public void LoadWorld() throws IOException { // Here we load the world from a .3ds file // g_World.carregaObjeto("arenaobj_Scene2.obj", true, false, g_World); // g_World.carregaObjeto("arenaobj_10.obj", true, false, g_World); // g_World.carregaObjeto(g_World, "Jupiter2_CrashlandModel.3ds"); // g_World.carregaObjeto(g_World, "Park.3ds"); g_World.load("collision_arena.3DS"); // g_World.carregaObjeto(g_World, "teste.3DS"); // The maximum amount of triangles per node. If a node has equal or less // than this, stop subdividing and store the face indices in that node // g_Octree.g_MaxTriangles = 20; // The current amount of end nodes in our tree (The nodes with vertices stored in them) // g_World.getPObject(6).setMaterialID(0); // This stores the amount of nodes that are in the frustum // g_Octree.g_TotalNodesDrawn = 0; // The maximum amount of subdivisions allowed (Levels of subdivision) // g_Octree.g_MaxSubdivisions = 4; // The number of Nodes we've checked for collision. // g_Octree.g_iNumNodesCollided = 0; // System.out.println("antes de passar: " + teste.abc); // System.out.println("antes de passar x: " + temp.x + "y: " + temp.y + "z: " + temp.z); // Nothing new, setup the Octree normally. // g_Octree.getSceneDimensions(g_World, teste); // System.out.println("depois de passar: " +teste.abc); octree.getSceneDimensions(g_World); // System.out.println("depois de passar x: " + temp.x + "y: " + temp.y + "z: " + temp.z); int TotalTriangleCount = octree.getSceneTriangleCount(g_World); octree.createNode(g_World, TotalTriangleCount, octree.getCenter(), octree.getWidth()); octree.setDisplayListID(glGenLists(Octree.totalNodesCount)); octree.createDisplayList(octree, g_World, octree.getDisplayListID()); // Hide our cursor since we are using first person camera mode Mouse.setGrabbed(true); // glEnable(GL_COLOR_MATERIAL); // Allow color }