void CCollideInterface::Init() { Log.Notice("CollideInterface", "Init"); COLLISION_BEGINTIMER; CollisionMgr = ((IVMapManager*)collision_init()); printf("[%u ns] collision_init\n", c_GetNanoSeconds(c_GetTimerValue(), v1)); }
Scene::Scene( void ) { if( m_instance_count == 0 ) dInitODE2( 0 ); m_instance_count++; m_obj_p = 0; m_dworld = dWorldCreate(); collision_init(); for( int x = 0; x < 4; x++ ) { for( int y = 0; y < 4; y++ ) { float xpos = -160 + float(x)*76.0f + 46.5f; float ypos = 240 - float(y)*88.0f - 61.5f; SceneObj *arse_p = new SceneObj( this ); dBodySetPosition( arse_p->m_dbody, xpos, ypos, 0.0f ); arse_p->m_texid = x + y*4; } } m_motion[0] = 0; m_motion_lopass[0] = 0; m_motion_hipass[0] = 0; m_motion[1] = 0; m_motion_lopass[1] = 0; m_motion_hipass[1] = 0; m_motion[2] = 0; m_motion_lopass[2] = 0; m_motion_hipass[2] = 0; for( int t = 0; t < 16; t++ ) m_textures[t] = 0; }
void CCollideInterface::Init() { // Log.Notice("CollideInterface", "Init"); CollisionMgr = ((IVMapManager*)collision_init()); }