app_version(1, 0, git_revision)
android_manifest_activity """android:screenOrientation="landscape""""
- android_api_target 15
+ android_api_target 10
end
import gamnit::depth
# All available models
var models: Array[Model] = [
- new LeafModel(new Cube, new SmoothMaterial.default),
- new LeafModel(new Mesh.uv_sphere(4.0, 32, 16), new SmoothMaterial.default),
- new LeafModel(new Mesh.uv_sphere(4.0, 32, 16), new NormalsMaterial),
+ new LeafModel(new Cube, new Material),
+ new LeafModel(new UVSphere(4.0, 32, 16), new Material),
+ new LeafModel(new UVSphere(4.0, 32, 16), new NormalsMaterial),
new Model("models/Tree_01.obj"),
new Model("models/Oak_Fall_01.obj"),
new Model("models/Quandtum_BA-2_v1_1.obj"),
world_camera.near = 0.1
world_camera.far = 100.0
- for model in models do model.load
- for texture in asset_textures_by_name.values do texture.load
+ for model in models do
+ model.load
+ if model.errors.not_empty then print_error model.errors.join("\n")
+ end
# Display the first model
model = models[model_index]
# Align on Y only
actor.center.y -= model.center.y
- var height = model.mesh.dimensions.y
- world_camera.reset_height(height * 2.5)
+ # Fit in viewport
+ var height = model.dimensions.x
+ height = height.max(model.dimensions.y)
+ height = height.max(model.dimensions.z)
+ world_camera.reset_height(height * 1.5)
actors.clear
actors.add actor
else if event.is_arrow_left then
cycle_model -1
end
- else if event isa PointerEvent and event.depressed then
+ else if event isa PointerEvent and not event.is_move and event.depressed then
if event.x.to_i > display.width / 2 then
cycle_model 1
else cycle_model -1
var t = clock.total.to_f
# Rotate the model
- actors.first.rotation = t
+ actors.first.yaw = t
# Move the light source
var dist_to_light = 20.0