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@@ -244,9 +244,9 @@ static PhysicsRaycastResult PhysicsWorldRaycastSingle(const Ray& ray, float maxD
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static PhysicsRaycastResult PhysicsWorldRaycastSingleSegmented(const Ray& ray, float maxDistance, float segmentDistance, unsigned collisionMask, PhysicsWorld* ptr)
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static PhysicsRaycastResult PhysicsWorldRaycastSingleSegmented(const Ray& ray, float maxDistance, float segmentDistance, unsigned collisionMask, PhysicsWorld* ptr)
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{
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{
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- PhysicsRaycastResult result;
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- ptr->RaycastSingleSegmented(result, ray, maxDistance, segmentDistance, collisionMask);
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- return result;
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+ PhysicsRaycastResult result;
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+ ptr->RaycastSingleSegmented(result, ray, maxDistance, segmentDistance, collisionMask);
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+ return result;
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}
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}
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static PhysicsRaycastResult PhysicsWorldSphereCast(const Ray& ray, float radius, float maxDistance, unsigned collisionMask, PhysicsWorld* ptr)
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static PhysicsRaycastResult PhysicsWorldSphereCast(const Ray& ray, float radius, float maxDistance, unsigned collisionMask, PhysicsWorld* ptr)
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@@ -309,8 +309,8 @@ static void RegisterPhysicsWorld(asIScriptEngine* engine)
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engine->RegisterObjectMethod("PhysicsWorld", "void Update(float)", asMETHOD(PhysicsWorld, Update), asCALL_THISCALL);
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engine->RegisterObjectMethod("PhysicsWorld", "void Update(float)", asMETHOD(PhysicsWorld, Update), asCALL_THISCALL);
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engine->RegisterObjectMethod("PhysicsWorld", "void UpdateCollisions()", asMETHOD(PhysicsWorld, UpdateCollisions), asCALL_THISCALL);
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engine->RegisterObjectMethod("PhysicsWorld", "void UpdateCollisions()", asMETHOD(PhysicsWorld, UpdateCollisions), asCALL_THISCALL);
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engine->RegisterObjectMethod("PhysicsWorld", "Array<PhysicsRaycastResult>@ Raycast(const Ray&in, float, uint collisionMask = 0xffff)", asFUNCTION(PhysicsWorldRaycast), asCALL_CDECL_OBJLAST);
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engine->RegisterObjectMethod("PhysicsWorld", "Array<PhysicsRaycastResult>@ Raycast(const Ray&in, float, uint collisionMask = 0xffff)", asFUNCTION(PhysicsWorldRaycast), asCALL_CDECL_OBJLAST);
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- engine->RegisterObjectMethod("PhysicsWorld", "PhysicsRaycastResult RaycastSingle(const Ray&in, float, uint collisionMask = 0xffff)", asFUNCTION(PhysicsWorldRaycastSingle), asCALL_CDECL_OBJLAST);
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- engine->RegisterObjectMethod("PhysicsWorld", "PhysicsRaycastResult RaycastSingleSegmented(const Ray&in, float, float, uint collisionMask = 0xffff)", asFUNCTION(PhysicsWorldRaycastSingleSegmented), asCALL_CDECL_OBJLAST);
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+ engine->RegisterObjectMethod("PhysicsWorld", "PhysicsRaycastResult RaycastSingle(const Ray&in, float, uint collisionMask = 0xffff)", asFUNCTION(PhysicsWorldRaycastSingle), asCALL_CDECL_OBJLAST);
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+ engine->RegisterObjectMethod("PhysicsWorld", "PhysicsRaycastResult RaycastSingleSegmented(const Ray&in, float, float, uint collisionMask = 0xffff)", asFUNCTION(PhysicsWorldRaycastSingleSegmented), asCALL_CDECL_OBJLAST);
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engine->RegisterObjectMethod("PhysicsWorld", "PhysicsRaycastResult SphereCast(const Ray&in, float, float, uint collisionMask = 0xffff)", asFUNCTION(PhysicsWorldSphereCast), asCALL_CDECL_OBJLAST);
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engine->RegisterObjectMethod("PhysicsWorld", "PhysicsRaycastResult SphereCast(const Ray&in, float, float, uint collisionMask = 0xffff)", asFUNCTION(PhysicsWorldSphereCast), asCALL_CDECL_OBJLAST);
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// There seems to be a bug in AngelScript resulting in a crash if we use an auto handle with this function.
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// There seems to be a bug in AngelScript resulting in a crash if we use an auto handle with this function.
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// Work around by manually releasing the CollisionShape handle
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// Work around by manually releasing the CollisionShape handle
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