Jelajahi Sumber

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mikymod 12 tahun lalu
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b3f40b75f7
2 mengubah file dengan 3 tambahan dan 3 penghapusan
  1. 2 2
      engine/physics/PhysicsWorld.cpp
  2. 1 1
      engine/physics/PhysicsWorld.h

+ 2 - 2
engine/physics/PhysicsWorld.cpp

@@ -390,7 +390,7 @@ void PhysicsWorld::overlap_test(const char* callback, SceneQueryMode::Enum mode,
 								ShapeType::Enum type, const Vector3& pos, const Quaternion& rot, const Vector3& size)
 {
 	bool hit = false;
-	PxTransform transform(PxVec3(pos.x, pos.y, pos.x), PxQuat(rot.v.x, rot.v.y, rot.v.z, rot.w));
+	PxTransform transform(PxVec3(pos.x, pos.y, pos.z), PxQuat(rot.v.x, rot.v.y, rot.v.z, rot.w));
 
 	switch(type)
 	{
@@ -438,7 +438,7 @@ Actor* PhysicsWorld::sync_overlap_test(const char* callback, SceneQueryMode::Enu
 									ShapeType::Enum type, const Vector3& pos, const Quaternion& rot, const Vector3& size)
 {
 	bool hit = false;
-	PxTransform transform(PxVec3(pos.x, pos.y, pos.x), PxQuat(rot.v.x, rot.v.y, rot.v.z, rot.w));
+	PxTransform transform(PxVec3(pos.x, pos.y, pos.z), PxQuat(rot.v.x, rot.v.y, rot.v.z, rot.w));
 
 	switch(type)
 	{

+ 1 - 1
engine/physics/PhysicsWorld.h

@@ -121,7 +121,7 @@ public:
 	PxScene*					m_scene;
 	PxDefaultCpuDispatcher*		m_cpu_dispatcher;
 
-	PxOverlapHit 				m_hits[64]; // hardcoded	
+	PxOverlapHit 				m_hits[64]; // hardcoded
 	PxOverlapBuffer 			m_buffer;
 
 	PoolAllocator				m_actors_pool;