Few things changed

actorid
Jason Hooks 13 years ago
parent fb0a52809d
commit 595b0729da

@ -85,7 +85,7 @@ namespace MWClass
const std::string &model = ref->base->model;
assert (ref->base != NULL);
if(!model.empty()){
physics.insertActorPhysics(ptr, "meshes\\" + model);
physics.insertObjectPhysics(ptr, "meshes\\" + model);
}
}

@ -133,7 +133,7 @@ namespace MWClass
std::string smodel = "meshes\\base_anim.nif";
if(beast)
smodel = "meshes\\base_animkna.nif";
physics.insertActorPhysics(ptr, smodel);
//physics.insertObjectPhysics(ptr, smodel);
}

@ -133,7 +133,6 @@ btVector3 ManualBulletShapeLoader::getbtVector(Nif::Vector v)
void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
{
std::cout << "Beginning physics\n";
cShape = static_cast<BulletShape *>(resource);
resourceName = cShape->getName();
cShape->collide = false;
@ -203,7 +202,6 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
currentShape = new TriangleMeshShape(mTriMesh,true);
cShape->Shape = currentShape;
std::cout << "End bullet physics\n";
}
bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node* node)
@ -235,7 +233,7 @@ bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node* node)
void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
const Nif::Transformation *trafo,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly)
{
std::cout << "Handle Node\n";
// Accumulate the flags from all the child nodes. This works for all
// the flags we currently use, at least.
flags |= node->flags;
@ -273,7 +271,7 @@ void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
if (trafo)
{
std::cout << "Before trafo\n";
// Get a non-const reference to the node's data, since we're
// overwriting it. TODO: Is this necessary?
Transformation &final = *((Transformation*)node->trafo);
@ -289,10 +287,9 @@ void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
// Scalar values are so nice to deal with. Why can't everything
// just be scalar?
final.scale *= trafo->scale;
std::cout << "After Trafo\n";
}
std::cout << "After Trafo2\n";
// For NiNodes, loop through children
if (node->recType == Nif::RC_NiNode)

@ -301,7 +301,7 @@ bool PM_SlideMove( bool gravity )
if ( into >= 0.1 )
continue; // move doesn't interact with the plane
std::cout << "Second plane" << planes[i] << "\n";
if(planes[i].x >= .70)
{
pm->ps.velocity = Ogre::Vector3(0,0,0);

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