bool PhysicsDLLInit( CreateInterfaceFn physicsFactory )
{
	if ((physics = (IPhysics *)physicsFactory( VPHYSICS_INTERFACE_VERSION, NULL )) == NULL ||
		(physprops = (IPhysicsSurfaceProps *)physicsFactory( VPHYSICS_SURFACEPROPS_INTERFACE_VERSION, NULL )) == NULL ||
		(physcollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL )) == NULL )
	{
		return false;
	}

	PhysParseSurfaceData( physprops, filesystem );
	return true;
}
示例#2
0
文件: physics.cpp 项目: Yosam02/game
bool PhysicsDLLInit( CreateInterfaceFn physicsFactory )
{
	if ((physics = (IPhysics *)physicsFactory( VPHYSICS_INTERFACE_VERSION, NULL )) == NULL ||
		(physprops = (IPhysicsSurfaceProps *)physicsFactory( VPHYSICS_SURFACEPROPS_INTERFACE_VERSION, NULL )) == NULL ||
		(physcollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL )) == NULL )
	{
		return false;
	}

	if ( IsX360() )
	{
		// Reduce timescale to save perf on 360
		cl_phys_timescale.SetValue(0.9f);
	}
	PhysParseSurfaceData( physprops, filesystem );
	return true;
}