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commit
7ee5526dbf
1 changed files with 5 additions and 5 deletions
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@ -57,7 +57,7 @@ namespace MWPhysics
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{
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public:
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PhysicsSystem (Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Group> parentNode);
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~PhysicsSystem ();
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virtual ~PhysicsSystem ();
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void setUnrefQueue(SceneUtil::UnrefQueue* unrefQueue);
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@ -109,17 +109,17 @@ namespace MWPhysics
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/// target vector hits the collision shape and then calculates distance from the intersection point.
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/// This can be used to find out how much nearer we need to move to the target for a "getHitContact" to be successful.
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/// \note Only Actor targets are supported at the moment.
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float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const final;
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float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const override final;
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/// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors.
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RayCastingResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
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std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>(),
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int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const final;
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int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const override final;
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RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const final;
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RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius) const override final;
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/// Return true if actor1 can see actor2.
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bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const final;
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bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const override final;
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bool isOnGround (const MWWorld::Ptr& actor);
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