#include "json_spirit.h" #include "Car.h" #include "ParticleSystem.h" #include "Rocket.h" #include <Newton.h> CEffectsGame* CEffectsGame::pInstance = NULL; #define GRAVITY -10.0f CVar cv_speed = CVar("speed", "15.0", FCVAR_ARCHIVE); CVar cv_rspeed = CVar("rspeed", "50.0", FCVAR_ARCHIVE); void CarBoxCallback(const NewtonBody* body, float timestep, int threadIndex) { float mass, ix, iy, iz; NewtonBodyGetMassMatrix(body, &mass, &ix, &iy, &iz); Vector4 gravityForce = Vector4(0.0f, mass * GRAVITY, 0.0f, 1.0f); // set gravity as a force //NewtonBodySetForce(body, (float*)&gravityForce); CMesh *object = (CMesh*)NewtonBodyGetUserData(body); Vector3 force;
CVar CVarPrototype::createCVar(BFMemoryManagerIntegrator* memory_integrator, unsigned int level) const { return CVar(memory_integrator, name, type, level); }
#include "Geometry.h" #include "Geometries.h" #include "ModelLoader.h" #include "Mesh.h" #include "Game.h" #include "ParticleSystem.h" #include "Resources.h" #include "Input.h" #include "EffectsGame.h" #include "CVar.h" #include "Level.h" #include "Camera.h" #include "TestGame.h" #include "Light.h" CVar cv_explosionforce = CVar("explosionforce", "15", FCVAR_ARCHIVE); CVar cv_explosionout = CVar("explosionout", "5", FCVAR_ARCHIVE); CRocket::CRocket(void) { static bool loaded = false; static CObject3D *model = CModelLoader::Get("models/Small_Rocket_B.3ds"); if (!loaded) { ((CMesh*)model->children[0]->children[0])->Reposition(); loaded = true; } CObject3D* mesh = model->Copy();
CVar CVarPrototype::createSubCVar(BFMemoryManagerIntegrator* memory_integrator, maskloc_t base_mask, unsigned int depth_level, unsigned int memory_offset) const { return CVar(memory_integrator, name, type, base_mask, depth_level, memory_offset); }