Implemented basic physics for projectiles.
parent
f260e9211f
commit
6677a5e8ca
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@ -31,12 +31,12 @@ public:
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/** Called on each block encountered along the path, including the first block (path start)
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/** Called on each block encountered along the path, including the first block (path start)
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When this callback returns true, the tracing is aborted.
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When this callback returns true, the tracing is aborted.
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*/
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*/
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) = 0;
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) = 0;
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/** Called on each block encountered along the path, including the first block (path start), if chunk data is not loaded
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/** Called on each block encountered along the path, including the first block (path start), if chunk data is not loaded
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When this callback returns true, the tracing is aborted.
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When this callback returns true, the tracing is aborted.
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*/
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*/
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virtual bool OnNextBlockNoData(int a_BlockX, int a_BlockY, int a_BlockZ) { return false; }
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virtual bool OnNextBlockNoData(int a_BlockX, int a_BlockY, int a_BlockZ, char a_EntryFace) { return false; }
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/** Called when the path goes out of world, either below (a_BlockY < 0) or above (a_BlockY >= cChunkDef::Height)
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/** Called when the path goes out of world, either below (a_BlockY < 0) or above (a_BlockY >= cChunkDef::Height)
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The coords specify the exact point at which the path exited the world.
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The coords specify the exact point at which the path exited the world.
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@ -7,6 +7,57 @@
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#include "ProjectileEntity.h"
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#include "ProjectileEntity.h"
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#include "../ClientHandle.h"
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#include "../ClientHandle.h"
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#include "Player.h"
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#include "Player.h"
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#include "../LineBlockTracer.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cProjectileTracerCallback:
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class cProjectileTracerCallback :
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public cBlockTracer::cCallbacks
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{
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public:
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cProjectileTracerCallback(cProjectileEntity * a_Projectile) :
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m_Projectile(a_Projectile)
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{
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}
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protected:
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cProjectileEntity * m_Projectile;
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
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{
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if (g_BlockIsSolid[a_BlockType])
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{
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// The projectile hit a solid block
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m_Projectile->OnHitSolidBlock(a_BlockX, a_BlockY, a_BlockZ, a_EntryFace);
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return true;
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}
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// Convey some special effects from special blocks:
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switch (a_BlockType)
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{
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case E_BLOCK_LAVA:
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case E_BLOCK_STATIONARY_LAVA:
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{
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m_Projectile->StartBurning(30);
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break;
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}
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case E_BLOCK_WATER:
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case E_BLOCK_STATIONARY_WATER:
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{
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m_Projectile->StopBurning();
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break;
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}
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} // switch (a_BlockType)
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// Continue tracing
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return false;
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}
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} ;
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@ -18,7 +69,8 @@
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cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height) :
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cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, double a_Width, double a_Height) :
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super(etProjectile, a_X, a_Y, a_Z, a_Width, a_Height),
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super(etProjectile, a_X, a_Y, a_Z, a_Width, a_Height),
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m_ProjectileKind(a_Kind),
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m_ProjectileKind(a_Kind),
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m_Creator(a_Creator)
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m_Creator(a_Creator),
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m_IsInGround(false)
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{
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{
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}
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}
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@ -29,7 +81,8 @@ cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, double a
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cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height) :
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cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, const Vector3d & a_Pos, const Vector3d & a_Speed, double a_Width, double a_Height) :
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super(etProjectile, a_Pos.x, a_Pos.y, a_Pos.z, a_Width, a_Height),
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super(etProjectile, a_Pos.x, a_Pos.y, a_Pos.z, a_Width, a_Height),
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m_ProjectileKind(a_Kind),
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m_ProjectileKind(a_Kind),
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m_Creator(a_Creator)
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m_Creator(a_Creator),
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m_IsInGround(false)
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{
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{
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SetSpeed(a_Speed);
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SetSpeed(a_Speed);
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}
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}
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@ -60,6 +113,35 @@ cProjectileEntity * cProjectileEntity::Create(eKind a_Kind, cEntity * a_Creator,
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void cProjectileEntity::OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace)
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{
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// TODO: Set proper position based on what face was hit
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switch (a_BlockFace)
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{
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case BLOCK_FACE_TOP: SetPosition(0.5 + a_BlockX, 1.0 + a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_BOTTOM: SetPosition(0.5 + a_BlockX, a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_EAST: SetPosition( a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_WEST: SetPosition(1.0 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
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case BLOCK_FACE_NORTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 1.0 + a_BlockZ); break;
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case BLOCK_FACE_SOUTH: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, a_BlockZ); break;
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case BLOCK_FACE_NONE: SetPosition(0.5 + a_BlockX, 0.5 + a_BlockY, 0.5 + a_BlockZ); break;
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}
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SetSpeed(0, 0, 0);
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// DEBUG:
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LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, hit solid block at face %d",
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m_UniqueID,
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GetPosX(), GetPosY(), GetPosZ(),
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a_BlockFace
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);
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m_IsInGround = true;
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}
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AString cProjectileEntity::GetMCAClassName(void) const
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AString cProjectileEntity::GetMCAClassName(void) const
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{
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{
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switch (m_ProjectileKind)
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switch (m_ProjectileKind)
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@ -83,6 +165,51 @@ AString cProjectileEntity::GetMCAClassName(void) const
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void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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BroadcastMovementUpdate();
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}
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void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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{
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if (m_IsInGround)
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{
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// Already-grounded projectiles don't move at all
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return;
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}
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Vector3d PerTickSpeed = GetSpeed() / 20;
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Vector3d Pos = GetPosition();
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// Trace the tick's worth of movement as a line:
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Vector3d NextPos = Pos + PerTickSpeed;
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cProjectileTracerCallback TracerCallback(this);
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if (cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos))
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{
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// Nothing in the way, update the position
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SetPosition(NextPos);
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}
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// Add gravity effect to the vertical speed component:
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SetSpeedY(GetSpeedY() + m_Gravity / 20);
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// DEBUG:
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LOGD("Arrow %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}",
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m_UniqueID,
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GetPosX(), GetPosY(), GetPosZ(),
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GetSpeedX(), GetSpeedY(), GetSpeedZ()
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);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cArrowEntity:
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// cArrowEntity:
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@ -118,22 +245,6 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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// DEBUG:
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LOGD("Arrow %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}",
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m_UniqueID,
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GetPosX(), GetPosY(), GetPosZ(),
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GetSpeedX(), GetSpeedY(), GetSpeedZ()
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);
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}
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void cArrowEntity::SpawnOn(cClientHandle & a_Client)
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void cArrowEntity::SpawnOn(cClientHandle & a_Client)
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{
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{
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a_Client.SendSpawnObject(*this, pkArrow, 0, 0, 0);
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a_Client.SendSpawnObject(*this, pkArrow, 0, 0, 0);
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@ -47,8 +47,8 @@ public:
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static cProjectileEntity * Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d * a_Speed = NULL);
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static cProjectileEntity * Create(eKind a_Kind, cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d * a_Speed = NULL);
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/// Called by the physics blocktracer when the entity hits a solid block, the coords and the face hit is given
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/// Called by the physics blocktracer when the entity hits a solid block, the block's coords and the face hit is given
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virtual void OnHitSolidBlock(double a_BlockX, double a_BlockY, double a_BlockZ, char a_BlockFace) {};
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virtual void OnHitSolidBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace);
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// tolua_begin
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// tolua_begin
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@ -72,6 +72,10 @@ protected:
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/// True if the projectile has hit the ground and is stuck there
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/// True if the projectile has hit the ground and is stuck there
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bool m_IsInGround;
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bool m_IsInGround;
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// cEntity overrides:
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
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} ;
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} ;
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@ -127,7 +131,6 @@ protected:
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double m_DamageCoeff;
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double m_DamageCoeff;
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// cEntity overrides:
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// cEntity overrides:
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void SpawnOn(cClientHandle & a_Client) override;
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virtual void SpawnOn(cClientHandle & a_Client) override;
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// tolua_begin
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// tolua_begin
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@ -55,6 +55,7 @@ bool cLineBlockTracer::Trace(double a_StartX, double a_StartY, double a_StartZ,
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m_DirX = (m_StartX < m_EndX) ? 1 : -1;
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m_DirX = (m_StartX < m_EndX) ? 1 : -1;
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m_DirY = (m_StartY < m_EndY) ? 1 : -1;
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m_DirY = (m_StartY < m_EndY) ? 1 : -1;
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m_DirZ = (m_StartZ < m_EndZ) ? 1 : -1;
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m_DirZ = (m_StartZ < m_EndZ) ? 1 : -1;
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m_CurrentFace = BLOCK_FACE_NONE;
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// Check the start coords, adjust into the world:
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// Check the start coords, adjust into the world:
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if (m_StartY < 0)
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if (m_StartY < 0)
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@ -178,9 +179,9 @@ bool cLineBlockTracer::MoveToNextBlock(void)
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// Based on the wall hit, adjust the current coords
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// Based on the wall hit, adjust the current coords
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switch (Direction)
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switch (Direction)
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{
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{
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case dirX: m_CurrentX += m_DirX; break;
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case dirX: m_CurrentX += m_DirX; m_CurrentFace = (m_DirX > 0) ? BLOCK_FACE_EAST : BLOCK_FACE_WEST; break;
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case dirY: m_CurrentY += m_DirY; break;
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case dirY: m_CurrentY += m_DirY; m_CurrentFace = (m_DirY > 0) ? BLOCK_FACE_BOTTOM : BLOCK_FACE_TOP; break;
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case dirZ: m_CurrentZ += m_DirZ; break;
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case dirZ: m_CurrentZ += m_DirZ; m_CurrentFace = (m_DirZ > 0) ? BLOCK_FACE_SOUTH : BLOCK_FACE_NORTH; break;
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case dirNONE: return false;
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case dirNONE: return false;
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}
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}
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return true;
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return true;
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int RelX = m_CurrentX - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelX = m_CurrentX - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = m_CurrentZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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int RelZ = m_CurrentZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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a_Chunk->GetBlockTypeMeta(RelX, m_CurrentY, RelZ, BlockType, BlockMeta);
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a_Chunk->GetBlockTypeMeta(RelX, m_CurrentY, RelZ, BlockType, BlockMeta);
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if (m_Callbacks->OnNextBlock(m_CurrentX, m_CurrentY, m_CurrentZ, BlockType, BlockMeta))
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if (m_Callbacks->OnNextBlock(m_CurrentX, m_CurrentY, m_CurrentZ, BlockType, BlockMeta, m_CurrentFace))
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{
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{
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// The callback terminated the trace
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// The callback terminated the trace
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return false;
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return false;
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}
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}
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else
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else
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{
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{
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if (m_Callbacks->OnNextBlockNoData(m_CurrentX, m_CurrentY, m_CurrentZ))
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if (m_Callbacks->OnNextBlockNoData(m_CurrentX, m_CurrentY, m_CurrentZ, m_CurrentFace))
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{
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{
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// The callback terminated the trace
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// The callback terminated the trace
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return false;
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return false;
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// The current block
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// The current block
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int m_CurrentX, m_CurrentY, m_CurrentZ;
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int m_CurrentX, m_CurrentY, m_CurrentZ;
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// The face through which the current block has been entered
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char m_CurrentFace;
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/// Adjusts the start point above the world to just at the world's top
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/// Adjusts the start point above the world to just at the world's top
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void FixStartAboveWorld(void);
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void FixStartAboveWorld(void);
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{
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{
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}
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}
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
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virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, char a_EntryFace) override
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{
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{
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if (!m_LuaState.PushFunctionFromRefTable(m_TableRef, "OnNextBlock"))
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if (!m_LuaState.PushFunctionFromRefTable(m_TableRef, "OnNextBlock"))
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{
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{
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m_LuaState.Push(a_BlockZ);
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m_LuaState.Push(a_BlockZ);
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m_LuaState.Push(a_BlockType);
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m_LuaState.Push(a_BlockType);
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m_LuaState.Push(a_BlockMeta);
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m_LuaState.Push(a_BlockMeta);
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m_LuaState.Push(a_EntryFace);
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if (!m_LuaState.CallFunction(1))
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if (!m_LuaState.CallFunction(1))
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{
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{
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return false;
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return false;
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@ -1674,7 +1675,7 @@ public:
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return res;
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return res;
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}
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}
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virtual bool OnNextBlockNoData(int a_BlockX, int a_BlockY, int a_BlockZ) override
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virtual bool OnNextBlockNoData(int a_BlockX, int a_BlockY, int a_BlockZ, char a_EntryFace) override
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{
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{
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if (!m_LuaState.PushFunctionFromRefTable(m_TableRef, "OnNextBlockNoData"))
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if (!m_LuaState.PushFunctionFromRefTable(m_TableRef, "OnNextBlockNoData"))
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{
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{
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m_LuaState.Push(a_BlockX);
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m_LuaState.Push(a_BlockX);
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m_LuaState.Push(a_BlockY);
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m_LuaState.Push(a_BlockY);
|
||||||
m_LuaState.Push(a_BlockZ);
|
m_LuaState.Push(a_BlockZ);
|
||||||
|
m_LuaState.Push(a_EntryFace);
|
||||||
if (!m_LuaState.CallFunction(1))
|
if (!m_LuaState.CallFunction(1))
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
|
|
|
@ -30,12 +30,13 @@ public: // tolua_export
|
||||||
void operator -= ( Vector3d* a_V ) { x -= a_V->x; y -= a_V->y; z -= a_V->z; }
|
void operator -= ( Vector3d* a_V ) { x -= a_V->x; y -= a_V->y; z -= a_V->z; }
|
||||||
void operator *= ( double a_f ) { x *= a_f; y *= a_f; z *= a_f; }
|
void operator *= ( double a_f ) { x *= a_f; y *= a_f; z *= a_f; }
|
||||||
|
|
||||||
Vector3d operator + ( const Vector3d& v2 ) const { return Vector3d( x + v2.x, y + v2.y, z + v2.z ); } // tolua_export
|
Vector3d operator + (const Vector3d & v2) const { return Vector3d(x + v2.x, y + v2.y, z + v2.z ); } // tolua_export
|
||||||
Vector3d operator + ( const Vector3d* v2 ) const { return Vector3d( x + v2->x, y + v2->y, z + v2->z ); } // tolua_export
|
Vector3d operator + (const Vector3d * v2) const { return Vector3d(x + v2->x, y + v2->y, z + v2->z ); } // tolua_export
|
||||||
Vector3d operator - ( const Vector3d& v2 ) const { return Vector3d( x - v2.x, y - v2.y, z - v2.z ); } // tolua_export
|
Vector3d operator - (const Vector3d & v2) const { return Vector3d(x - v2.x, y - v2.y, z - v2.z ); } // tolua_export
|
||||||
Vector3d operator - ( const Vector3d* v2 ) const { return Vector3d( x - v2->x, y - v2->y, z - v2->z ); } // tolua_export
|
Vector3d operator - (const Vector3d * v2) const { return Vector3d(x - v2->x, y - v2->y, z - v2->z ); } // tolua_export
|
||||||
Vector3d operator * ( const double f ) const { return Vector3d( x * f, y * f, z * f ); } // tolua_export
|
Vector3d operator * (const double f) const { return Vector3d(x * f, y * f, z * f ); } // tolua_export
|
||||||
Vector3d operator * ( const Vector3d& v2 ) const { return Vector3d( x * v2.x, y * v2.y, z * v2.z ); } // tolua_export
|
Vector3d operator * (const Vector3d & v2) const { return Vector3d(x * v2.x, y * v2.y, z * v2.z ); } // tolua_export
|
||||||
|
Vector3d operator / (const double f) const { return Vector3d(x / f, y / f, z / f ); } // tolua_export
|
||||||
|
|
||||||
double x, y, z; // tolua_export
|
double x, y, z; // tolua_export
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue