1. Check material names passed to the physics engine (for collision sensors.)

Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".

2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
This commit is contained in:
Kester Maddock
2004-04-11 02:50:02 +00:00
parent d3e88eae71
commit ae9233a5b0
25 changed files with 170 additions and 333 deletions

View File

@@ -162,8 +162,8 @@ void SM_Scene::remove(SM_Object& object) {
void SM_Scene::proceed(MT_Scalar timeStep, MT_Scalar subSampling) {
// Don't waste time...but it's OK to spill a little.
if (timeStep < 0.001)
return;
//if (timeStep < 0.001)
// return;
// Divide the timeStep into a number of subsamples of size roughly
// equal to subSampling (might be a little smaller).
@@ -208,14 +208,16 @@ void SM_Scene::proceed(MT_Scalar timeStep, MT_Scalar subSampling) {
#if 0
clearObjectCombinedVelocities();
#endif
if (DT_Test(m_scene, m_fixRespTable))
/* if (DT_Test(m_scene, m_fixRespTable))
for (i = m_objectList.begin(); i != m_objectList.end(); ++i)
(*i)->relax();
(*i)->relax(); */
DT_Test(m_scene, m_fixRespTable);
// Finish this timestep by saving al state information for the next
// timestep and clearing the accumulated forces.
for (i = m_objectList.begin(); i != m_objectList.end(); ++i) {
(*i)->relax();
(*i)->proceedKinematic(timeStep);
(*i)->saveReactionForce(timeStep);
(*i)->clearForce();