//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(0.f, .4f, 0.f)), vec4(3.0f, 3.f, 0.4f, 1.5f), "lever", "model_duck_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
+ current_world->addObject(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
\r
--- /dev/null
+<?xml version="1.0" encoding="utf-8"?>
+<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
+ <asset>
+ <contributor>
+ <author>Blender User</author>
+ <authoring_tool>Blender 2.77.0 commit date:2016-04-05, commit time:18:12, hash:abf6f08</authoring_tool>
+ </contributor>
+ <created>2016-06-16T12:05:11</created>
+ <modified>2016-06-16T12:05:11</modified>
+ <unit name="meter" meter="1"/>
+ <up_axis>Z_UP</up_axis>
+ </asset>
+ <library_images/>
+ <library_geometries>
+ <geometry id="Cube_001-mesh" name="Cube.001">
+ <mesh>
+ <source id="Cube_001-mesh-positions">
+ <float_array id="Cube_001-mesh-positions-array" count="24">-1 -2 0 -1 -2 2 -1 0 0 -1 0 2 1 -2 0 1 -2 2 1 0 0 1 0 2</float_array>
+ <technique_common>
+ <accessor source="#Cube_001-mesh-positions-array" count="8" stride="3">
+ <param name="X" type="float"/>
+ <param name="Y" type="float"/>
+ <param name="Z" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_001-mesh-normals">
+ <float_array id="Cube_001-mesh-normals-array" count="18">-1 0 0 0 1 0 1 0 0 0 -1 0 0 0 -1 0 0 1</float_array>
+ <technique_common>
+ <accessor source="#Cube_001-mesh-normals-array" count="6" stride="3">
+ <param name="X" type="float"/>
+ <param name="Y" type="float"/>
+ <param name="Z" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <vertices id="Cube_001-mesh-vertices">
+ <input semantic="POSITION" source="#Cube_001-mesh-positions"/>
+ </vertices>
+ <polylist count="12">
+ <input semantic="VERTEX" source="#Cube_001-mesh-vertices" offset="0"/>
+ <input semantic="NORMAL" source="#Cube_001-mesh-normals" offset="1"/>
+ <vcount>3 3 3 3 3 3 3 3 3 3 3 3 </vcount>
+ <p>3 0 0 0 1 0 7 1 2 1 3 1 5 2 6 2 7 2 1 3 4 3 5 3 2 4 4 4 0 4 7 5 1 5 5 5 3 0 2 0 0 0 7 1 6 1 2 1 5 2 4 2 6 2 1 3 0 3 4 3 2 4 6 4 4 4 7 5 3 5 1 5</p>
+ </polylist>
+ </mesh>
+ </geometry>
+ </library_geometries>
+ <library_animations>
+ <animation id="Cube_rotation_euler_X">
+ <source id="Cube_rotation_euler_X-input">
+ <float_array id="Cube_rotation_euler_X-input-array" count="2">0 2</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_X-input-array" count="2" stride="1">
+ <param name="TIME" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_X-output">
+ <float_array id="Cube_rotation_euler_X-output-array" count="2">0 0</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_X-output-array" count="2" stride="1">
+ <param name="ANGLE" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_X-interpolation">
+ <Name_array id="Cube_rotation_euler_X-interpolation-array" count="2">BEZIER BEZIER</Name_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_X-interpolation-array" count="2" stride="1">
+ <param name="INTERPOLATION" type="name"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_X-intangent">
+ <float_array id="Cube_rotation_euler_X-intangent-array" count="4">-0.780823 0 1.219177 0</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_X-intangent-array" count="2" stride="2">
+ <param name="X" type="float"/>
+ <param name="Y" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_X-outtangent">
+ <float_array id="Cube_rotation_euler_X-outtangent-array" count="4">0.780823 0 2.780823 0</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_X-outtangent-array" count="2" stride="2">
+ <param name="X" type="float"/>
+ <param name="Y" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <sampler id="Cube_rotation_euler_X-sampler">
+ <input semantic="INPUT" source="#Cube_rotation_euler_X-input"/>
+ <input semantic="OUTPUT" source="#Cube_rotation_euler_X-output"/>
+ <input semantic="INTERPOLATION" source="#Cube_rotation_euler_X-interpolation"/>
+ <input semantic="IN_TANGENT" source="#Cube_rotation_euler_X-intangent"/>
+ <input semantic="OUT_TANGENT" source="#Cube_rotation_euler_X-outtangent"/>
+ </sampler>
+ <channel source="#Cube_rotation_euler_X-sampler" target="Cube/rotationX.ANGLE"/>
+ </animation>
+ <animation id="Cube_rotation_euler_Y">
+ <source id="Cube_rotation_euler_Y-input">
+ <float_array id="Cube_rotation_euler_Y-input-array" count="2">0 2</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_Y-input-array" count="2" stride="1">
+ <param name="TIME" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_Y-output">
+ <float_array id="Cube_rotation_euler_Y-output-array" count="2">0 0</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_Y-output-array" count="2" stride="1">
+ <param name="ANGLE" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_Y-interpolation">
+ <Name_array id="Cube_rotation_euler_Y-interpolation-array" count="2">BEZIER BEZIER</Name_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_Y-interpolation-array" count="2" stride="1">
+ <param name="INTERPOLATION" type="name"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_Y-intangent">
+ <float_array id="Cube_rotation_euler_Y-intangent-array" count="4">-0.780823 0 1.219177 0</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_Y-intangent-array" count="2" stride="2">
+ <param name="X" type="float"/>
+ <param name="Y" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_Y-outtangent">
+ <float_array id="Cube_rotation_euler_Y-outtangent-array" count="4">0.780823 0 2.780823 0</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_Y-outtangent-array" count="2" stride="2">
+ <param name="X" type="float"/>
+ <param name="Y" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <sampler id="Cube_rotation_euler_Y-sampler">
+ <input semantic="INPUT" source="#Cube_rotation_euler_Y-input"/>
+ <input semantic="OUTPUT" source="#Cube_rotation_euler_Y-output"/>
+ <input semantic="INTERPOLATION" source="#Cube_rotation_euler_Y-interpolation"/>
+ <input semantic="IN_TANGENT" source="#Cube_rotation_euler_Y-intangent"/>
+ <input semantic="OUT_TANGENT" source="#Cube_rotation_euler_Y-outtangent"/>
+ </sampler>
+ <channel source="#Cube_rotation_euler_Y-sampler" target="Cube/rotationY.ANGLE"/>
+ </animation>
+ <animation id="Cube_rotation_euler_Z">
+ <source id="Cube_rotation_euler_Z-input">
+ <float_array id="Cube_rotation_euler_Z-input-array" count="2">0 2</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_Z-input-array" count="2" stride="1">
+ <param name="TIME" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_Z-output">
+ <float_array id="Cube_rotation_euler_Z-output-array" count="2">0 90</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_Z-output-array" count="2" stride="1">
+ <param name="ANGLE" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_Z-interpolation">
+ <Name_array id="Cube_rotation_euler_Z-interpolation-array" count="2">BEZIER BEZIER</Name_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_Z-interpolation-array" count="2" stride="1">
+ <param name="INTERPOLATION" type="name"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_Z-intangent">
+ <float_array id="Cube_rotation_euler_Z-intangent-array" count="4">-0.780823 0 1.219177 90</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_Z-intangent-array" count="2" stride="2">
+ <param name="X" type="float"/>
+ <param name="Y" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <source id="Cube_rotation_euler_Z-outtangent">
+ <float_array id="Cube_rotation_euler_Z-outtangent-array" count="4">0.780823 0 2.780823 90</float_array>
+ <technique_common>
+ <accessor source="#Cube_rotation_euler_Z-outtangent-array" count="2" stride="2">
+ <param name="X" type="float"/>
+ <param name="Y" type="float"/>
+ </accessor>
+ </technique_common>
+ </source>
+ <sampler id="Cube_rotation_euler_Z-sampler">
+ <input semantic="INPUT" source="#Cube_rotation_euler_Z-input"/>
+ <input semantic="OUTPUT" source="#Cube_rotation_euler_Z-output"/>
+ <input semantic="INTERPOLATION" source="#Cube_rotation_euler_Z-interpolation"/>
+ <input semantic="IN_TANGENT" source="#Cube_rotation_euler_Z-intangent"/>
+ <input semantic="OUT_TANGENT" source="#Cube_rotation_euler_Z-outtangent"/>
+ </sampler>
+ <channel source="#Cube_rotation_euler_Z-sampler" target="Cube/rotationZ.ANGLE"/>
+ </animation>
+ </library_animations>
+ <library_controllers/>
+ <library_visual_scenes>
+ <visual_scene id="Scene" name="Scene">
+ <node id="Cube" name="Cube" type="NODE">
+ <translate sid="location">0 0 0</translate>
+ <rotate sid="rotationZ">0 0 1 0</rotate>
+ <rotate sid="rotationY">0 1 0 0</rotate>
+ <rotate sid="rotationX">1 0 0 0</rotate>
+ <scale sid="scale">0.075 0.6 1.5</scale>
+ <instance_geometry url="#Cube_001-mesh" name="Cube"/>
+ </node>
+ </visual_scene>
+ </library_visual_scenes>
+ <scene>
+ <instance_visual_scene url="#Scene"/>
+ </scene>
+</COLLADA>
\ No newline at end of file