diff --git a/level.cc b/level.cc index 1fcd4fe..da54f96 100644 --- a/level.cc +++ b/level.cc @@ -26,7 +26,6 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) { Material material = Material("marbleTexture_small.png", 0.1f, 0.5f, 0.5f, 3.0f); //Create object Object object = Object(model, material, glm::vec3(0.0f, 10.0f, 0.0f), - glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), shader); //add player to phy this->physics.addPlayer(1.25f,0.0f,10.0f,0.0f,1.0f,0); @@ -38,22 +37,19 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) { Material torchMaterial = Material("torchTexture.png", 0.1f, 0.3f, 0.7f, 10.0f); //Create object Object torchObject = Object(torchModel, torchMaterial, glm::vec3(-3.0f, 6.0f, 0.0f), - glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), - glm::vec3(0.0f, 0.0f, 0.0f), shader); + glm::vec3(0.0f, 1.0472f, 0.0f), shader); objects.push_back(torchObject); Model blockModel = Model("Block.obj", 1.0f); Material blockMaterial = Material("blockTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f); Object blockObject = Object(blockModel, blockMaterial, glm::vec3(2.0f, 7.0f, 2.0f), - glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), - shader); + glm::vec3(0.0f, 0.0f, 0.0f), shader); objects.push_back(blockObject); Model columnModel = Model("Column.obj", 1.0f); Material columnMaterial = Material("columnTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f); Object columnObject = Object(columnModel, columnMaterial, glm::vec3(-2.0f, 7.0f, -2.0f), - glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), - shader); + glm::vec3(0.0f, 0.0f, 0.0f), shader); objects.push_back(columnObject); //set lighting parameters @@ -72,7 +68,6 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) { //Create object Object terrainObject = Object(terrainModel, terrainMaterial, glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()), - glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), shader); objects.push_back(terrainObject); cameraCenter = &objects[0]; diff --git a/object.cc b/object.cc index 7bd7580..b4a6d39 100644 --- a/object.cc +++ b/object.cc @@ -1,12 +1,10 @@ #include "object.hh" Object::Object(Model model, Material material, glm::vec3 position, glm::vec3 rotation, - glm::vec3 velocity, glm::vec3 angularVelocity, ACGL::OpenGL::SharedShaderProgram shader) : + ACGL::OpenGL::SharedShaderProgram shader) : Entity(position, rotation) { this->model = model; this->material = material; - this->velocity = velocity; - this->angularVelocity = angularVelocity; this->shader = shader; } diff --git a/object.hh b/object.hh index d8e4029..e3877ba 100644 --- a/object.hh +++ b/object.hh @@ -12,7 +12,6 @@ class Object : public Entity { public: Object(Model model, Material material, glm::vec3 position, glm::vec3 rotation, - glm::vec3 velocity, glm::vec3 angularVelocity, ACGL::OpenGL::SharedShaderProgram shader); Object(); ~Object(); @@ -20,8 +19,6 @@ class Object : public Entity { private: Model model; Material material; - glm::vec3 velocity; - glm::vec3 angularVelocity; ACGL::OpenGL::SharedShaderProgram shader; };