Irrlicht function conversion to BMax
BlitzMax Forums/BlitzMax Programming/Irrlicht function conversion to BMax
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Hi, would you say this is on the right track for converting this c++ Irrlicht function? c++ void DebugShowGeometryCollision (const NewtonBody* body, int vertexCount, const dFloat* faceVertec, int id) { int i; i = vertexCount - 1; dVector p0 (faceVertec[i * 3 + 0], faceVertec[i * 3 + 1], faceVertec[i * 3 + 2]); for (i = 0; i < vertexCount; i ++) { dVector p1 (faceVertec[i * 3 + 0], faceVertec[i * 3 + 1], faceVertec[i * 3 + 2]); glVertex3f (p0.m_x, p0.m_y, p0.m_z); glVertex3f (p1.m_x, p1.m_y, p1.m_z); p0 = p1; } } Blitzmax Function DebugShowGeometryCollision( body:Byte Ptr, vertexCount:Int, faceVertec:Float[], id:Int ) Local i:Int Local p0:Float[0.0, 0.0, 0.0] Local p1:Float[0.0, 0.0, 0.0] Local Verticies:S3DVertex[2] p0[0]=faceVertec:Int[i:Int *3 +0] 'x p0[1]=faceVertec:Int[i:Int *3 +1] 'y p0[2]=faceVertec:Int[i:Int *3 +2] 'z For i:Int = 0 To vertexCount:Int p1[0]=faceVertec:Int[i:Int *3 +0] 'x p1[1]=faceVertec:Int[i:Int *3 +1] 'y p1[2]=faceVertec:Int[i:Int *3 +2] 'z Vertices:S3DVertex[0] = (p0[0],p0[1],p0[2], 1,1,0,video.SColor(255,0,255,255),0,1); Vertices:S3DVertex[1] = (p1[0],p1[1],p1[2], 1,1,0,video.SColor(255,0,255,255),0,1); ‘ p0 = p1 Next End Function It's not finished just need to know how I'm doing, thanks for any help. |