Differences Between Version 1.14 to 1.15
Posted: Tue Apr 19, 2011 8:16 am
Ok, If you could help me, I'm having some issues updating my game to 1.15... I have analyzed the DEMO, but somethings are not clear:
1. First of all, I used this, then I corrected, see if is it perfect:
foreach (CollidablePairHandler Col in BepuEntity.Entity.CollisionInformation.Pairs)
{
foreach (ContactInformation contact in Col.Contacts)
{
if ((float)Math.Acos(Math.Abs(contact.Contact.Normal.X)) < MathHelper.PiOver4 ||
(float)Math.Acos(Math.Abs(contact.Contact.Normal.Z)) < MathHelper.PiOver4)
{
The idea of this method is to see if there's a wall in my front
BUTTT, I used this:
Entity entity;
if (contact.Contact.ColliderA == BepuEntity.Entity)
entity = contact.ColliderB;
else
entity = contact.ColliderA;
if (entity is Box)
{
Box box = entity as Box;
if (box.Height > 1.5f)
return CoverType.Left;
else
return CoverType.Down;
}
To see what type of Cover my player should do, but now I can't... Is there any way to detect that?
2. Where is the Space.BroadPhase.GetEntities(BehindSphere, gotEntities);?
I'm going to post more, I have mmmmmannnny errors here. Thanks for the awesome engine =)
1. First of all, I used this, then I corrected, see if is it perfect:
foreach (CollidablePairHandler Col in BepuEntity.Entity.CollisionInformation.Pairs)
{
foreach (ContactInformation contact in Col.Contacts)
{
if ((float)Math.Acos(Math.Abs(contact.Contact.Normal.X)) < MathHelper.PiOver4 ||
(float)Math.Acos(Math.Abs(contact.Contact.Normal.Z)) < MathHelper.PiOver4)
{
The idea of this method is to see if there's a wall in my front
BUTTT, I used this:
Entity entity;
if (contact.Contact.ColliderA == BepuEntity.Entity)
entity = contact.ColliderB;
else
entity = contact.ColliderA;
if (entity is Box)
{
Box box = entity as Box;
if (box.Height > 1.5f)
return CoverType.Left;
else
return CoverType.Down;
}
To see what type of Cover my player should do, but now I can't... Is there any way to detect that?
2. Where is the Space.BroadPhase.GetEntities(BehindSphere, gotEntities);?
I'm going to post more, I have mmmmmannnny errors here. Thanks for the awesome engine =)