}
Level::Level(const mat4& _modelMat, const vec4& _material, std::string _modelpath, std::string _texturepath) :
- SceneObject(_modelMat, _material, Model::newIMetaModel(_modelpath + ".dae"), _texturepath)
+ SceneObject(_modelMat, _material, _modelpath, _texturepath)
{
collide_group = COL_LEVEL;
collide_with = COL_MARVIN | COL_ENEMY;
//model->bindModel();
//model->bindShader(shader);
- collision = model;
- collision->bt_init();
- bt_collision_object->setCollisionShape(*collision);
- bt_collision_object->setUserPointer(this);
+ //collision = model;
+ //collision->bt_init();
+ //bt_collision_object->setCollisionShape(*collision);
+ //bt_collision_object->setUserPointer(this);
- btTransform btModelMat;
- btModelMat.setFromOpenGLMatrix(value_ptr(modelMat));
+ //btTransform btModelMat;
+ //btModelMat.setFromOpenGLMatrix(value_ptr(modelMat));
- btDefaultMotionState* MotionState =
- new btDefaultMotionState(btModelMat);
- btRigidBody::btRigidBodyConstructionInfo RigidBodyCI(0, MotionState, *model, btVector3(0, 0, 0));
+ //btDefaultMotionState* MotionState =
+ // new btDefaultMotionState(btModelMat);
+ //btRigidBody::btRigidBodyConstructionInfo RigidBodyCI(0, MotionState, *model, btVector3(0, 0, 0));
- bt_rigid_body = new btRigidBody(RigidBodyCI);
+ //bt_rigid_body = new btRigidBody(RigidBodyCI);
}