SDL_GLContext Graphix::sdl_glcontext;
-short Graphix::effects = EF_NOTHING;
+short Graphix::effects = EF_TRANSPARENCY;
Shader* Graphix::shader_BBox;
IMetaMesh::operator string() const
{
return modelpath;
+}
+
+void IMetaMesh::setMargin(btScalar _margin)
+{
+ for (auto i = models.begin(); i != models.end(); ++i)
+ {
+ i->first->setMargin(_margin);
+ }
}
\ No newline at end of file
operator std::string() const override;
+ void setMargin(btScalar margin) override;
+
protected:
std::string modelpath;
return true;
}
+void Model::setMargin(btScalar _margin)
+{
+ bt_collision_shape->setMargin(_margin);
+}
+
Model* Model::BoundingBox = nullptr;
Model* Model::SkyBoxModel = nullptr;
/* Get size&position from BBox */
void getBBcs(vec3& center, vec3& size) const;
- class Triangle;
+ virtual void setMargin(btScalar margin);
static Model* getBBoxModel();
static Model* getSkyBoxModel();
{
collide_group = COL_MARVIN;
collide_with = COL_LEVEL | COL_ENEMY | COL_EVENT;
+
}
yFloorDist = 100;
}
+void SceneObject::setMargin(btScalar _margin)
+{
+ model->setMargin(_margin);
+}
+
void SceneObject::draw() const
{
// useModel(shader);
virtual void turnTo(vec3& direction, float speed = 1);
virtual void move(vec3& dist);
+ void setMargin(btScalar margin);
+
//virtual bool operator==(SceneObject);
__declspec(deprecated)