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Character component, waiting on bullet wrapper for the rest

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Eideren committed Dec 18, 2018
1 parent f23ed46 commit 09648564fa4edb98b64ea8d2326ab69f75d91571
@@ -1742,7 +1742,6 @@ public override bool Equals(object value)
public static implicit operator BulletSharp.Math.Vector3(Vector3 value)
{
unsafe { return *(BulletSharp.Math.Vector3*)&value; }
//return new BulletSharp.Math.Vector3(value.X, value.Y, value.Z);
}

/// <summary>
@@ -1754,7 +1753,6 @@ public override bool Equals(object value)
public static implicit operator Vector3(BulletSharp.Math.Vector3 value)
{
unsafe { return *(Vector3*)&value; }
//return new Vector3(value.X, value.Y, value.Z);
}
}
}
@@ -28,8 +28,8 @@ public void Jump(Vector3 jumpDirection)
{
throw new InvalidOperationException("Attempted to call a Physics function that is avaliable only when the Entity has been already added to the Scene.");
}

KinematicCharacter.Jump(ref jumpDirection);
KinematicCharacter.Jump(jumpDirection);
}

/// <summary>
@@ -41,9 +41,7 @@ public void Jump()
{
throw new InvalidOperationException("Attempted to call a Physics function that is avaliable only when the Entity has been already added to the Scene.");
}

var zeroV = Vector3.Zero; //passing zero will jump on Up Axis
KinematicCharacter.Jump(ref zeroV);
KinematicCharacter.Jump();
}

/// <summary>

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