Exemple #1
0
#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);
}
Exemple #3
0
#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);
}