void vHavokAiModule::OnHandleCallback(IVisCallbackDataObject_cl *pData) { if (pData->m_pSender == &vHavokPhysicsModule::OnHandleResourceFile) { HandleResourceFile(*((vHavokResourceCallbackData *)pData)); } else if (pData->m_pSender == &vHavokPhysicsModule::OnBeforeWorldCreated) { SetPhysicsWorld(HK_NULL); } else if (pData->m_pSender == &vHavokPhysicsModule::OnAfterWorldCreated) { vHavokPhysicsModuleCallbackData *pHavokData = (vHavokPhysicsModuleCallbackData*)pData; SetPhysicsWorld( pHavokData->GetHavokModule()->GetPhysicsWorld() ); } else if (pData->m_pSender == &VSceneLoader::OnCustomChunkSerialization) { // Note: loading/saving of nav mesh in .vscene file is deprecated but loading is left here for backwards compatibility VCustomSceneChunkDataObject &chunkData(*((VCustomSceneChunkDataObject *)pData)); if (chunkData.m_Loader.IsSaving() || chunkData.m_iChunkID == 'AINM') { chunkData.m_iChunkID = 'AINM'; chunkData.m_bSuccess = chunkData.m_bProcessed = true; GlobalsChunkFileExchange(chunkData.m_Loader, chunkData.m_iChunkID); } } else if (pData->m_pSender == &vHavokVisualDebugger::OnCreatingContexts) { if( m_aiWorld != HK_NULL ) { vHavokVisualDebuggerCallbackData_cl* pVdbData = (vHavokVisualDebuggerCallbackData_cl*)pData; pVdbData->m_contexts->pushBack(m_aiViewerContext); } } else if (pData->m_pSender == &Vision::Callbacks.OnRenderHook) { Render(); } else if (pData->m_pSender == &Vision::Callbacks.OnUpdateSceneFinished) { Update(); } else if(pData->m_pSender==&IVScriptManager::OnRegisterScriptFunctions) { vHavokAiModule::RegisterLua(); } }
Scene* Tutorial::createScene() { auto scene = Scene::createWithPhysics(); scene->getPhysicsWorld()->setGravity(Vec2(0, 0)); //scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); auto layer = Tutorial::create(); layer->SetPhysicsWorld(scene->getPhysicsWorld()); scene->addChild(layer); return scene; }
Scene* LevelTwo::createScene() { // 'scene' is an autorelease object auto scene = Scene::createWithPhysics(); //scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); scene->getPhysicsWorld()->setGravity(Vec2(0, -300)); auto layer = LevelTwo::create(); layer->SetPhysicsWorld(scene->getPhysicsWorld()); scene->addChild(layer); return scene; }
Scene* HelloWorld::createScene() { // 'scene' is an autorelease object auto scene = Scene::createWithPhysics(); scene->getPhysicsWorld()->setGravity(Vec2(0, 0)); auto layer = HelloWorld::create(); layer->SetPhysicsWorld(scene->getPhysicsWorld()); scene->addChild(layer); return scene; }
Scene* HelloWorld::createScene() { // 'scene' is an autorelease object auto scene = Scene::createWithPhysics(); scene->getPhysicsWorld()->setDebugDrawMask( PhysicsWorld::DEBUGDRAW_ALL ); // 'layer' is an autorelease object auto layer = HelloWorld::create(); layer->SetPhysicsWorld( scene->getPhysicsWorld() ); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; }
Scene* GameScene::createScene() { // 'scene' is an autorelease object auto scene = Scene::createWithPhysics( ); scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_NONE); scene->getPhysicsWorld()->setGravity( Vect(0.0f, 0.0f) ); // 'layer' is an autorelease object auto layer = GameScene::create(); layer->SetPhysicsWorld( scene->getPhysicsWorld() ); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; }
Scene* GameScene::createScene() { // 'scene' is an autorelease object auto scene = Scene::createWithPhysics(); //let see colision //scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); //make gravity scene->getPhysicsWorld()->setGravity(Vect(0, 0)); // 'layer' is an autorelease object auto layer = GameScene::create(); layer->SetPhysicsWorld(scene->getPhysicsWorld()); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; }
/// Called by the Havok physics module on de-initialization. It is called before anything /// was actually deleted, with the hkpWorld marked for write. void vHavokAiModule::OnDeInitPhysicsModule() { SetPhysicsWorld(HK_NULL); }