void Concavefloor::init() { worldsizeZ = settings->getCVarPtr("worldsizeZ"); makeFloor(); if ( settings->getCVar("autoload") ) loadAllCritters(); if ( settings->getCVar("autoloadlastsaved") ) loadAllLastSavedCritters(); }
void Roundworld::init() { //makeFloor(); groundTransform.setIdentity(); groundTransform.setOrigin( btVector3(0,0,0) ); groundShape = new btSphereShape(btScalar( *worldsizeX )); fixedGround = new btCollisionObject(); fixedGround->setUserPointer(this); fixedGround->setCollisionShape(groundShape); fixedGround->setWorldTransform(groundTransform); m_dynamicsWorld->addCollisionObject(fixedGround); if ( settings->getCVar("autoload") ) loadAllCritters(); if ( settings->getCVar("autoloadlastsaved") ) loadAllLastSavedCritters(); }