Tried to adjust box.

This commit is contained in:
Jasper 2014-12-15 19:11:28 +01:00
parent e00cb787c8
commit c993bd8f77
2 changed files with 9 additions and 10 deletions

View File

@ -18,7 +18,7 @@
<yOffset>1.0</yOffset>
<zOffset>2.0</zOffset>
<scale>1.5</scale>
<mass>0.0</mass>
<mass>25.0</mass>
</object>
</composition>
@ -30,7 +30,7 @@
<yOffset>0.0</yOffset>
<zOffset>0.0</zOffset>
<scale>1.0</scale>
<mass>2.0</mass>
<mass>0.0</mass>
</object>
</composition>
@ -128,7 +128,7 @@
<shininess>2.0</shininess>
<physicType>Box</physicType>
<width>5.0</width>
<height>1.0</height>
<height>6.0</height>
<length>1.8</length>
</objectData>

View File

@ -2,7 +2,7 @@
#include <string>
using namespace tinyxml2;
//dowadiddydiddydumdiddydo
Level::Level(std::string levelNum){
this->levelNum = levelNum;
this->terrain = Terrain(levelNum);
@ -11,14 +11,14 @@ Level::Level(std::string levelNum){
Level::Level() {
}
//there she was just walking down the street singing
Level::~Level() {
for(unsigned int i = 0; i<objects.size(); i++) {
delete(objects.at(i));
}
}
//dowadiddydiddydumdiddydoo!
void Level::errorCheck(XMLError error){
if (error) {
printf("XMLError: ");
@ -221,8 +221,7 @@ void Level::load() {
errorCheck(objectData->FirstChildElement("dampningA")->QueryFloatText(&dampningA));
std::string bulletModelPath = modelPath.substr(0, modelPath.length()-3);
bulletModelPath += "bullet";
//this->physics.addRigidBodyFromFile(*object, mass, dampningL, dampningA, bulletModelPath, physicObjects.size());
this->physics.addBox(1, 1, 1, *object, mass, physicObjects.size());
this->physics.addTriangleMeshBody(*object,modelPath,mass,0.5,0.5,physicObjects.size());
} else{
printf("XMLError: Not a valid physicType.\n");
}
@ -305,7 +304,7 @@ void Level::load() {
//add player (//TODO remove this as soon as we have a levelSetup with a player)
Model marbleModel = Model("marbleSmooth.obj", 0.75f);
Material marbleMaterial = Material("Marbletexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
Object* object = new Object(marbleModel, marbleMaterial, glm::vec3(2.0f, 10.0f, 2.0f),
Object* object = new Object(marbleModel, marbleMaterial, glm::vec3(2.0f, 20.0f, 2.0f),
glm::vec3(0.0f, 0.0f, 0.0f));
objects.push_back(object);
physicObjects.push_back(object);
@ -335,7 +334,7 @@ void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPre
camera.updateRotation(mouseDelta/100.0f);
}
float str = 20;
float str = 30;
if(wPressed){
physics.rollForward(camera.getVector(),str);