Debugging. Had to comment out the loading of physics because it crashed the programm.
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3504a2d209
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21
level.cc
21
level.cc
@ -60,7 +60,7 @@ void Level::load() {
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//addTerrainPhysic
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physics.addTerrain(terrain.getHeightmapWidth(), terrain.getHeightmapHeight(), terrain.getHeightmap());
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//Loading from xml:
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XMLDocument* doc = new XMLDocument();
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const char* xmlFile = ("../Levels/ObjectSetups/Level" + levelNum + ".xml").c_str();
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@ -82,6 +82,7 @@ void Level::load() {
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glm::vec3(0.0f, 0.0f, 0.0f));
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objects.push_back(skydomeObject);
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skydome = skydomeObject;
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//load lighting parameters
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float rColour, gColour, bColour, alpha, xOffset, yOffset, zOffset, intensity;
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XMLElement* ambientElement = doc->FirstChildElement("ambientLight");
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@ -89,7 +90,7 @@ void Level::load() {
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errorCheck(ambientElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
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errorCheck(ambientElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
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ambientLight = glm::vec3(rColour,gColour,bColour);
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XMLElement* fogElement = doc->FirstChildElement("ambientLight");
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XMLElement* fogElement = doc->FirstChildElement("fogColour");
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errorCheck(fogElement->FirstChildElement("rColour")->QueryFloatText(&rColour));
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errorCheck(fogElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
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errorCheck(fogElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
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@ -104,6 +105,7 @@ void Level::load() {
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errorCheck(directionalElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
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errorCheck(directionalElement->FirstChildElement("intensity")->QueryFloatText(&intensity));
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directionalLight = Light(glm::vec3(xOffset,yOffset,zOffset), glm::vec3(rColour,gColour,bColour), intensity);
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//load Objects
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std::vector<int*> objectIdentifiers; //The first entry is the index in objects, the others are idGreen, idBlue and objectNum.
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XMLDocument* compositions = new XMLDocument();
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@ -193,7 +195,7 @@ void Level::load() {
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objectIdentifier[2] = idBlue;
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objectIdentifier[3] = objectNum;
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objectIdentifiers.push_back(objectIdentifier);
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//
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/*
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physicObjects.push_back(object);
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const char* charPhysicType = objectData->FirstChildElement("physicType")->GetText();
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if(charPhysicType == NULL){
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@ -206,22 +208,23 @@ void Level::load() {
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errorCheck(objectData->FirstChildElement("radius")->QueryFloatText(&radius));
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errorCheck(objectData->FirstChildElement("mass")->QueryFloatText(&mass));
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this->physics.addPlayer(radius, *object, mass, physicObjects.size());
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}
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if (physicType.compare("Box") == 0){
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}else if (physicType.compare("Box") == 0){
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float width, height, length, mass;
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errorCheck(objectData->FirstChildElement("width")->QueryFloatText(&width));
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errorCheck(objectData->FirstChildElement("height")->QueryFloatText(&height));
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errorCheck(objectData->FirstChildElement("length")->QueryFloatText(&length));
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errorCheck(objectData->FirstChildElement("mass")->QueryFloatText(&mass));
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this->physics.addBox(width, height, length, *object, mass, physicObjects.size());
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}
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if (physicType.compare("TriangleMeshBody") == 0){
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}else if (physicType.compare("TriangleMeshBody") == 0){
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float mass, dampningL, dampningA;
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errorCheck(objectData->FirstChildElement("mass")->QueryFloatText(&mass));
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errorCheck(objectData->FirstChildElement("dampningL")->QueryFloatText(&dampningL));
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errorCheck(objectData->FirstChildElement("dampningA")->QueryFloatText(&dampningA));
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this->physics.addTriangleMeshBody(*object, mass, dampningL, dampningA, physicObjects.size());
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} else{
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printf("XMLError: Not a valid physicType.\n");
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}
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*/
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if(compositionType == 20){
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cameraCenter = object;
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}
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@ -230,7 +233,7 @@ void Level::load() {
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objectNum = objectNum + 1;
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}//iterating over all objects of the composition
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//iterate over all lights of the composition
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XMLElement* light = composition->FirstChildElement("light");
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for(; light; light=light->NextSiblingElement("light")){
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@ -279,7 +282,7 @@ void Level::load() {
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//TODO add triggers
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}
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}
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//add player (//TODO remove this as soon as we have a levelSetup with a player)
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Model marbleModel = Model("marbleSmooth.obj", 0.75f);
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Material marbleMaterial = Material("Marbletexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
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