- Timestamp:
 - Jun 3, 2006, 3:04:07 PM (19 years ago)
 - Location:
 - branches/cr/src/lib/collision_reaction
 - Files:
 - 
          
- 2 edited
 
- 
          collision_handle.cc (modified) (4 diffs)
 - 
          cr_engine.cc (modified) (1 diff)
 
 
Legend:
- Unmodified
 - Added
 - Removed
 
- 
        
branches/cr/src/lib/collision_reaction/collision_handle.cc
r8125 r8126 121 121 // set the state to not dispatched 122 122 this->bDispatched = false; 123 this->bCollided = true; 123 124 collision->setEntityBCollide(true); 124 125 … … 138 139 // set the state to not dispatched 139 140 this->bDispatched = false; 141 this->bCollided = true; 140 142 141 143 // checks if these WorldEntities have already collided or if its a new collision -> create a new Collision object … … 163 165 // collision reaction calculations (for every collision there will be a reaction) 164 166 vector<Collision*>::iterator it = this->collisionList.begin(); 165 for(; it < this->collisionList.end(); it++) 166 { 167 for(; it < this->collisionList.end(); it++) { 167 168 (*it)->handleCollisionEvents(); 168 169 } … … 171 172 this->bDispatched = true; 172 173 this->bCollided = false; 174 173 175 this->flushCollisions(); 174 176 }  - 
        
branches/cr/src/lib/collision_reaction/cr_engine.cc
r8029 r8126 145 145 for( it = this->collisionHandles.begin(); it != this->collisionHandles.end(); it++) 146 146 { 147 if( (*it)->isCollided() ) //does it have any collisions to report at all147 if( (*it)->isCollided() || (*it)->isContinuousPoll()) //does it have any collisions to report at all 148 148 { 149 149 (*it)->handleCollisions();  
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