|
|
@@ -58,8 +58,6 @@ void CharacterGame::initialize()
|
|
|
rbParams.angularDamping = 0.16f;
|
|
|
ceiling->setCollisionObject(PhysicsCollisionObject::RIGID_BODY, PhysicsCollisionShape::box(Vector3(49.5f, 1.0f, 49.5f)), &rbParams);
|
|
|
|
|
|
- _scene->removeNode(_scene->findNode("door"));
|
|
|
-
|
|
|
// Initialize scene.
|
|
|
_scene->visit(this, &CharacterGame::initializeScene);
|
|
|
|
|
|
@@ -98,7 +96,6 @@ void CharacterGame::initializeCharacter()
|
|
|
|
|
|
// Store the physics character object.
|
|
|
_character = static_cast<PhysicsCharacter*>(node->getCollisionObject());
|
|
|
- _character->setMaxSlopeAngle(20.0f);
|
|
|
|
|
|
// Store character nodes.
|
|
|
_characterNode = node->findNode("boyScale");
|
|
|
@@ -149,14 +146,7 @@ void CharacterGame::drawSplash(void* param)
|
|
|
bool CharacterGame::drawScene(Node* node, bool transparent)
|
|
|
{
|
|
|
if (node->getModel() && (transparent == node->hasTag("transparent")))
|
|
|
- {
|
|
|
node->getModel()->draw(_wireframe);
|
|
|
- }
|
|
|
- else if (node->getTerrain())
|
|
|
- {
|
|
|
- Terrain* terrain = node->getTerrain();
|
|
|
- terrain->draw(_wireframe);
|
|
|
- }
|
|
|
|
|
|
return true;
|
|
|
}
|
|
|
@@ -646,6 +636,8 @@ void CharacterGame::grabBall()
|
|
|
Node* boy = _character->getNode();
|
|
|
boy->setCollisionObject(PhysicsCollisionObject::CHARACTER, PhysicsCollisionShape::capsule(2.9f, 6.0f, Vector3(0.0f, 3.0f, 0.0f), true), &rbParams);
|
|
|
_character = static_cast<PhysicsCharacter*>(boy->getCollisionObject());
|
|
|
+ _character->setMaxSlopeAngle(0.0f);
|
|
|
+ _character->setMaxStepHeight(0.0f);
|
|
|
_character->setVelocity(currentVelocity);
|
|
|
}
|
|
|
|
|
|
@@ -659,6 +651,8 @@ void CharacterGame::releaseBall()
|
|
|
boy->setCollisionObject(PhysicsCollisionObject::CHARACTER, PhysicsCollisionShape::capsule(1.2f, 6.0f, Vector3(0.0f, 3.0f, 0.0f), true), &rbParams);
|
|
|
_character = static_cast<PhysicsCharacter*>(boy->getCollisionObject());
|
|
|
_character->setVelocity(velocity);
|
|
|
+ _character->setMaxSlopeAngle(0.0f);
|
|
|
+ _character->setMaxStepHeight(0.0f);
|
|
|
|
|
|
PhysicsRigidBody* basketball = (PhysicsRigidBody*) _basketballNode->getCollisionObject();
|
|
|
basketball->setEnabled(true);
|