]> git.leopard-lacewing.eu Git - cgue_weave.git/commitdiff
Merge branch 'master' of git-cgue@lva.cg.tuwien.ac.at:Weave
authorLockedLunatic <locked.lunatic@aon.at>
Mon, 20 Jun 2016 00:03:02 +0000 (02:03 +0200)
committerLockedLunatic <locked.lunatic@aon.at>
Mon, 20 Jun 2016 00:03:02 +0000 (02:03 +0200)
# Conflicts:
# Weave/Weave.vcxproj.filters

1  2 
Weave/Game.cpp
Weave/Graphix/Model/Model.cpp
Weave/Graphix/Model/Model.h
Weave/Scene/Scene.cpp
Weave/Scene/SceneObject.cpp
Weave/Scene/SceneObject.h
Weave/Weave.vcxproj

diff --cc Weave/Game.cpp
index 53b96d92c737ba522aecc5fdc610f289473a40a0,8beb641128a5c5abab645719e2229099de78d558..c21bc42b0e3e767ad55665a0c29e866e525c055d
@@@ -64,27 -61,13 +62,27 @@@ Game::Game() : playing(true
        //current_world->addObject(new SceneObject( glm::mat4(1.0f), "Player.dae", "model_player.png"));\r
        //current_world->addObject(new SceneObject( translate(vec3(-3.f, .4f, 0.f))*scale(vec3(3.f)), "cow/cow.dae", "model_cow_2D.jpg"));\r
        current_world->addObject(new SceneObject(translate(vec3(-3.f, .4f, 0.f)), vec4(3.0f, 0.5f, 0.4f, 1.5f), "duck_col", "model_duck_2D.png"));\r
-       current_world->addObject(new SceneObject(translate(vec3(-5.f, .4f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "duck", "model_duck_2D.png"));\r
+       //current_world->addObject(new SceneObject(translate(vec3(-5.f, .4f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "boar", "model_boar_2D.png"));\r
  \r
        SceneObject* door = new SceneObject(translate(vec3(2.f, .4f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "door", "model_duck_2D.png");\r
 -      SceneObject* lever = new SceneObject(translate(vec3(0.f, .4f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "lever", "model_duck_2D.png");\r
 -      lever->timeresistant = true;\r
        current_world->addObject(door);\r
 +      door->startanimation((uint)0, 1.0f);\r
 +      door->setAnimationLoop(true);\r
 +\r
 +      SceneObject* door2 = new SceneObject(translate(vec3(1.f, .4f, 0.f)), vec4(3.0f, 1.f, 0.4f, 1.5f), "door", "model_duck_2D.png");\r
 +      current_world->addObject(door2);\r
 +      door2->startanimation((uint)0, 1.0f);\r
 +      door2->setAnimationLoop(true);\r
 +      door2->timeresistant = true;\r
 +\r
 +      Lever* lever = new Lever(translate(vec3(0.f, .4f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "lever", "model_duck_2D.png");\r
        current_world->addObject(lever);\r
 +      lever->startanimation((uint)0, 0.0f);\r
 +      lever->setAnimationLoop(false);\r
 +      lever->timeresistant = true;\r
 +      lever->setup(door);\r
 +\r
 +      //TODO register door to lever\r
  \r
  \r
        current_world->addObject(new SceneObject(translate(vec3(-5.f, 3.f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "SkyBox", "model_SkyBox_2D.png"));\r
Simple merge
Simple merge
index a02a3c31e03369753124a6eee1f13733ccc3cafd,44d80432a1d76c93848c75a793049f63fbdee93e..01a53600aa1430f5d9a40f48511d3d642fa75ac0
@@@ -53,14 -53,8 +53,14 @@@ lookat(_lookat
  
        currenttime = 0.0f;
        if (lookat != nullptr)
-               timestamps.push(Timestamp(0.0f, _lookat->getModelMat(), lookat->ySpeed));
+               timestamps.push(Timestamp(0.0f, _lookat->gModelMat(), lookat->ySpeed));
  
 +      TimeEvent dummy;
 +      dummy.time = 0.0f;
 +      dummy.object = nullptr;
 +      dummy.id = -1;
 +      events.push(dummy);
 +
        bt_collision_configuration = new btDefaultCollisionConfiguration();
        bt_dispatcher = new btCollisionDispatcher(bt_collision_configuration);
  
Simple merge
index ffbb79f09fa2eb4aea466538ecd41c5acb155ccc,235e82ef6a01da7dd5796f82ee160fd1a5405dd6..82e9d62467b229c91eef90c0583042aed4e4a897
@@@ -97,12 -92,12 +97,14 @@@ public
  
        bool movable = true;
  
+       short collide_group, collide_with;
  protected:
  
 +      void updateAnimation(float);
 +
        mat4 modelMat;
-       
+       mat4 oldModelMat;
  
        //const Shader * shader;
        Texture* texture;
Simple merge