Refactored Raycasting, Added Layers for Raycasting to C#, Fixed Collision Tag Panel #331
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@ -34,7 +34,11 @@
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Position Offset: {x: 0, y: 0, z: 0}
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Position Offset: {x: 0, y: 0, z: 0}
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Rotation Offset: {x: 0, y: 0, z: 0}
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Rotation Offset: {x: 0, y: 0, z: 0}
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts:
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- Type: PhysicsTestObj
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Enabled: true
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forceAmount: 50
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torqueAmount: 500
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- EID: 1
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- EID: 1
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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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@ -159,7 +159,7 @@ public partial class LeafSearch : BehaviourTreeNode
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//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
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//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
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Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset;
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Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset;
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Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition);
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Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition);
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RaycastHit sightRayHit = Physics.Raycast(sightRay);
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RaycastHit sightRayHit = Physics.Raycast(sightRay, false)[0];
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//As of November 2022, RaycastHit contains only the FIRST object hit by
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//As of November 2022, RaycastHit contains only the FIRST object hit by
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//the ray in the Other GameObject data member
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//the ray in the Other GameObject data member
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//Diren may likely add ALL objects hit by the ray over December
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//Diren may likely add ALL objects hit by the ray over December
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@ -1,6 +1,7 @@
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using SHADE;
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using SHADE;
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using SHADE_Scripting;
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using SHADE_Scripting;
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using System;
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using System;
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using System.Collections.Generic;
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using static PlayerController;
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using static PlayerController;
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using static Item;
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using static Item;
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@ -199,14 +200,25 @@ public class PickAndThrow : Script
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{
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{
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if (pc != null)
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if (pc != null)
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{
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{
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Vector3 dirNor = pc.tranform.Forward;
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Vector3 dirNor = pc.tranform.Forward;
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Vector3 playerRayPos = pc.tranform.GlobalPosition;
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Vector3 playerRayPos = pc.tranform.GlobalPosition;
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playerRayPos.y += 0.05f;
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playerRayPos.y += 0.05f;
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dirNor.Normalise();
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dirNor.Normalise();
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RaycastHit ray1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance);
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List<RaycastHit> rayList1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance, false);
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RaycastHit ray2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance);
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List<RaycastHit> rayList2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance, false);
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RaycastHit ray3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f);
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List<RaycastHit> rayList3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f, false);
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inRange = CheckForItem(ray1) || CheckForItem(ray2) || CheckForItem(ray3);
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if (rayList1.Count > 0 && rayList2.Count > 0 && rayList3.Count > 0)
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{
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RaycastHit ray1 = rayList1[0];
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RaycastHit ray2 = rayList2[0];
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RaycastHit ray3 = rayList3[0];
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inRange = CheckForItem(ray1) || CheckForItem(ray2) || CheckForItem(ray3);
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}
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else
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{
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inRange = false;
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}
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}
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}
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}
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}
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@ -0,0 +1,119 @@
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using SHADE;
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using System;
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using System.Collections.Generic;
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using static Item;
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public class PhysicsTestObj : Script
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{
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public RigidBody body { get; set; }
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public Collider collider { get; set; }
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// Movement input booleans
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public enum Direction
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{
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UP,
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DOWN,
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FORWARD,
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BACK,
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LEFT,
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RIGHT
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};
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internal bool[] move = new bool[6];
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internal bool[] rotate = new bool[6];
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internal Vector3[] moveVec = new Vector3[6]
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{
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Vector3.Up,
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Vector3.Down,
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Vector3.Back,
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Vector3.Forward,
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Vector3.Left,
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Vector3.Right
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};
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internal Vector3[] rotateVec = new Vector3[6]
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{
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Vector3.Right,
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Vector3.Left,
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Vector3.Forward,
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Vector3.Down,
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Vector3.Up,
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Vector3.Down
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};
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internal Input.KeyCode[] moveInputKeys = new Input.KeyCode[6]
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{
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Input.KeyCode.Space,
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Input.KeyCode.LeftControl,
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Input.KeyCode.W,
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Input.KeyCode.S,
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Input.KeyCode.A,
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Input.KeyCode.D
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};
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internal Input.KeyCode[] rotateInputKeys = new Input.KeyCode[6]
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{
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Input.KeyCode.I,
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Input.KeyCode.K,
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Input.KeyCode.U,
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Input.KeyCode.O,
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Input.KeyCode.J,
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Input.KeyCode.L
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};
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public float forceAmount = 50.0f;
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public float torqueAmount = 500.0f;
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protected override void awake()
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{
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body = GetComponent<RigidBody>();
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collider = GetComponent<Collider>();
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for (int i = 0; i < 6; ++i)
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{
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move[i] = false;
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rotate[i] = false;
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}
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}
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protected override void update()
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{
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Ray colliderRay = new Ray();
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colliderRay.Direction = Vector3.Right;
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Physics.ColliderRaycast(collider.Owner, colliderRay, false);
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for (int i = 0; i < 6; ++i)
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{
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if (Input.GetKeyDown(moveInputKeys[i]))
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move[i] = true;
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if (Input.GetKeyDown(rotateInputKeys[i]))
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rotate[i] = true;
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}
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}
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protected override void fixedUpdate()
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{
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for (int i = 0; i < 6; ++i)
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{
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bool shouldMove = move[i];
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bool shouldRotate = rotate[i];
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if (shouldMove)
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{
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//Vector3 offset = new Vector3(0.25f, 0.0f, 0.0f);
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//rb.AddForceAtLocalPos(moveVec[i] * forceAmount, offset);
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body.AddForce(moveVec[i] * forceAmount);
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move[i] = false;
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}
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if (shouldRotate)
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{
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body.AddTorque(rotateVec[i] * torqueAmount);
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rotate[i] = false;
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}
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}
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}
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||||||
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}
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|
@ -0,0 +1,3 @@
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||||||
|
Name: PhysicsTestObj
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||||||
|
ID: 163401492
|
||||||
|
Type: 9
|
|
@ -213,6 +213,7 @@ namespace SHADE
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objectManager.FlushDefinitions();
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objectManager.FlushDefinitions();
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||||||
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||||||
collisionListener.BindToWorld(worldState.world);
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collisionListener.BindToWorld(worldState.world);
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raycaster.BindToWorld(worldState.world);
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return onSceneInitEvent.get()->handle;
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return onSceneInitEvent.get()->handle;
|
||||||
}
|
}
|
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|
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Loading…
Reference in New Issue