Fixed bug that prevents compiler from finding user types in scope

This commit is contained in:
n00b
2024-12-13 20:22:10 -05:00
parent d0dc046c6b
commit 447bc241d7
13 changed files with 98 additions and 2183 deletions

View File

@@ -766,16 +766,17 @@ void rc_setActorPosition(int actor, double x, double y, double z)
{
//std::cout << "Set POS" << std::endl;
irr::core::matrix4 actor_transform = rc_actor[actor].physics.rigid_body->getWorldTransform();
rc_physics3D.world->removeCollisionObject(rc_actor[actor].physics.rigid_body, false);
//rc_physics3D.world->removeCollisionObject(rc_actor[actor].physics.rigid_body, false);
actor_transform.setTranslation( irr::core::vector3df(x, y, z) );
rc_actor[actor].physics.rigid_body->clearForces();
//rc_actor[actor].physics.rigid_body->
rc_actor[actor].physics.rigid_body->setWorldTransform(actor_transform);
rc_actor[actor].physics.rigid_body->setMassProps(rc_actor[actor].physics.mass, irr::core::vector3df(0,0,0));
rc_physics3D.world->addRigidBody(rc_actor[actor].physics.rigid_body);
//rc_actor[actor].physics.rigid_body->setMassProps(rc_actor[actor].physics.mass, irr::core::vector3df(0,0,0));
//rc_physics3D.world->addRigidBody(rc_actor[actor].physics.rigid_body);
rc_actor[actor].mesh_node->setPosition(actor_transform.getTranslation());
rc_actor[actor].mesh_node->updateAbsolutePosition();
}
}