Merge remote-tracking branch 'origin/GameLogic' into GameClient
This commit is contained in:
commit
4f838bb39e
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@ -62,6 +62,8 @@ bool LanMenuState::Init( SharedStateContent &shared )
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this->privData->connectIP->ReserveLines( 1 );
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this->privData->connectIP->ReserveLines( 1 );
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this->privData->connectIP->AppendText( L"127.0.0.1" );
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this->privData->connectIP->AppendText( L"127.0.0.1" );
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//this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server
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//this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server
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//this->privData->connectIP->AppendText( L"194.47.150.189" ); // HACK: connecting to Robins server
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this->privData->connectIP->SetFontHeight( 0.08f );
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this->privData->connectIP->SetFontHeight( 0.08f );
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this->privData->connectIP->SetLineSpacing( 0.005f );
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this->privData->connectIP->SetLineSpacing( 0.005f );
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this->privData->connectIP->SetTopAligned();
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this->privData->connectIP->SetTopAligned();
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@ -56,19 +56,14 @@ void AttatchmentMassDriver::Update(float dt)
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//update position of heldObject if there is an object being held
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//update position of heldObject if there is an object being held
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if(hasObject)
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if(hasObject)
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{
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{
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//Oyster::Physics::ICustomBody::State state;
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//state = heldObject->GetState();
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Oyster::Math::Float3 ownerPos = owner->GetPosition();
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Oyster::Math::Float3 ownerPos = owner->GetPosition();
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Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
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Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
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Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2];
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Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2];
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up *= -0.3f;
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up *= -0.3f;
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Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5);
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Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*2);
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//state.centerPos = pos;
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heldObject->SetPosition(pos);
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heldObject->SetPosition(pos);
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heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
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heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
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//heldObject->SetState(state);
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}
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}
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}
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}
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@ -149,7 +144,7 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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{
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{
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Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5;
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Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*2;
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Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,10);
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Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,10);
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);
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@ -108,13 +108,31 @@ using namespace GameLogic;
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obj.SetPosition(target);
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obj.SetPosition(target);
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}
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}
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void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss)
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{
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{
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int forceThreashHold = 200000; //how much force for the box to explode of the impact
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Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
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switch (realObj->GetObjectType())
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Object *realObjA = ((Object*)(objA->GetCustomTag()));
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Object *realObjB = (Object*)objB->GetCustomTag(); //needs to be changed?
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ExplosiveCrate* crate;
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if(!realObjA)
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return;
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if(!realObjB)
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return;
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//check who is player and who is the object
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if(realObjA->GetObjectType() == ObjectSpecialType::ObjectSpecialType_RedExplosiveBox)
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{
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crate = (ExplosiveCrate*)realObjA;
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}
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else
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{
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crate = (ExplosiveCrate*)realObjB;
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realObjB = realObjA;
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}
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switch (realObjB->GetObjectType())
|
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{
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{
|
||||||
case ObjectSpecialType::ObjectSpecialType_Generic:
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case ObjectSpecialType::ObjectSpecialType_Generic:
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break;
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break;
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@ -122,29 +140,15 @@ using namespace GameLogic;
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break;
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break;
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case ObjectSpecialType::ObjectSpecialType_Player:
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case ObjectSpecialType::ObjectSpecialType_Player:
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ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag());
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if(crate->hasExploaded) return;
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Oyster::Math::Float3 pos = crate->GetRigidBody()->GetState().centerPos;
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Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos;
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Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius);
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Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius);
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode);
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode);
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crate->hasExploaded = true;
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delete hitSphere;
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delete hitSphere;
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break;
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break;
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}
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}
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/*if(kineticEnergyLoss > forceThreashHold)
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{
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|
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ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag());
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Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos;
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Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius);
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Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode);
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delete hitSphere;
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|
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}*/
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|
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}
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}
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|
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void ExplosiveCrate::Explode(Oyster::Physics::ICustomBody *obj, void* args)
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void ExplosiveCrate::Explode(Oyster::Physics::ICustomBody *obj, void* args)
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@ -156,15 +160,16 @@ using namespace GameLogic;
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Oyster::Math::Float3 hitObjectPos = obj->GetState().centerPos;
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Oyster::Math::Float3 hitObjectPos = obj->GetState().centerPos;
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Oyster::Math::Float3 force = (((hitObjectPos- explosionCenterPos).GetNormalized()) * ExplosionSource->pushForceMagnitude);
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Oyster::Math::Float3 force = (((hitObjectPos- explosionCenterPos).GetNormalized()) * ExplosionSource->pushForceMagnitude);
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|
||||||
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|
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if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
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if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
|
||||||
{
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{
|
||||||
Player *hitPlayer = (Player*)realObj;
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Player *hitPlayer = (Player*)realObj;
|
||||||
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|
||||||
//hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision());
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//hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision());
|
||||||
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hitPlayer->GetRigidBody()->ApplyImpulse(force);
|
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//do shredding damage
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//do shredding damage
|
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}
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}
|
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|
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realObj->GetRigidBody()->ApplyImpulse(force);
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|
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|
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}
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}
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@ -173,16 +178,32 @@ using namespace GameLogic;
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//Collision between a player and a general static or dynamic object
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//Collision between a player and a general static or dynamic object
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//use kinetic energyloss of the collision in order too determin how much damage to take
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//use kinetic energyloss of the collision in order too determin how much damage to take
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//use as part of the damage algorithm
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//use as part of the damage algorithm
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//Oyster::Math::Float3 prevVel = obj.GetRigidBody()->GetState().prev
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Oyster::Math::Float3 objPrevVel = obj.GetRigidBody()->GetState().previousVelocity;
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Oyster::Math::Float3 playerPrevVel = player.GetRigidBody()->GetState().previousVelocity;
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Oyster::Math::Float3 deltaPos = (player.GetPosition() - obj.GetPosition());
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Oyster::Math::Float deltaSpeed = (objPrevVel - playerPrevVel).GetMagnitude();
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Oyster::Math::Float angularFactor = deltaPos.GetNormalized().Dot( (objPrevVel - playerPrevVel).GetNormalized());
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Oyster::Math::Float impactPower = deltaSpeed * angularFactor;
|
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Oyster::Math::Float damageFactor = 0.01f;
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|
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|
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int damageDone = 0;
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int damageDone = 0;
|
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int forceThreashHold = 200000;
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int forceThreashHold = 30; //FIX: balance this
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if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
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if(impactPower > forceThreashHold) //should only take damage if the force is high enough
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{
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{
|
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damageDone = (int)(kineticEnergyLoss * 0.10f);
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if(obj.GetRigidBody()->GetState().mass == 0)
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//player.DamageLife(damageDone);
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{
|
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damageDone = impactPower * damageFactor;
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}
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else
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{
|
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damageDone = (impactPower * obj.GetRigidBody()->GetState().mass)* damageFactor;
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}
|
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|
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player.DamageLife(damageDone);
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}
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}
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|
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}
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}
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@ -7,6 +7,7 @@ ExplosiveCrate::ExplosiveCrate(void)
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{
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{
|
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this->pushForceMagnitude = 0;
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this->pushForceMagnitude = 0;
|
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this->ExplosionRadius = 0;
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this->ExplosionRadius = 0;
|
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this->hasExploaded = false;
|
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}
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}
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|
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ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius)
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ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius)
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@ -15,6 +16,7 @@ ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpe
|
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this->extraDamageOnCollision = extraDamageOnCollision;
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this->extraDamageOnCollision = extraDamageOnCollision;
|
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this->pushForceMagnitude = pushForceMagnitude;
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this->pushForceMagnitude = pushForceMagnitude;
|
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this->ExplosionRadius = ExplosionRadius;
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this->ExplosionRadius = ExplosionRadius;
|
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this->hasExploaded = false;
|
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}
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}
|
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|
||||||
ExplosiveCrate::~ExplosiveCrate(void)
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ExplosiveCrate::~ExplosiveCrate(void)
|
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@ -18,6 +18,7 @@ namespace GameLogic
|
||||||
private:
|
private:
|
||||||
Oyster::Math::Float pushForceMagnitude;
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Oyster::Math::Float pushForceMagnitude;
|
||||||
Oyster::Math::Float ExplosionRadius;
|
Oyster::Math::Float ExplosionRadius;
|
||||||
|
bool hasExploaded;
|
||||||
};
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};
|
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|
||||||
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|
||||||
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@ -70,8 +70,8 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||||
case ObjectSpecialType_RedExplosiveBox:
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case ObjectSpecialType_RedExplosiveBox:
|
||||||
{
|
{
|
||||||
Oyster::Math::Float dmg = 50;
|
Oyster::Math::Float dmg = 50;
|
||||||
Oyster::Math::Float force = 50;
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Oyster::Math::Float force = 500;
|
||||||
Oyster::Math::Float radie = 50;
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Oyster::Math::Float radie = 3;
|
||||||
gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
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gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
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|
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@ -90,7 +90,7 @@ using namespace DanBias;
|
||||||
{
|
{
|
||||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||||
{
|
{
|
||||||
if(this->gClients[i] )
|
if(this->gClients[i] && !this->gClients[i]->IsInvalid())
|
||||||
{
|
{
|
||||||
this->gClients[i]->UpdateClient();
|
this->gClients[i]->UpdateClient();
|
||||||
}
|
}
|
||||||
|
@ -101,7 +101,7 @@ using namespace DanBias;
|
||||||
bool returnValue = false;
|
bool returnValue = false;
|
||||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||||
{
|
{
|
||||||
if(this->gClients[i])
|
if(this->gClients[i] && !this->gClients[i]->IsInvalid())
|
||||||
{
|
{
|
||||||
this->gClients[i]->GetClient()->Send(message);
|
this->gClients[i]->GetClient()->Send(message);
|
||||||
returnValue = true;
|
returnValue = true;
|
||||||
|
@ -115,7 +115,7 @@ using namespace DanBias;
|
||||||
{
|
{
|
||||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||||
{
|
{
|
||||||
if(this->gClients[i] && this->gClients[i]->GetClient()->GetID() == ID)
|
if(this->gClients[i] && !this->gClients[i]->IsInvalid() && this->gClients[i]->GetClient()->GetID() == ID)
|
||||||
{
|
{
|
||||||
this->gClients[i]->GetClient()->Send(protocol);
|
this->gClients[i]->GetClient()->Send(protocol);
|
||||||
return true;
|
return true;
|
||||||
|
|
|
@ -36,8 +36,8 @@ GameSession::GameSession()
|
||||||
this->isCreated = false;
|
this->isCreated = false;
|
||||||
this->isRunning = false;
|
this->isRunning = false;
|
||||||
this->gameSession = this;
|
this->gameSession = this;
|
||||||
this->logicFrameTime = DELTA_TIME_20;
|
this->logicFrameTime = DELTA_TIME_60;
|
||||||
this->networkFrameTime = DELTA_TIME_20;
|
this->networkFrameTime = DELTA_TIME_60;
|
||||||
this->networkTimer.reset();
|
this->networkTimer.reset();
|
||||||
this->logicTimer.reset();
|
this->logicTimer.reset();
|
||||||
|
|
||||||
|
|
|
@ -32,7 +32,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
|
||||||
GameServerAPI::GameSetGameMode(L"free-for-all");
|
GameServerAPI::GameSetGameMode(L"free-for-all");
|
||||||
GameServerAPI::GameSetGameName(L"DebugServer");
|
GameServerAPI::GameSetGameName(L"DebugServer");
|
||||||
GameServerAPI::GameSetGameTime(15);
|
GameServerAPI::GameSetGameTime(15);
|
||||||
GameServerAPI::GameSetMapName(L"2ofAll.bias");
|
GameServerAPI::GameSetMapName(L"erik_250.bias");
|
||||||
GameServerAPI::GameSetMaxClients(10);
|
GameServerAPI::GameSetMaxClients(10);
|
||||||
|
|
||||||
if(GameServerAPI::GameStart(true))
|
if(GameServerAPI::GameStart(true))
|
||||||
|
|
|
@ -288,10 +288,10 @@ void API_Impl::UpdateWorld()
|
||||||
{
|
{
|
||||||
this->customBodies[i]->CallSubscription_Move();
|
this->customBodies[i]->CallSubscription_Move();
|
||||||
}
|
}
|
||||||
simpleBody->SetPreviousVelocity(simpleBody->GetState().previousVelocity);
|
simpleBody->SetPreviousVelocity(simpleBody->GetLinearVelocity());
|
||||||
}
|
}
|
||||||
|
|
||||||
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
|
this->dynamicsWorld->stepSimulation(this->timeStep, 10, this->timeStep);
|
||||||
|
|
||||||
ICustomBody::State state;
|
ICustomBody::State state;
|
||||||
|
|
||||||
|
@ -314,8 +314,33 @@ void API_Impl::UpdateWorld()
|
||||||
ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer();
|
ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer();
|
||||||
ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer();
|
ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer();
|
||||||
|
|
||||||
bodyA->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f);
|
|
||||||
bodyB->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f);
|
|
||||||
|
int numContacts = contactManifold->getNumContacts();
|
||||||
|
for (int j=0;j<numContacts;j++)
|
||||||
|
{
|
||||||
|
btManifoldPoint& pt = contactManifold->getContactPoint(j);
|
||||||
|
if (pt.getDistance()<0.f)
|
||||||
|
{
|
||||||
|
if(bodyA->GetState().mass == 40 && bodyB->GetState().centerPos == Float3::null)
|
||||||
|
{
|
||||||
|
const char* breakPoint = "STOP";
|
||||||
|
}
|
||||||
|
if(bodyB->GetState().mass == 40 && bodyA->GetState().centerPos == Float3::null)
|
||||||
|
{
|
||||||
|
const char* breakPoint = "STOP";
|
||||||
|
}
|
||||||
|
|
||||||
|
const btVector3& ptA = pt.getPositionWorldOnA();
|
||||||
|
const btVector3& ptB = pt.getPositionWorldOnB();
|
||||||
|
const btVector3& normalOnB = pt.m_normalWorldOnB;
|
||||||
|
|
||||||
|
bodyA->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f);
|
||||||
|
bodyB->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -22,6 +22,8 @@ SimpleRigidBody::SimpleRigidBody()
|
||||||
this->state.restitutionCoeff = 0.0f;
|
this->state.restitutionCoeff = 0.0f;
|
||||||
this->state.reach = Float3(0.0f, 0.0f, 0.0f);
|
this->state.reach = Float3(0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
|
this->collisionFlags = 0;
|
||||||
|
|
||||||
this->afterCollision = NULL;
|
this->afterCollision = NULL;
|
||||||
this->onMovement = NULL;
|
this->onMovement = NULL;
|
||||||
|
|
||||||
|
@ -85,7 +87,7 @@ void SimpleRigidBody::SetMotionState(btDefaultMotionState* motionState)
|
||||||
void SimpleRigidBody::SetRigidBody(btRigidBody* rigidBody)
|
void SimpleRigidBody::SetRigidBody(btRigidBody* rigidBody)
|
||||||
{
|
{
|
||||||
this->rigidBody = rigidBody;
|
this->rigidBody = rigidBody;
|
||||||
|
this->collisionFlags = rigidBody->getCollisionFlags();
|
||||||
}
|
}
|
||||||
|
|
||||||
void SimpleRigidBody::SetSubscription(EventAction_AfterCollisionResponse function)
|
void SimpleRigidBody::SetSubscription(EventAction_AfterCollisionResponse function)
|
||||||
|
@ -421,7 +423,7 @@ void SimpleRigidBody::MoveToLimbo()
|
||||||
|
|
||||||
void SimpleRigidBody::ReleaseFromLimbo()
|
void SimpleRigidBody::ReleaseFromLimbo()
|
||||||
{
|
{
|
||||||
this->rigidBody->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
|
this->rigidBody->setCollisionFlags(this->collisionFlags);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SimpleRigidBody::SetPreviousVelocity(::Oyster::Math::Float3 velocity)
|
void SimpleRigidBody::SetPreviousVelocity(::Oyster::Math::Float3 velocity)
|
||||||
|
|
|
@ -93,6 +93,8 @@ namespace Oyster
|
||||||
btVector3 raySource[2];
|
btVector3 raySource[2];
|
||||||
btVector3 rayTarget[2];
|
btVector3 rayTarget[2];
|
||||||
btScalar rayLambda[2];
|
btScalar rayLambda[2];
|
||||||
|
|
||||||
|
int collisionFlags;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue