mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-19 21:23:52 +00:00
Move the movement solver code to mwworld's physics system
This commit is contained in:
parent
0a4568bd11
commit
2c39760bd5
9 changed files with 184 additions and 229 deletions
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@ -64,7 +64,7 @@ add_openmw_dir (mwclass
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add_openmw_dir (mwmechanics
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mechanicsmanagerimp stat character creaturestats magiceffects movement actors activators
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drawstate spells activespells npcstats aipackage aisequence alchemy aiwander aitravel aifollow
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aiescort aiactivate movementsolver
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aiescort aiactivate
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)
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add_openmw_dir (mwbase
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@ -265,6 +265,7 @@ namespace MWMechanics
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Ogre::Vector3 movement = iter->second.update(duration);
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mMovement.push_back(std::make_pair(iter->first, movement));
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}
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MWBase::Environment::get().getWorld()->doPhysics(mMovement, duration);
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mMovement.clear();
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}
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@ -29,8 +29,6 @@
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#include "../mwworld/class.hpp"
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#include "movementsolver.hpp"
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namespace MWMechanics
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{
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@ -79,7 +77,6 @@ static void getStateInfo(CharacterState state, std::string *group)
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state, bool loop)
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: mPtr(ptr), mAnimation(anim), mState(state), mSkipAnim(false)
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{
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mMovementSolver = new MovementSolver();
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if(!mAnimation)
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return;
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@ -98,7 +95,6 @@ CharacterController::CharacterController(const CharacterController &rhs)
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, mCurrentGroup(rhs.mCurrentGroup), mState(rhs.mState)
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, mSkipAnim(rhs.mSkipAnim)
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{
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mMovementSolver = new MovementSolver();
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if(!mAnimation)
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return;
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/* We've been copied. Update the animation with the new controller. */
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@ -107,7 +103,6 @@ CharacterController::CharacterController(const CharacterController &rhs)
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CharacterController::~CharacterController()
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{
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delete mMovementSolver;
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}
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@ -181,21 +176,14 @@ Ogre::Vector3 CharacterController::update(float duration)
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}
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mSkipAnim = false;
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if(duration > 0.0f)
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{
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const ESM::Position &refpos = mPtr.getRefData().getPosition();
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const ESM::Position &refpos = mPtr.getRefData().getPosition();
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// Rotates first around z, then y, then x
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movement = (Ogre::Quaternion(Ogre::Radian(-refpos.rot[0]), Ogre::Vector3::UNIT_X)*
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Ogre::Quaternion(Ogre::Radian(-refpos.rot[1]), Ogre::Vector3::UNIT_Y)*
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Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z)) *
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movement;
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// Rotates first around z, then y, then x
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movement = (Ogre::Quaternion(Ogre::Radian(-refpos.rot[0]), Ogre::Vector3::UNIT_X)*
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Ogre::Quaternion(Ogre::Radian(-refpos.rot[1]), Ogre::Vector3::UNIT_Y)*
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Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z)) *
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movement;
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Ogre::Vector3 res = mMovementSolver->move(mPtr, movement, duration);
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MWBase::Environment::get().getWorld()->moveObject(mPtr, res.x, res.y, res.z);
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}
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return Ogre::Vector3(0.0f);
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return movement;
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}
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@ -13,8 +13,6 @@ namespace MWRender
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namespace MWMechanics
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{
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class MovementSolver;
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enum CharacterState {
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CharState_Idle,
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CharState_Idle2,
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@ -51,8 +49,6 @@ class CharacterController
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CharacterState mState;
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bool mSkipAnim;
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MovementSolver *mMovementSolver;
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protected:
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/* Called by the animation whenever a new text key is reached. */
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void markerEvent(float time, const std::string &evt);
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@ -1,164 +0,0 @@
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#include "movementsolver.hpp"
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#include "libs/openengine/bullet/trace.h"
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#include "libs/openengine/bullet/physic.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include <cmath>
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namespace MWMechanics
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{
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static const float sMaxSlope = 45.0f;
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MovementSolver::MovementSolver()
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: mEngine(MWBase::Environment::get().getWorld()->getPhysicEngine())
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{
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}
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MovementSolver::~MovementSolver()
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{
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// nothing to do
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}
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void MovementSolver::clipVelocity(const Ogre::Vector3& in, const Ogre::Vector3& normal, Ogre::Vector3& out, const float overbounce)
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{
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//Math stuff. Basically just project the velocity vector onto the plane represented by the normal.
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//More specifically, it projects velocity onto the normal, takes that result, multiplies it by overbounce and then subtracts it from velocity.
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float backoff;
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backoff = in.dotProduct(normal);
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if(backoff < 0.0f)
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backoff *= overbounce;
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else
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backoff /= overbounce;
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out = in - (normal*backoff);
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}
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void MovementSolver::projectVelocity(Ogre::Vector3& velocity, const Ogre::Vector3& direction)
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{
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Ogre::Vector3 normalizedDirection(direction);
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normalizedDirection.normalise();
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// no divide by normalizedDirection.length necessary because it's normalized
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velocity = normalizedDirection * velocity.dotProduct(normalizedDirection);
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}
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bool MovementSolver::stepMove(Ogre::Vector3& position, const Ogre::Vector3 &velocity, float remainingTime, float verticalRotation, const Ogre::Vector3 &halfExtents, bool isInterior)
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{
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traceResults trace; // no initialization needed
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newtrace(&trace, position+Ogre::Vector3(0.0f,0.0f,STEPSIZE),
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position+Ogre::Vector3(0.0f,0.0f,STEPSIZE)+velocity*remainingTime,
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halfExtents, verticalRotation, isInterior, mEngine);
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if(trace.fraction == 0.0f || (trace.fraction != 1.0f && getSlope(trace.planenormal) > sMaxSlope))
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return false;
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newtrace(&trace, trace.endpos, trace.endpos-Ogre::Vector3(0,0,STEPSIZE), halfExtents, verticalRotation, isInterior, mEngine);
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if(getSlope(trace.planenormal) < sMaxSlope)
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{
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// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
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position = trace.endpos;
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return true;
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}
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return false;
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}
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float MovementSolver::getSlope(const Ogre::Vector3 &normal)
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{
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return normal.angleBetween(Ogre::Vector3(0.0f,0.0f,1.0f)).valueDegrees();
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}
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Ogre::Vector3 MovementSolver::move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time)
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{
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Ogre::Vector3 position(ptr.getRefData().getPosition().pos);
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/* Anything to collide with? */
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OEngine::Physic::PhysicActor *physicActor = mEngine->getCharacter(ptr.getRefData().getHandle());
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if(!physicActor || !physicActor->getCollisionMode())
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return position + movement;
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traceResults trace; //no initialization needed
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int iterations=0, maxIterations=50; //arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
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float verticalVelocity = physicActor->getVerticalForce();
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Ogre::Vector3 horizontalVelocity = movement/time;
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Ogre::Vector3 velocity(horizontalVelocity.x, horizontalVelocity.y, verticalVelocity); // we need a copy of the velocity before we start clipping it for steps
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Ogre::Vector3 clippedVelocity(horizontalVelocity.x, horizontalVelocity.y, verticalVelocity);
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float remainingTime = time;
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bool isInterior = !ptr.getCell()->isExterior();
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float verticalRotation = physicActor->getRotation().getYaw().valueDegrees();
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Ogre::Vector3 halfExtents = physicActor->getHalfExtents();
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Ogre::Vector3 lastNormal(0.0f);
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Ogre::Vector3 currentNormal(0.0f);
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Ogre::Vector3 up(0.0f, 0.0f, 1.0f);
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Ogre::Vector3 newPosition = position;
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newtrace(&trace, position, position+Ogre::Vector3(0,0,-10), halfExtents, verticalRotation, isInterior, mEngine);
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if(trace.fraction < 1.0f)
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{
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if(getSlope(trace.planenormal) > sMaxSlope)
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{
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// if we're on a really steep slope, don't listen to user input
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clippedVelocity.x = clippedVelocity.y = 0.0f;
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}
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else
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{
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// if we're within 10 units of the ground, force velocity to track the ground
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clipVelocity(clippedVelocity, trace.planenormal, clippedVelocity, 1.0f);
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}
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}
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do {
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// trace to where character would go if there were no obstructions
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newtrace(&trace, newPosition, newPosition+clippedVelocity*remainingTime, halfExtents, verticalRotation, isInterior, mEngine);
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newPosition = trace.endpos;
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currentNormal = trace.planenormal;
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remainingTime = remainingTime * (1.0f-trace.fraction);
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// check for obstructions
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if(trace.fraction != 1.0f)
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{
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//std::cout<<"angle: "<<getSlope(trace.planenormal)<<"\n";
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if(getSlope(currentNormal) > sMaxSlope || currentNormal == lastNormal)
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{
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if(stepMove(newPosition, velocity, remainingTime, verticalRotation, halfExtents, mEngine))
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std::cout<< "stepped" <<std::endl;
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else
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{
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Ogre::Vector3 resultantDirection = currentNormal.crossProduct(up);
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resultantDirection.normalise();
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clippedVelocity = velocity;
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projectVelocity(clippedVelocity, resultantDirection);
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// just this isn't enough sometimes. It's the same problem that causes steps to be necessary on even uphill terrain.
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clippedVelocity += currentNormal*clippedVelocity.length()/50.0f;
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std::cout<< "clipped velocity: "<<clippedVelocity <<std::endl;
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}
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}
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else
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clipVelocity(clippedVelocity, currentNormal, clippedVelocity, 1.0f);
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}
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lastNormal = currentNormal;
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iterations++;
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} while(iterations < maxIterations && remainingTime != 0.0f);
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verticalVelocity = clippedVelocity.z;
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verticalVelocity -= time*400;
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physicActor->setVerticalForce(verticalVelocity);
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return newPosition;
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}
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}
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@ -1,41 +0,0 @@
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#ifndef GAME_MWMECHANICS_MOVEMENTSOLVER_H
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#define GAME_MWMECHANICS_MOVEMENTSOLVER_H
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#include <OgreVector3.h>
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namespace MWWorld
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{
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class Ptr;
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}
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namespace OEngine
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{
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namespace Physic
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{
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class PhysicEngine;
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}
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}
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namespace MWMechanics
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{
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class MovementSolver
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{
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public:
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MovementSolver();
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virtual ~MovementSolver();
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Ogre::Vector3 move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time);
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private:
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bool stepMove(Ogre::Vector3& position, const Ogre::Vector3 &velocity, float remainingTime, float verticalRotation, const Ogre::Vector3 &halfExtents, bool isInterior);
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void clipVelocity(const Ogre::Vector3& in, const Ogre::Vector3& normal, Ogre::Vector3& out, const float overbounce);
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void projectVelocity(Ogre::Vector3& velocity, const Ogre::Vector3& direction);
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float getSlope(const Ogre::Vector3 &normal);
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OEngine::Physic::PhysicEngine *mEngine;
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};
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}
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#endif /* GAME_MWMECHANICS_MOVEMENTSOLVER_H */
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@ -21,6 +21,153 @@ using namespace Ogre;
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namespace MWWorld
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{
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static const float sMaxSlope = 45.0f;
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class MovementSolver
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{
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private:
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static bool stepMove(Ogre::Vector3& position, const Ogre::Vector3 &velocity, float remainingTime,
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float verticalRotation, const Ogre::Vector3 &halfExtents, bool isInterior,
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OEngine::Physic::PhysicEngine *engine)
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{
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traceResults trace; // no initialization needed
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newtrace(&trace, position+Ogre::Vector3(0.0f,0.0f,STEPSIZE),
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position+Ogre::Vector3(0.0f,0.0f,STEPSIZE)+velocity*remainingTime,
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halfExtents, verticalRotation, isInterior, engine);
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if(trace.fraction == 0.0f || (trace.fraction != 1.0f && getSlope(trace.planenormal) > sMaxSlope))
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return false;
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newtrace(&trace, trace.endpos, trace.endpos-Ogre::Vector3(0,0,STEPSIZE), halfExtents, verticalRotation, isInterior, engine);
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if(getSlope(trace.planenormal) < sMaxSlope)
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{
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// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
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position = trace.endpos;
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return true;
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}
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return false;
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}
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static void clipVelocity(const Ogre::Vector3& in, const Ogre::Vector3& normal, Ogre::Vector3& out,
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const float overbounce)
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{
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//Math stuff. Basically just project the velocity vector onto the plane represented by the normal.
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//More specifically, it projects velocity onto the normal, takes that result, multiplies it by overbounce and then subtracts it from velocity.
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float backoff;
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backoff = in.dotProduct(normal);
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if(backoff < 0.0f)
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backoff *= overbounce;
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else
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backoff /= overbounce;
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out = in - (normal*backoff);
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}
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static void projectVelocity(Ogre::Vector3& velocity, const Ogre::Vector3& direction)
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{
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Ogre::Vector3 normalizedDirection(direction);
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normalizedDirection.normalise();
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// no divide by normalizedDirection.length necessary because it's normalized
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velocity = normalizedDirection * velocity.dotProduct(normalizedDirection);
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}
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static float getSlope(const Ogre::Vector3 &normal)
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{
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return normal.angleBetween(Ogre::Vector3(0.0f,0.0f,1.0f)).valueDegrees();
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}
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public:
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static Ogre::Vector3 move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time,
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OEngine::Physic::PhysicEngine *engine)
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{
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Ogre::Vector3 position(ptr.getRefData().getPosition().pos);
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/* Anything to collide with? */
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OEngine::Physic::PhysicActor *physicActor = engine->getCharacter(ptr.getRefData().getHandle());
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if(!physicActor || !physicActor->getCollisionMode())
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return position + movement;
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traceResults trace; //no initialization needed
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int iterations=0, maxIterations=50; //arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
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float verticalVelocity = physicActor->getVerticalForce();
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Ogre::Vector3 horizontalVelocity = movement/time;
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Ogre::Vector3 velocity(horizontalVelocity.x, horizontalVelocity.y, verticalVelocity); // we need a copy of the velocity before we start clipping it for steps
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Ogre::Vector3 clippedVelocity(horizontalVelocity.x, horizontalVelocity.y, verticalVelocity);
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float remainingTime = time;
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bool isInterior = !ptr.getCell()->isExterior();
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float verticalRotation = physicActor->getRotation().getYaw().valueDegrees();
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Ogre::Vector3 halfExtents = physicActor->getHalfExtents();
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Ogre::Vector3 lastNormal(0.0f);
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Ogre::Vector3 currentNormal(0.0f);
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Ogre::Vector3 up(0.0f, 0.0f, 1.0f);
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Ogre::Vector3 newPosition = position;
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newtrace(&trace, position, position+Ogre::Vector3(0,0,-10), halfExtents, verticalRotation, isInterior, engine);
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if(trace.fraction < 1.0f)
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{
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if(getSlope(trace.planenormal) > sMaxSlope)
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{
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// if we're on a really steep slope, don't listen to user input
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clippedVelocity.x = clippedVelocity.y = 0.0f;
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}
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else
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{
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// if we're within 10 units of the ground, force velocity to track the ground
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clipVelocity(clippedVelocity, trace.planenormal, clippedVelocity, 1.0f);
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}
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}
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do {
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// trace to where character would go if there were no obstructions
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newtrace(&trace, newPosition, newPosition+clippedVelocity*remainingTime, halfExtents, verticalRotation, isInterior, engine);
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newPosition = trace.endpos;
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currentNormal = trace.planenormal;
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remainingTime = remainingTime * (1.0f-trace.fraction);
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// check for obstructions
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if(trace.fraction != 1.0f)
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{
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//std::cout<<"angle: "<<getSlope(trace.planenormal)<<"\n";
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if(getSlope(currentNormal) > sMaxSlope || currentNormal == lastNormal)
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{
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if(stepMove(newPosition, velocity, remainingTime, verticalRotation, halfExtents, isInterior, engine))
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std::cout<< "stepped" <<std::endl;
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else
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{
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Ogre::Vector3 resultantDirection = currentNormal.crossProduct(up);
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resultantDirection.normalise();
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clippedVelocity = velocity;
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projectVelocity(clippedVelocity, resultantDirection);
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// just this isn't enough sometimes. It's the same problem that causes steps to be necessary on even uphill terrain.
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clippedVelocity += currentNormal*clippedVelocity.length()/50.0f;
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std::cout<< "clipped velocity: "<<clippedVelocity <<std::endl;
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}
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}
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else
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clipVelocity(clippedVelocity, currentNormal, clippedVelocity, 1.0f);
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}
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lastNormal = currentNormal;
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iterations++;
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} while(iterations < maxIterations && remainingTime != 0.0f);
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verticalVelocity = clippedVelocity.z;
|
||||
verticalVelocity -= time*400;
|
||||
physicActor->setVerticalForce(verticalVelocity);
|
||||
|
||||
return newPosition;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) :
|
||||
mRender(_rend), mEngine(0), mFreeFly (true)
|
||||
{
|
||||
|
@ -185,6 +332,11 @@ namespace MWWorld
|
|||
}
|
||||
}
|
||||
|
||||
Ogre::Vector3 PhysicsSystem::move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time)
|
||||
{
|
||||
return MovementSolver::move(ptr, movement, time, mEngine);
|
||||
}
|
||||
|
||||
|
||||
void PhysicsSystem::addHeightField (float* heights,
|
||||
int x, int y, float yoffset,
|
||||
|
|
|
@ -35,6 +35,8 @@ namespace MWWorld
|
|||
|
||||
bool toggleCollisionMode();
|
||||
|
||||
Ogre::Vector3 move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time);
|
||||
|
||||
std::pair<float, std::string> getFacedHandle (MWWorld::World& world, float queryDistance);
|
||||
std::vector < std::pair <float, std::string> > getFacedHandles (float queryDistance);
|
||||
std::vector < std::pair <float, std::string> > getFacedHandles (float mouseX, float mouseY, float queryDistance);
|
||||
|
|
|
@ -836,6 +836,27 @@ namespace MWWorld
|
|||
|
||||
void World::doPhysics(const PtrMovementList &actors, float duration)
|
||||
{
|
||||
/* No duration? Shouldn't be any movement, then. */
|
||||
if(duration <= 0.0f)
|
||||
return;
|
||||
|
||||
PtrMovementList::const_iterator player(actors.end());
|
||||
for(PtrMovementList::const_iterator iter(actors.begin());iter != actors.end();iter++)
|
||||
{
|
||||
if(iter->first.getRefData().getHandle() == "player")
|
||||
{
|
||||
/* Handle player last, in case a cell transition occurs */
|
||||
player = iter;
|
||||
continue;
|
||||
}
|
||||
Ogre::Vector3 vec = mPhysics->move(iter->first, iter->second, duration);
|
||||
moveObjectImp(iter->first, vec.x, vec.y, vec.z);
|
||||
}
|
||||
if(player != actors.end())
|
||||
{
|
||||
Ogre::Vector3 vec = mPhysics->move(player->first, player->second, duration);
|
||||
moveObjectImp(player->first, vec.x, vec.y, vec.z);
|
||||
}
|
||||
}
|
||||
|
||||
bool World::toggleCollisionMode()
|
||||
|
|
Loading…
Reference in a new issue