added trimesh back to collision

This commit is contained in:
Jasper 2015-01-19 15:24:44 +01:00
parent 0d101a3e4b
commit 1fdf8fabaf

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@ -148,7 +148,7 @@ void Physics::addPlayer(float friction, float rad, Entity entity, float mass, fl
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia); btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
info.m_friction = friction; info.m_friction = friction*2;
info.m_restitution = 0.0f; info.m_restitution = 0.0f;
playerBall = new btRigidBody(info); playerBall = new btRigidBody(info);
@ -229,7 +229,7 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
bodies.push_back(body); bodies.push_back(body);
world->addRigidBody(body); world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
if(bodies.size() != indice) if(bodies.size() != indice)
@ -366,7 +366,7 @@ void Physics::addCamera(float rad, float distance)
cameraBody->setDamping(0.9f,1.0f); cameraBody->setDamping(0.9f,1.0f);
world->addRigidBody(cameraBody); world->addRigidBody(cameraBody,COL_OBJECTS, objectsPhysicsCollision);
cameraBody->setSleepingThresholds(0,0); cameraBody->setSleepingThresholds(0,0);