Merge branch 'master' of github.com:Faerbit/swp
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Levels/ObjectSetups/BackupLevel1.xcf
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Levels/ObjectSetups/BackupLevel1.xcf
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@ -1,52 +0,0 @@
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<ambientLight>
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<rColour>1.0</rColour>
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<gColour>1.0</gColour>
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<bColour>1.0</bColour>
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</ambientLight>
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<fogColour>
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<rColour>0.10</rColour>
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<gColour>0.14</gColour>
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<bColour>0.14</bColour>
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<alpha>1.0</alpha>
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</fogColour>
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<directionalLight>
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<xOffset>-1.0</xOffset>
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<yOffset>1.5</yOffset>
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<zOffset>1.0</zOffset>
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<rColour>1.0</rColour>
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<gColour>1.0</gColour>
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<bColour>0.9</bColour>
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<intensity>0.2</intensity>
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</directionalLight>
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<skydome>
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<texture>skydome.png</texture>
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</skydome>
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<trigger>
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<name>bla</name>
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<xPosition>15.0</xPosition>
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<yPosition>14.0</yPosition>
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<zPosition>0.0</zPosition>
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<distance>4.0</distance>
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<isBiggerThan>false</isBiggerThan>
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<idGreen>1</idGreen>
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<idBlue>100</idBlue>
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<objectNum>0</objectNum>
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<functionPointer>0</functionPointer>
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</trigger>
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<trigger>
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<name>-</name>
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<xPosition>0.0</xPosition>
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<yPosition>0.0</yPosition>
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<zPosition>0.0</zPosition>
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<distance>1.0</distance>
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<isBiggerThan>false</isBiggerThan>
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<idGreen>0</idGreen>
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<idBlue>0</idBlue>
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<objectNum>0</objectNum>
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<functionPointer>-</functionPointer>
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</trigger>
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@ -1,4 +1,4 @@
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<!-- Marble -->
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<!-- Marble -->
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<composition>
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<typeID>20</typeID>
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<object>
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@ -18,7 +18,7 @@
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<modelPath>block.obj</modelPath>
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<xOffset>0.0</xOffset>
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<yOffset>1.0</yOffset>
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<zOffset>2.0</zOffset>
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<zOffset>0.0</zOffset>
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<scale>1.5</scale>
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<mass>25.0</mass>
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</object>
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@ -123,6 +123,19 @@
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</object>
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</composition>
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<!-- Static Block -->
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<composition>
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<typeID>140</typeID>
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<object>
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<modelPath>block.obj</modelPath>
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<xOffset>0.0</xOffset>
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<yOffset>10.0</yOffset>
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<zOffset>2.0</zOffset>
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<scale>1.5</scale>
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<mass>0.0</mass>
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</object>
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</composition>
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@ -136,7 +149,7 @@
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<shininess>3.0</shininess>
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<physicType>Player</physicType>
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<radius>1.5</radius>
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<dampningL>0.1</dampningL>
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<dampningL>0.2 </dampningL>
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<dampningA>0.7</dampningA>
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</objectData>
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@ -149,7 +162,7 @@
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<shininess>2.0</shininess>
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<physicType>Box</physicType>
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<width>5.0</width>
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<height>6.0</height>
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<height>3</height>
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<length>1.8</length>
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<dampningL>0.8</dampningL>
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<dampningA>0.9</dampningA>
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Levels/ObjectSetups/Level1.xcf
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Levels/ObjectSetups/Level1.xcf
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2
level.cc
2
level.cc
@ -81,7 +81,7 @@ void Level::load() {
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Material terrainMaterial = Material("seamlessTerrain.png", 0.1f, 0.8f, 0.2f, 3.0f);
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//Create object
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Object* terrainObject = new Object(terrainModel, terrainMaterial,
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glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
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glm::vec3(-0.5*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
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glm::vec3(0.0f, 0.0f, 0.0f));
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objects.push_back(terrainObject);
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58
physics.cc
58
physics.cc
@ -28,10 +28,39 @@ void Physics::init(lua_State* L)
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}
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void Physics::takeUpdateStep(float timeDiff)
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{
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{
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world->stepSimulation(timeDiff);
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for(unsigned i = 0; i < allPositionConstraints.size();i++)
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{
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if(allPositionConstraints[i].position != allPositionConstraints[i].body->getCenterOfMassPosition())
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{
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btVector3 dir = allPositionConstraints[i].body->getCenterOfMassPosition() - allPositionConstraints[i].position;
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allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength);
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}
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}
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}
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void Physics::removePositionConstraint(int bodyIndice)
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{
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for(unsigned i = 0; i < allPositionConstraints.size();i++)
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{
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if(allPositionConstraints[i].body == bodies[i] )
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{
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allPositionConstraints.erase(allPositionConstraints.begin()+i);
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}
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}
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}
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void Physics::addPositionConstraint(int bodyIndice, float strength, glm::vec3 position)
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{
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positionConstraint cons;
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cons.body = bodies[bodyIndice];
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cons.strength = strength;
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cons.position = btVector3(position.x,position.y,position.z);
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allPositionConstraints.push_back(cons);
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}
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//TERRAIN SUBSET
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void Physics::addTerrainTriangles(int width, int length, float** heightData)
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{//not working correctly something with offset wrong?
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@ -44,7 +73,8 @@ void Physics::addTerrainTriangles(int width, int length, float** heightData)
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btVector3 v1(i+1,heightData[j][i+1],j);
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btVector3 v2(i,heightData[j+1][i],j+1);
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trimesh->addTriangle(v0,v1,v2);
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trimesh->addTriangle(v0,v1,v2);
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}
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}
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for(int i = 1; i < width;i++)
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@ -100,17 +130,6 @@ void Physics::addTerrain(int width, int length, float** heightData)
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world->addRigidBody(terrainBody, COL_TERRAIN, COL_TERRAIN | COL_OBJECTS);
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}
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void Physics::addStaticGroundPlane()
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{
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btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 0);
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btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, 0, 0)));
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btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0));
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staticGroundBody = new btRigidBody(groundRigidBodyCI);
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world->addRigidBody(staticGroundBody);
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}
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//players and objects
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void Physics::addPlayer(float friction, float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice)
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{
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@ -129,6 +148,7 @@ void Physics::addPlayer(float friction, float rad, Entity entity, float mass, fl
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btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
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info.m_friction = friction;
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info.m_restitution = 0.0f;
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playerBall = new btRigidBody(info);
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@ -389,6 +409,18 @@ void Physics::rollRight(glm::vec3 camPos,float strength)
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playerBall->applyTorque(-pos);
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}
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//not used right now
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void Physics::addStaticGroundPlane()
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{
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btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 0);
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btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, 0, 0)));
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btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0));
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staticGroundBody = new btRigidBody(groundRigidBodyCI);
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world->addRigidBody(staticGroundBody);
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}
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/*
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void kill()
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{
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@ -69,6 +69,10 @@ class Physics {
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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
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void addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice); //The Indice should be set to physicObjects.size()
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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
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void addPositionConstraint(int bodyIndice, float strength, glm::vec3 position);
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void removePositionConstraint(int bodyIndice);
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struct positionConstraint{btRigidBody* body; float strength; btVector3 position;};
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private:
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btRigidBody* playerBall; //allows for easier access to the ball
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@ -76,6 +80,7 @@ class Physics {
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btRigidBody* cameraBody;
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std::vector<btRigidBody*> bodies; //list of all bodies. bodies are also in world, but save again to ease cleaning up process.
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btRigidBody* staticGroundBody;
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std::vector<positionConstraint> allPositionConstraints;
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btDynamicsWorld* world; //contains physical attributes of the world.
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btDispatcher* dispatcher; //
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@ -22,7 +22,7 @@ void Terrain::load() {
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for(unsigned int rowNum = 0; rowNum < this->heightmapHeight; rowNum++){ //read in the heightmap
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this->heightmap[rowNum] = new float[this->heightmapWidth];
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for(unsigned int columnNum = 0; columnNum < this->heightmapWidth; columnNum++){
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this->heightmap[rowNum][columnNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 8; //<--heightmap is scaled here
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this->heightmap[rowNum][columnNum] = (float)(image[(rowNum*heightmapWidth+columnNum)*4]) / 6; //<--heightmap is scaled here
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}
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}
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