Esempio n. 1
0
 bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance)
 {
     TC_LOG_DEBUG("maps", "testing intersection with %s", obj.name.c_str());
     bool hit = obj.intersectRay(r, distance, true, phase_mask);
     if (hit)
     {
         did_hit = true;
         TC_LOG_DEBUG("maps", "result: intersects");
     }
     return hit;
 }
Esempio n. 2
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 bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance)
 {
     LogDebug("DynamicTreeIntersectionCallback_WithLogger : testing intersection with %s", obj.name.c_str());
     bool hit = obj.intersectRay(r, distance, true, phase_mask);
     if (hit)
     {
         did_hit = true;
         LogDebug("DynamicTreeIntersectionCallback_WithLogger : result: intersects");
     }
     return hit;
 }
Esempio n. 3
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 bool operator()(const Ray& r, const GameObjectModel& obj, float& distance)
 {
     DEBUG_LOG("testing intersection with %s", obj.name.c_str());
     bool hit = obj.intersectRay(r, distance, true);
     if (hit)
     {
         did_hit = true;
         DEBUG_LOG("result: intersects");
     }
     return hit;
 }
Esempio n. 4
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 bool operator()(const Ray& r, const GameObjectModel& obj, float& distance)
 {
     sLog->outDebug(LOG_FILTER_MAPS, "testing intersection with %s", obj.name.c_str());
     bool hit = obj.intersectRay(r, distance, true, phase_mask);
     if (hit)
     {
         did_hit = true;
         sLog->outDebug(LOG_FILTER_MAPS, "result: intersects");
     }
     return hit;
 }
Esempio n. 5
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 bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance)
 {
     did_hit = obj.intersectRay(r, distance, true, phase_mask);
     return did_hit;
 }
Esempio n. 6
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 bool operator()(G3D::Ray const& r, GameObjectModel const& obj, float& distance)
 {
     _didHit = obj.intersectRay(r, distance, true, _phaseShift);
     return _didHit;
 }