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