Refactored Raycasting, Added Layers for Raycasting to C#, Fixed Collision Tag Panel #331
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@ -1,4 +1,4 @@
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Start Maximized: true
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Start Maximized: true
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Working Scene ID: 97402985
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Working Scene ID: 84373000
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Window Size: {x: 1920, y: 1013}
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Window Size: {x: 1920, y: 1013}
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Style: 0
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Style: 0
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@ -1,4 +1,4 @@
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- EID: 65536
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- EID: 0
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Name: Default
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Name: Default
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IsActive: true
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IsActive: true
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NumberOfChildren: 0
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NumberOfChildren: 0
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@ -12,9 +12,9 @@
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Type: Dynamic
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Type: Dynamic
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Drag: 0.00999999978
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Drag: 0.00999999978
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Angular Drag: 0.100000001
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Angular Drag: 0.100000001
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Use Gravity: false
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Use Gravity: true
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Interpolate: true
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Interpolate: true
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Sleeping Enabled: true
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Sleeping Enabled: false
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Freeze Position X: false
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Position Z: false
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@ -1,3 +1,3 @@
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Name: x
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Name: x
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ID: 91446183
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ID: 84373000
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Type: 5
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Type: 5
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@ -216,7 +216,6 @@ namespace SHADE
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{
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{
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.entityID = rigidBody->GetEID()
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.entityID = rigidBody->GetEID()
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, .bodyType = rigidBody->type
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, .bodyType = rigidBody->type
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, .flags = rigidBody->flags
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, .interpolate = rigidBody->interpolate
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, .interpolate = rigidBody->interpolate
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, .drag = rigidBody->drag
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, .drag = rigidBody->drag
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, .angularDrag = rigidBody->angularDrag
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, .angularDrag = rigidBody->angularDrag
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@ -309,14 +308,14 @@ namespace SHADE
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||||||
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// Re-set properties
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// Re-set properties
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rigidBodyComponent->SetGravityEnabled (DEF.flags & SHUtilities::ConvertEnum(SHRigidBodyComponent::Flags::GRAVITY));
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rigidBodyComponent->SetGravityEnabled (rigidBodyComponent->IsGravityEnabled());
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rigidBodyComponent->SetIsAllowedToSleep (DEF.flags & SHUtilities::ConvertEnum(SHRigidBodyComponent::Flags::SLEEPING));
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rigidBodyComponent->SetIsAllowedToSleep (rigidBodyComponent->IsAllowedToSleep());
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rigidBodyComponent->SetFreezePositionX (DEF.flags & SHUtilities::ConvertEnum(SHRigidBodyComponent::Flags::LINEAR_X));
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rigidBodyComponent->SetFreezePositionX (rigidBodyComponent->GetFreezePositionX());
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rigidBodyComponent->SetFreezePositionY (DEF.flags & SHUtilities::ConvertEnum(SHRigidBodyComponent::Flags::LINEAR_Y));
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rigidBodyComponent->SetFreezePositionY (rigidBodyComponent->GetFreezePositionY());
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rigidBodyComponent->SetFreezePositionZ (DEF.flags & SHUtilities::ConvertEnum(SHRigidBodyComponent::Flags::LINEAR_Z));
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rigidBodyComponent->SetFreezePositionZ (rigidBodyComponent->GetFreezePositionZ());
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rigidBodyComponent->SetFreezeRotationX (DEF.flags & SHUtilities::ConvertEnum(SHRigidBodyComponent::Flags::ANGULAR_X));
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rigidBodyComponent->SetFreezeRotationX (rigidBodyComponent->GetFreezeRotationX());
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rigidBodyComponent->SetFreezeRotationY (DEF.flags & SHUtilities::ConvertEnum(SHRigidBodyComponent::Flags::ANGULAR_Y));
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rigidBodyComponent->SetFreezeRotationY (rigidBodyComponent->GetFreezeRotationY());
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rigidBodyComponent->SetFreezeRotationZ (DEF.flags & SHUtilities::ConvertEnum(SHRigidBodyComponent::Flags::ANGULAR_Z));
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rigidBodyComponent->SetFreezeRotationZ (rigidBodyComponent->GetFreezeRotationZ());
|
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rigidBodyComponent->SetInterpolate (DEF.interpolate);
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rigidBodyComponent->SetInterpolate (DEF.interpolate);
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rigidBodyComponent->SetDrag (DEF.drag);
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rigidBodyComponent->SetDrag (DEF.drag);
|
||||||
|
|
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@ -47,7 +47,6 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
EntityID entityID = MAX_EID;
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EntityID entityID = MAX_EID;
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SHRigidBodyComponent::Type bodyType = SHRigidBodyComponent::Type::STATIC;
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SHRigidBodyComponent::Type bodyType = SHRigidBodyComponent::Type::STATIC;
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||||||
uint8_t flags = 0; // aZ aY aX lZ lY lX sleepEnabled gravity
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|
||||||
bool interpolate = true;
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bool interpolate = true;
|
||||||
float drag = 0.0f;
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float drag = 0.0f;
|
||||||
float angularDrag = 0.0f;
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float angularDrag = 0.0f;
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||||||
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@ -152,14 +152,14 @@ namespace SHADE
|
||||||
|
|
||||||
enum class Flags : uint8_t
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enum class Flags : uint8_t
|
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{
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{
|
||||||
GRAVITY = 0x0
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GRAVITY = 0x1
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, SLEEPING = 0x1
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, SLEEPING = 0x2
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, LINEAR_X = 0x2
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, LINEAR_X = 0x4
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, LINEAR_Y = 0x4
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, LINEAR_Y = 0x8
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, LINEAR_Z = 0x8
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, LINEAR_Z = 0x10
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, ANGULAR_X = 0x10
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, ANGULAR_X = 0x20
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, ANGULAR_Y = 0x20
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, ANGULAR_Y = 0x30
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, ANGULAR_Z = 0x30
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, ANGULAR_Z = 0x40
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||||||
};
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};
|
||||||
|
|
||||||
/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
|
||||||
|
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Loading…
Reference in New Issue