Conflicts:
	Levels/ObjectSetups/Level1.xml
This commit is contained in:
sfroitzheim 2015-01-23 13:56:40 +01:00
commit e2c3be7d5d
9 changed files with 76 additions and 21600 deletions

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@ -221,7 +221,11 @@ void Level::load() {
* glm::rotate(compRot.z, glm::vec3(0.0f, 0.0f, 1.0f))
* glm::vec4(objectOffset, 0);
glm::vec3 objectPosition = compPos + glm::vec3(rotatedObjectOffset.x,rotatedObjectOffset.y,rotatedObjectOffset.z);
Object* object = new Object(model, material, objectPosition, compRot);
glm::vec3 objectRot;
errorCheck(xmlObject->FirstChildElement("xRot")->QueryFloatText(&objectRot[0]));
errorCheck(xmlObject->FirstChildElement("yRot")->QueryFloatText(&objectRot[1]));
errorCheck(xmlObject->FirstChildElement("zRot")->QueryFloatText(&objectRot[2]));
Object* object = new Object(model, material, objectPosition, compRot+objectRot);
objects.push_back(object);
//create an identifier for this object
std::vector<int> objectIdentifier = std::vector<int>(4);

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@ -148,7 +148,7 @@ void Physics::addPlayer(float friction, float rad, Entity entity, float mass, fl
btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia);
info.m_friction = friction;
info.m_friction = friction*2;
info.m_restitution = 0.0f;
playerBall = new btRigidBody(info);
@ -212,7 +212,7 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
}
btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true);
shape->setLocalScaling(btVector3(0.5f,0.5f,0.5f));
shape->setLocalScaling(btVector3(1.5,1.5,1.5));
btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z)));
btVector3 inertia(0,0,0);
@ -229,7 +229,7 @@ void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, f
bodies.push_back(body);
world->addRigidBody(body);
world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision);
if(bodies.size() != indice)
@ -366,7 +366,7 @@ void Physics::addCamera(float rad, float distance)
cameraBody->setDamping(0.9f,1.0f);
world->addRigidBody(cameraBody);
world->addRigidBody(cameraBody,COL_OBJECTS, objectsPhysicsCollision);
cameraBody->setSleepingThresholds(0,0);