Finished changes on animation system
* Added collision callback * Set sprite density to 1 by default * Added default frame value of 0 on frame resize * Changed defaults for sprite fixture * Made changes to some of the animation functions parameters
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@@ -2861,6 +2861,8 @@ double rc_computeActorImpulseDenominator(int actor, double pos_x, double pos_y,
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{
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return rc_actor[actor].physics.rigid_body->computeImpulseDenominator(irr::core::vector3df(pos_x, pos_y, pos_z), irr::core::vector3df(normal_x, normal_y, normal_z));
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}
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return 0;
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}
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double rc_computeActorAngularImpulseDenominator(int actor, double x, double y, double z)
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@@ -2872,6 +2874,8 @@ double rc_computeActorAngularImpulseDenominator(int actor, double x, double y, d
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{
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return rc_actor[actor].physics.rigid_body->computeAngularImpulseDenominator(irr::core::vector3df(x, y, z));
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}
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return 0;
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}
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void rc_setActorAngularFactor(int actor, double x, double y, double z)
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@@ -3016,6 +3020,8 @@ int rc_createPointConstraintEx(int actorA, int actorB, double pxA, double pyA, d
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rc_physics3D.constraints[constraint_id] = p2p;
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return constraint_id;
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}
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return -1;
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}
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void rc_setPointPivotA(int constraint_id, double x, double y, double z)
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@@ -3062,6 +3068,8 @@ int rc_createHingeConstraint(int actorA, int frameInA_matrix, bool useReferenceF
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rc_physics3D.constraints[constraint_id] = hinge;
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return constraint_id;
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}
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return -1;
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}
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@@ -3088,6 +3096,8 @@ int rc_createHingeConstraintEx(int actorA, int actorB, int frameInA_matrix, int
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rc_physics3D.constraints[constraint_id] = hinge;
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return constraint_id;
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}
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return -1;
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}
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int rc_createSlideConstraint(int actorA, int frameInB_matrix, bool useLinearReferenceFrameA)
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@@ -3110,6 +3120,8 @@ int rc_createSlideConstraint(int actorA, int frameInB_matrix, bool useLinearRefe
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rc_physics3D.constraints[constraint_id] = slide;
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return constraint_id;
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}
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return -1;
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}
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int rc_createSlideConstraintEx(int actorA, int actorB, int frameInA_matrix, int frameInB_matrix, bool useLinearReferenceFrameA)
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@@ -3135,6 +3147,8 @@ int rc_createSlideConstraintEx(int actorA, int actorB, int frameInA_matrix, int
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rc_physics3D.constraints[constraint_id] = slide;
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return constraint_id;
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}
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return -1;
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}
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@@ -3159,6 +3173,8 @@ int rc_createConeConstraint(int actorA, int rbAFrame_matrix)
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rc_physics3D.constraints[constraint_id] = cone;
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return constraint_id;
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}
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return -1;
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}
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int rc_createConeConstraintEx(int actorA, int actorB, int rbAFrame_matrix, int rbBFrame_matrix)
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@@ -3184,6 +3200,8 @@ int rc_createConeConstraintEx(int actorA, int actorB, int rbAFrame_matrix, int r
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rc_physics3D.constraints[constraint_id] = cone;
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return constraint_id;
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}
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return -1;
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}
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void rc_deleteConstraint(int constraint_id)
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@@ -5069,7 +5087,7 @@ void rc_setActorFrame(int actor, int frame)
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void rc_setActorAutoCulling(int actor, int cull_type)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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return;
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rc_actor[actor].mesh_node->setAutomaticCulling((irr::scene::E_CULLING_TYPE) cull_type);
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}
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@@ -5089,7 +5107,7 @@ int rc_getActorAutoCulling(int actor)
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void rc_addActorShadow(int actor)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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return;
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if(rc_actor[actor].shadow)
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return;
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