gel.forge: Add 'Name' and 'is_Tangible' parameters to polygon and rectangle sprite constructors in package body.
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@@ -181,15 +181,17 @@ is
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function new_polygon_Sprite (in_World : in gel.World.view;
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function new_polygon_Sprite (in_World : in gel.World.view;
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Site : in math.Vector_3 := math.Origin_3D;
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Name : in String;
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Mass : in math.Real := 1.0;
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Site : in math.Vector_3 := math.Origin_3D;
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Friction : in math.Real := 0.5;
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Mass : in math.Real := 1.0;
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Bounce : in math.Real := 0.5;
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Friction : in math.Real := 0.5;
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Vertices : in Geometry_2d.Sites;
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Bounce : in math.Real := 0.5;
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Color : in openGL.Color := opengl.Palette.White;
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is_Tangible : in Boolean := True;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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Vertices : in Geometry_2d.Sites;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view
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Color : in openGL.Color := opengl.Palette.White;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view
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is
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is
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use type Geometry_2d.Sites,
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use type Geometry_2d.Sites,
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openGL.asset_Name;
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openGL.asset_Name;
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@@ -206,10 +208,10 @@ is
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:= physics.Model.Forge.new_physics_Model (shape_Info => (physics.Model.Polygon,
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:= physics.Model.Forge.new_physics_Model (shape_Info => (physics.Model.Polygon,
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vertex_Count => Vertices'Length,
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vertex_Count => Vertices'Length,
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Vertices => Vertices & Padding),
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Vertices => Vertices & Padding),
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-- Site => Vector_3 (Site & 0.0),
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Mass => Mass,
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Mass => Mass,
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Friction => Friction,
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Friction => Friction,
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Restitution => Bounce);
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Restitution => Bounce,
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is_Tangible => is_Tangible);
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begin
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begin
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if Texture = openGL.null_Asset
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if Texture = openGL.null_Asset
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then
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then
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@@ -222,7 +224,7 @@ is
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texture_Count => 1)).all'Access;
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texture_Count => 1)).all'Access;
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end if;
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end if;
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return gel.Sprite.Forge.new_Sprite ("polygon_Sprite",
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return gel.Sprite.Forge.new_Sprite (Name,
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sprite.World_view (in_World),
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sprite.World_view (in_World),
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Site,
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Site,
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the_graphics_Model,
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the_graphics_Model,
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@@ -235,16 +237,18 @@ is
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function new_rectangle_Sprite (in_World : in gel.World.view;
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function new_rectangle_Sprite (in_World : in gel.World.view;
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Site : in math.Vector_3 := math.Origin_3D;
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Name : in String;
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Mass : in math.Real := 1.0;
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Site : in math.Vector_3 := math.Origin_3D;
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Friction : in math.Real := 0.5;
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Mass : in math.Real := 1.0;
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Bounce : in math.Real := 0.5;
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Friction : in math.Real := 0.5;
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Bounce : in math.Real := 0.5;
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is_Tangible : in Boolean := True;
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Width,
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Width,
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Height : in math.Real;
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Height : in math.Real;
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Color : in openGL.Color := opengl.Palette.White;
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Color : in openGL.Color := opengl.Palette.White;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view
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user_Data : in any_user_Data_view := null) return gel.Sprite.view
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is
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is
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use Math;
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use Math;
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@@ -256,7 +260,7 @@ is
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[ half_Width, half_Height],
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[ half_Width, half_Height],
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[-half_Width, half_Height]];
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[-half_Width, half_Height]];
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begin
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begin
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return new_polygon_Sprite (in_World, Site, Mass, Friction, Bounce, the_Vertices, Color, Texture, user_Data);
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return new_polygon_Sprite (in_World, Name, Site, Mass, Friction, Bounce, is_Tangible, the_Vertices, Color, Texture, user_Data);
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end new_rectangle_Sprite;
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end new_rectangle_Sprite;
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@@ -266,15 +270,15 @@ is
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--
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--
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function new_ball_Sprite (in_World : in gel.World.view;
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function new_ball_Sprite (in_World : in gel.World.view;
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Site : in math.Vector_3 := math.Origin_3D;
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Site : in math.Vector_3 := math.Origin_3D;
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Mass : in math.Real := 1.0;
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Mass : in math.Real := 1.0;
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Radius : in math.Real := 0.5;
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Radius : in math.Real := 0.5;
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lat_Count : in Positive := openGL.Model.sphere.default_latitude_Count;
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lat_Count : in Positive := openGL.Model.sphere.default_latitude_Count;
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long_Count : in Positive := openGL.Model.sphere.default_longitude_Count;
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long_Count : in Positive := openGL.Model.sphere.default_longitude_Count;
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is_Lit : in Boolean := True;
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is_Lit : in Boolean := True;
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Color : in openGL.lucid_Color := opengl.no_lucid_Color;
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Color : in openGL.lucid_Color := opengl.no_lucid_Color;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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Texture : in openGL.asset_Name := openGL.null_Asset;
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user_Data : in any_user_Data_view := null) return gel.Sprite.view
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user_Data : in any_user_Data_view := null) return gel.Sprite.view
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is
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is
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use type openGL.lucid_Color;
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use type openGL.lucid_Color;
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