Merged with physics and added filepath
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@ -237,7 +237,9 @@ ICustomBody* Level::InitRigidBodyMesh( const ObjectHeader* obj)
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//rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
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//rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
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//create the rigid body
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//create the rigid body
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rigidBody = API::Instance().AddTriangleMesh(obj->boundingVolume.cgMesh.filename, rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.cgMesh.restitutionCoeff , obj->boundingVolume.cgMesh.frictionCoeffStatic , obj->boundingVolume.cgMesh.frictionCoeffDynamic);
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std::wstring fname = L"..\\Content\\Worlds\\cgf\\";
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fname.append(obj->boundingVolume.cgMesh.filename);
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rigidBody = API::Instance().AddTriangleMesh( fname , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.cgMesh.restitutionCoeff , obj->boundingVolume.cgMesh.frictionCoeffStatic , obj->boundingVolume.cgMesh.frictionCoeffDynamic);
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return rigidBody;
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return rigidBody;
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}
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}
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bool Level::InitiateLevel(std::wstring levelPath)
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bool Level::InitiateLevel(std::wstring levelPath)
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