prepare for peoples

This commit is contained in:
Jasper 2015-01-23 13:31:19 +01:00
parent 81c09eb33a
commit 59fc940e4f
3 changed files with 12 additions and 11 deletions

View File

@ -248,6 +248,7 @@ void Level::load() {
float mass;
errorCheck(xmlObject->FirstChildElement("mass")->QueryFloatText(&mass));
float dampningL, dampningA;
bool rotate = true;
errorCheck(objectData->FirstChildElement("dampningL")->QueryFloatText(&dampningL));
errorCheck(objectData->FirstChildElement("dampningA")->QueryFloatText(&dampningA));
if (physicType.compare("Player") == 0){
@ -259,15 +260,15 @@ void Level::load() {
errorCheck(objectData->FirstChildElement("width")->QueryFloatText(&width));
errorCheck(objectData->FirstChildElement("height")->QueryFloatText(&height));
errorCheck(objectData->FirstChildElement("length")->QueryFloatText(&length));
this->physics.addBox(width, height, length, *object, mass, dampningL, dampningA, physicObjects.size());
this->physics.addBox(width, height, length, *object, mass, dampningL, dampningA, physicObjects.size(), rotate);
}else if (physicType.compare("Button") == 0){
float width, height, length;
errorCheck(objectData->FirstChildElement("width")->QueryFloatText(&width));
errorCheck(objectData->FirstChildElement("height")->QueryFloatText(&height));
errorCheck(objectData->FirstChildElement("length")->QueryFloatText(&length));
this->physics.addButton(width, height, length, *object, mass, dampningL, dampningA, physicObjects.size());
this->physics.addButton(width, height, length, *object, mass, dampningL, dampningA, physicObjects.size(), rotate);
}else if (physicType.compare("TriangleMesh") == 0){
this->physics.addTriangleMeshBody(*object, modelPath, mass, dampningL, dampningA, physicObjects.size());
this->physics.addTriangleMeshBody(*object, modelPath, mass, dampningL, dampningA, physicObjects.size(), rotate);
} else{
printf("XMLError: Not a valid physicType.\n");
exit(-1);

View File

@ -176,7 +176,7 @@ void Physics::addPlayer(float friction, float rad, Entity entity, float mass, fl
addCamera();
}
void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice)
void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice,bool rotate)
{//TODO look at convexHullShapes
if(bodies.size() == indice)
@ -247,7 +247,7 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
throw std::invalid_argument( "Bodies out of Sync" );
}
void Physics::addButton(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
void Physics::addButton(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate)
{
if(bodies.size() == indice)
@ -277,7 +277,7 @@ void Physics::addButton(float width, float height, float length, Entity entity,
throw std::invalid_argument( "Bodies out of Sync" );
}
void Physics::addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
void Physics::addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate)
{
if(bodies.size() == indice)
@ -307,7 +307,7 @@ void Physics::addBox(float width, float height, float length, Entity entity, flo
throw std::invalid_argument( "Bodies out of Sync" );
}
void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate)
{
if(bodies.size() == indice)
throw std::invalid_argument( "Bodies out of Sync" );

View File

@ -58,15 +58,15 @@ class Physics {
void updateCameraPos(glm::vec2 mouseMovement, float strength);
glm::vec3 getCameraPosition();
void addRigidBodyFromFile(Entity entity, float mass, float dampningL, float dampningA, std::string modelLocation, unsigned indice);
void addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA, unsigned indice);
void addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA, unsigned indice,bool rotate);
void addTerrain(int width, int length, float** heightData);
void addTerrainTriangles(int width, int length, float** heightData); //add the terrain as a trimesh instead of a heightmap
void addPlayer(float friction, float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice); //use these AFTER physicObjects.push_back(object)! if mass == 0 then the object is unmoveable
void addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice); //The Indice should be set to physicObjects.size()
void addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice); //this is used to ensuer that the system is synchronized
void addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate); //The Indice should be set to physicObjects.size()
void addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate); //this is used to ensuer that the system is synchronized
void addPositionConstraint(int bodyIndice, float strength, glm::vec3 position);
void removePositionConstraint(int bodyIndice);
void addButton(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice);
void addButton(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate);
glm::vec3 getCameraToPlayer();
struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};