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:
2004-04-11 02:50:02 +00:00
parent d3e88eae71
commit ae9233a5b0
25 changed files with 170 additions and 333 deletions

View File

@@ -37,7 +37,7 @@
*/
struct KX_ClientObjectInfo
{
enum {
enum clienttype {
STATIC,
ACTOR,
RESERVED1,
@@ -47,9 +47,13 @@ struct KX_ClientObjectInfo
void* m_clientobject;
void* m_auxilary_info;
public:
KX_ClientObjectInfo(void *clientobject) :
m_clientobject(clientobject)
KX_ClientObjectInfo(void *clientobject, clienttype type = STATIC, void *auxilary_info = NULL) :
m_type(type),
m_clientobject(clientobject),
m_auxilary_info(auxilary_info)
{}
bool isActor() { return m_type <= ACTOR; }
};
#endif //__KX_CLIENTOBJECT_INFO_H