize(file); SerializeBool(file, &castShadows); Serializecstr(file, currentModelPath); } void StaticActor::deserialize(FILE * file) { GameObject::deserialize(file); DeserializeBool(file, &castShadows); Deserializecstr(file, currentModelPath, MAXPATH); curActor = this; set_new_model(currentModelPath); } */ struct mStaticActor *MakeStaticActor(const char *modelPath) { struct mStaticActor *newsa = (struct mStaticActor *) malloc(sizeof(struct mStaticActor)); newsa->model = GetExistingModel(modelPath); models[numModels++] = newsa; return newsa; } /* Serialize *make_staticactor() { StaticActor *nactor = (StaticActor *) malloc(sizeof(StaticActor)); return nactor; } */