GL- fixed subscription
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291e60d7b4
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@ -99,7 +99,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
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Oyster::Math::Float3 look = owner->GetLookDir();
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Oyster::Math::Float3 look = owner->GetLookDir();
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Oyster::Math::Float3 pos = owner->GetPosition();
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Oyster::Math::Float3 pos = owner->GetPosition();
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (20000 * dt);
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (200 * dt);
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(look, up, pos);
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Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(look, up, pos);
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/8,1,1,50);
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Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/8,1,1,50);
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@ -47,7 +47,7 @@ Object::Object(void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE
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Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
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Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefore, void* collisionFuncAfter, OBJECT_TYPE type)
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{
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{
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this->rigidBody = rigidBody;
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this->rigidBody = rigidBody;
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)collisionFuncAfter);
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this->type = type;
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this->type = type;
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this->objectID = GID();
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this->objectID = GID();
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}
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}
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@ -55,7 +55,7 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody ,void* collisionFuncBefor
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Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
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Object::Object(Oyster::Physics::ICustomBody *rigidBody ,Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncBefore)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter), Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
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{
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{
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this->rigidBody = rigidBody;
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this->rigidBody = rigidBody;
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this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)collisionFuncAfter);
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this->type = type;
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this->type = type;
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this->objectID = GID();
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this->objectID = GID();
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}
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}
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