529 lines
17 KiB
C++
529 lines
17 KiB
C++
#include <algorithm>
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#include <functional>
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#include "libs.h"
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#include "space.h"
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#include "body.h"
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#include "frame.h"
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#include "star.h"
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#include "planet.h"
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#include "l3d.h"
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#include "player.h"
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#include "star_system.h"
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#include "space_station.h"
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#include "sbre/sbre.h"
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#include "serializer.h"
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#include "collider/collider.h"
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dWorldID Space::world;
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std::list<Body*> Space::bodies;
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Frame* Space::rootFrame;
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static dJointGroupID _contactgroup;
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std::list<Body*> Space::corpses;
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void Space::Init(void) {
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world = dWorldCreate();
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rootFrame = new Frame(NULL, "System");
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rootFrame->SetRadius(FLT_MAX);
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_contactgroup = dJointGroupCreate(0);
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//dWorldSetGravity(world, 0, -9.81, 0);
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}
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void Space::Serialize(void) {
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using namespace Serializer::Write;
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Serializer::IndexFrames();
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Serializer::IndexBodies();
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Serializer::IndexSystemBodies(L3D::currentSystem);
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Frame::Serialize(rootFrame);
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printf("%d bodies to write\n", bodies.size());
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wr_int(bodies.size());
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for(bodiesIter_t i = bodies.begin(); i != bodies.end(); ++i) {
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printf("Serializing %s\n", (*i)->GetLabel().c_str());
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(*i)->Serialize();
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}
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}
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void Space::Unserialize(void) {
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using namespace Serializer::Read;
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Serializer::IndexSystemBodies(L3D::currentSystem);
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rootFrame = Frame::Unserialize(0);
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Serializer::IndexFrames();
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int num_bodies = rd_int();
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printf("%d bodies to read\n", num_bodies);
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for(int i = 0; i < num_bodies; i++) {
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Body* b = Body::Unserialize();
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if(b) bodies.push_back(b);
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if(b->IsType(Object::PLAYER)) L3D::player = (Player*)b;
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}
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printf("%d bodies read\n", bodies.size());
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/* Bodies with references to others must fix these up. */
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Serializer::IndexBodies();
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for(bodiesIter_t i = bodies.begin(); i != bodies.end(); ++i) {
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(*i)->PostLoadFixup();
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}
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Frame::PostUnserializeFixup(rootFrame);
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}
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void Space::Clear(void) {
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for(std::list<Body*>::iterator i = bodies.begin(); i != bodies.end(); ++i) {
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(*i)->SetFrame(NULL);
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if((*i) != (Body*)L3D::player) {
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KillBody(*i);
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}
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}
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PruneCorpses();
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L3D::player->SetFrame(rootFrame);
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for(std::list<Frame*>::iterator i = rootFrame->m_children.begin();
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i != rootFrame->m_children.end(); ++i) delete *i;
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rootFrame->m_children.clear();
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}
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void Space::MoveOrbitingObjectFrames(Frame* f) {
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if(f->m_sbody) {
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/* Not too efficient. */
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vector3d pos = f->m_sbody->orbit.CartesianPosAtTime(L3D::GetGameTime());
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vector3d pos2 = f->m_sbody->orbit.CartesianPosAtTime(L3D::GetGameTime()+1.0);
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vector3d vel = pos2 - pos;
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f->SetPosition(pos);
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f->SetVelocity(vel);
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}
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f->RotateInTimestep(L3D::GetTimeStep());
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for(std::list<Frame*>::iterator i = f->m_children.begin(); i != f->m_children.end(); ++i) {
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MoveOrbitingObjectFrames(*i);
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}
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}
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static Frame* MakeFrameFor(StarSystem::SBody* sbody, Body* b, Frame* f) {
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Frame* orbFrame, *rotFrame;
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double frameRadius;
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if(!sbody->parent) {
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if(b) b->SetFrame(f);
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f->m_sbody = sbody;
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f->m_astroBody = b;
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return f;
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}
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if(sbody->type == StarSystem::TYPE_GRAVPOINT) {
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orbFrame = new Frame(f, sbody->name.c_str());
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orbFrame->m_sbody = sbody;
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orbFrame->m_astroBody = b;
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orbFrame->SetRadius(sbody->GetMaxChildOrbitalDistance()*1.1);
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return orbFrame;
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}
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StarSystem::BodySuperType supertype = sbody->GetSuperType();
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if((supertype == StarSystem::SUPERTYPE_GAS_GIANT) ||
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(supertype == StarSystem::SUPERTYPE_ROCKY_PLANET)) {
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/*
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* For planets we want a non-rotating frame for a few radii
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* and a rotating frame in the same position but with maybe 1.1*radius,
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* which actually contains the object.
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*/
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frameRadius = sbody->GetMaxChildOrbitalDistance()*1.1;
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orbFrame = new Frame(f, sbody->name.c_str());
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orbFrame->m_sbody = sbody;
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orbFrame->SetRadius(frameRadius ? frameRadius : 10*sbody->GetRadius());
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assert(sbody->GetRotationPeriod() != 0);
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rotFrame = new Frame(orbFrame, sbody->name.c_str());
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rotFrame->SetRadius(1.1*sbody->GetRadius());
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rotFrame->SetAngVelocity(vector3d(0,2*M_PI/sbody->GetRotationPeriod(), 0));
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rotFrame->m_astroBody = b;
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b->SetFrame(rotFrame);
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return orbFrame;
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} else if(supertype == StarSystem::SUPERTYPE_STAR) {
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/* Stars want a single small non-rotating frame. */
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orbFrame = new Frame(f, sbody->name.c_str());
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orbFrame->m_sbody = sbody;
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orbFrame->m_astroBody = b;
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orbFrame->SetRadius(sbody->GetMaxChildOrbitalDistance()*1.1);
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b->SetFrame(orbFrame);
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return orbFrame;
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} else if(sbody->type == StarSystem::TYPE_STARPORT_ORBITAL) {
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/*
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* Space stations want non-rotating frame to some distance
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* and a much closer rotating frame.
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*/
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frameRadius = 1000000.0; /* XXX No idea. */
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orbFrame = new Frame(f, sbody->name.c_str());
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orbFrame->m_sbody = sbody;
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orbFrame->SetRadius(frameRadius ? frameRadius : 10*sbody->GetRadius());
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assert(sbody->GetRotationPeriod() != 0);
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rotFrame = new Frame(orbFrame, sbody->name.c_str());
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rotFrame->SetRadius(5000.0);
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rotFrame->SetAngVelocity(vector3d(0,2*M_PI/sbody->GetRotationPeriod(), 0));
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b->SetFrame(rotFrame);
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return orbFrame;
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} else if(sbody->type == StarSystem::TYPE_STARPORT_SURFACE) {
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/*
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* Just put body into rotating frame of planet, not in its own frame
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* (Because collisions only happen between objects in same frame,
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* and we want collisions on starport and on planet itself).
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*/
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Frame* frame = *f->m_children.begin();
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b->SetFrame(frame);
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b->SetPosition(sbody->orbit.rotMatrix * (frame->m_astroBody->GetRadius()*vector3d(0, 1, 0)));
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b->SetRotMatrix(sbody->orbit.rotMatrix);
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return frame;
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} else {
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assert(0);
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}
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}
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void Space::GenBody(StarSystem::SBody* sbody, Frame* f) {
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Body* b = 0;
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if(sbody->type != StarSystem::TYPE_GRAVPOINT) {
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if(sbody->GetSuperType() == StarSystem::SUPERTYPE_STAR) {
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Star* star = new Star(sbody);
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b = star;
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} else if(sbody->type == StarSystem::TYPE_STARPORT_ORBITAL) {
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SpaceStation* ss = new SpaceStation(SpaceStation::JJHOOP);
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b = ss;
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} else if(sbody->type == StarSystem::TYPE_STARPORT_SURFACE) {
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SpaceStation* ss = new SpaceStation(SpaceStation::GROUND_FLAVOURED);
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b = ss;
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} else {
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Planet* planet = new Planet(sbody);
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b = planet;
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}
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b->SetLabel(sbody->name.c_str());
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b->SetPosition(vector3d(0,0,0));
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AddBody(b);
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}
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f = MakeFrameFor(sbody, b, f);
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for(std::vector<StarSystem::SBody*>::iterator i = sbody->children.begin();
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i != sbody->children.end(); ++i) {
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GenBody(*i, f);
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}
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}
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void Space::BuildSystem(void) {
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GenBody(L3D::currentSystem->rootBody, rootFrame);
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MoveOrbitingObjectFrames(rootFrame);
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}
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void Space::AddBody(Body* b) {
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bodies.push_back(b);
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}
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void Space::KillBody(Body* const b) {
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b->MarkDead();
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corpses.push_back(b);
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}
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void Space::UpdateFramesOfReference(void) {
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for(std::list<Body*>::iterator i = bodies.begin(); i != bodies.end(); ++i) {
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Body* b = *i;
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if(!b->GetFlags() & Body::FLAG_CAN_MOVE_FRAME) continue;
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/* Falling out of frames. */
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if(!b->GetFrame()->IsLocalPosInFrame(b->GetPosition())) {
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printf("%s leaves frame %s\n", b->GetLabel().c_str(), b->GetFrame()->GetLabel());
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vector3d oldFrameVel = b->GetFrame()->GetVelocity();
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Frame* new_frame = b->GetFrame()->m_parent;
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if(new_frame) { /* Don't fall out of root frame. */
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matrix4x4d m = matrix4x4d::Identity();
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b->GetFrame()->ApplyLeavingTransform(m);
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vector3d new_pos = m * b->GetPosition();
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matrix4x4d rot;
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b->GetRotMatrix(rot);
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b->SetRotMatrix(m * rot);
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b->SetFrame(new_frame);
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b->SetPosition(new_pos);
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/* Get rid of transforms. */
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m.ClearToRotOnly();
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b->SetVelocity(m*b->GetVelocity() + oldFrameVel);
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} else {
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b->SetVelocity(b->GetVelocity() + oldFrameVel);
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}
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}
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/* Entering into frames. */
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for(std::list<Frame*>::iterator j = b->GetFrame()->m_children.begin();
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j != b->GetFrame()->m_children.end(); ++j) {
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Frame* child = *j;
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matrix4x4d m;
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Frame::GetFrameTransform(b->GetFrame(), child, m);
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vector3d pos = m * b->GetPosition();
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if(child->IsLocalPosInFrame(pos)) {
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printf("%s enters frame %s\n", b->GetLabel().c_str(), child->GetLabel());
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b->SetPosition(pos);
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b->SetFrame(child);
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matrix4x4d rot;
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b->GetRotMatrix(rot);
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b->SetRotMatrix(m * rot);
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/* Get rid of transforms. */
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m.ClearToRotOnly();
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b->SetVelocity(m*b->GetVelocity()-child->GetVelocity());
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break;
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}
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}
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}
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}
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static bool _OnCollision(dGeomID g1, dGeomID g2, Object* o1, Object* o2,
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int numContacts, dContact contacts[]) {
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if((o1->IsType(Object::LASER)) || (o2->IsType(Object::LASER))) {
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if(o1->IsType(Object::LASER)) {
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std::swap<Object*>(o1, o2);
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std::swap<dGeomID>(g1, g2);
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}
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Ship::LaserObj* lobj = static_cast<Ship::LaserObj*>(o2);
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if(o1 == lobj->owner) return false;
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if(o1->IsType(Object::SHIP)) {
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DynamicBody* rb = (DynamicBody*)o1;
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dVector3 start, dir;
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dGeomRayGet(g2, start, dir);
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dBodyAddForceAtPos(rb->m_body,
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100*dir[0],
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100*dir[1],
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100*dir[2],
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contacts[0].geom.pos[0],
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contacts[0].geom.pos[1],
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contacts[0].geom.pos[2]);
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}
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return false;
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} else {
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Body* pb1, *pb2;
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int flags = 0;
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/* Geom bodies point to their parents. */
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if(o1->IsType(Object::GEOM)) {
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pb1 = static_cast<ModelBody::GeomBit*>(o1)->parent;
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flags |= static_cast<ModelBody::GeomBit*>(o1)->flags;
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} else pb1 = static_cast<Body*>(o1);
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if(o2->IsType(Object::GEOM)) {
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pb2 = static_cast<ModelBody::GeomBit*>(o2)->parent;
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flags |= static_cast<ModelBody::GeomBit*>(o2)->flags;
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} else pb2 = static_cast<Body*>(o2);
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if((pb1 && !pb1->OnCollision(pb2, flags)) || (pb2 && !pb2->OnCollision(pb1, flags))) return false;
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}
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return true;
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}
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static void dump_contact(const dContact* c) {
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printf("pos %f,%f,%f\n", c->geom.pos[0], c->geom.pos[1], c->geom.pos[2]);
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printf("normal %f,%f,%f\n", c->geom.normal[0], c->geom.normal[1], c->geom.normal[2]);
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printf("depth %f\n", c->geom.depth);
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printf("side1:side2 %d:%d\n", c->geom.side1, c->geom.side2);
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printf("fdir1 %f,%f,%f\n", c->fdir1[0], c->fdir1[1], c->fdir1[2]);
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}
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static bool _OnCollision2(Object* o1, Object* o2, CollisionContact* c) {
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Body* pb1, *pb2;
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int flags = c->geomFlag;
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//printf("Collision flags %x (triIdx %d)\n", flags, c->triIdx);
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/* Geom bodies point to their parents. */
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if(o1->IsType(Object::GEOM)) {
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pb1 = static_cast<ModelBody::GeomBit*>(o1)->parent;
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flags |= static_cast<ModelBody::GeomBit*>(o1)->flags;
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} else pb1 = static_cast<Body*>(o1);
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if(o2->IsType(Object::GEOM)) {
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pb2 = static_cast<ModelBody::GeomBit*>(o2)->parent;
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flags |= static_cast<ModelBody::GeomBit*>(o2)->flags;
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} else pb2 = static_cast<Body*>(o2);
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if((pb1 && !pb1->OnCollision(pb2, flags)) || (pb2 && !pb2->OnCollision(pb1, flags))) return false;
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return true;
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}
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#define MAX_CONTACTS 1
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static int contact_num;
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static void hitCallback(CollisionContact* c) {
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if(contact_num++ >= MAX_CONTACTS) return;
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printf("AUCH!! %x\n", SDL_GetTicks());
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dContact contact;
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contact.surface.mode = dContactBounce;
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contact.surface.mu = 0.8;
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contact.surface.mu2 = 0;
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contact.surface.bounce = 0.1;
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contact.surface.bounce_vel = 0.1;
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contact.geom.pos[0] = c->pos.x;
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contact.geom.pos[1] = c->pos.y;
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contact.geom.pos[2] = c->pos.z;
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contact.geom.pos[3] = 1;
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contact.geom.normal[0] = c->normal.x;
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contact.geom.normal[1] = c->normal.y;
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contact.geom.normal[2] = c->normal.z;
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contact.geom.normal[3] = 1;
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contact.geom.depth = c->depth;
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contact.geom.g1 = 0;
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contact.geom.g2 = 0;
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contact.fdir1[0] = 0;
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contact.fdir1[1] = 0;
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contact.fdir1[2] = 0;
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Object* po1 = static_cast<Object*>(c->userData1);
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Object* po2 = static_cast<Object*>(c->userData2);
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if(!_OnCollision2(po1, po2, c)) return;
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dBodyID b1 = 0;
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dBodyID b2 = 0;
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/* Get the dynamics body for each geom. */
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if(po1->IsType(Object::DYNAMICBODY)) b1 = static_cast<DynamicBody*>(po1)->m_body;
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if(po2->IsType(Object::DYNAMICBODY)) b2 = static_cast<DynamicBody*>(po2)->m_body;
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dJointID j = dJointCreateContact(Space::world, _contactgroup, &contact);
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dJointAttach(j, b1, b2);
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}
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#if 0
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static void nearCallback(void* data, dGeomID oO, dGeomID o1) {
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/* Create an array of dContact objects to hold the contact joints. */
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static const int MAX_CONTACTS = 100;
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dContact contact[MAX_CONTACTS];
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for(int i = 0; i < MAX_CONTACTS; i++) {
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contact[i].surface.mode = dContactBounce;
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contact[i].surface.mu = 0.8;
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contact[i].surface.mu2 = 0;
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contact[i].surface.bounce = 0.1;
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contact[i].surface.bounce_vel = 0.1;
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}
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if(int numc = dCollide(oO, o1, MAX_CONTACTS, &contact[0].geom, sizeof(dContact))) {
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Object* po1 = static_cast<Object*>(dGeomGetData(oO));
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Object* po2 = static_cast<Object*>(dGeomGetData(o1));
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if(!_OnCollision(oO, o1, po1, po2, numc, contact)) return;
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/* Get the dynamics body for each geom. */
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dBodyID b1 = dGeomGetBody(oO);
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dBodyID b2 = dGeomGetBody(o1);
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/*
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* To add contact point found to our joint group we call dJointCreateContact
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* which is just one of the many different types available.
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*/
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for(int i = 0; i < numc; i++) {
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printf("\nODE collision:\n);
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dump_contact(contact+i);
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/*
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* dJointCreateContact needs to know which world and joint group to work
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* with as well as the dContact object itself.
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* It returns a new dJointID which we then use with dJointAttach to
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* finally create the temp contact joint between the two geom bodies.
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*/
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//dJointID c = dJointCreateContact(Space::world, _contactgroup, contact + i);
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#if 0
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struct dContactGeom {
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dVector3 pos; /* Constact position. */
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dVector3 normal; /* Normal vector. */
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dReal depth; /* Penetration depth. */
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dGeomId g1, g2; /* The colliding geoms. */
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};
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#endif
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//dJointAttach(c, b1, b2);
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}
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}
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}
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#endif
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void Space::CollideFrame(Frame* f) {
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f->GetCollisionSpace()->Collide(&hitCallback);
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//dSpaceCollide(f->GetSpaceID(), NULL, &nearCallback);
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for(std::list<Frame*>::iterator i = f->m_children.begin(); i != f->m_children.end(); ++i) {
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CollideFrame(*i);
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}
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}
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void Space::ApplyGravity(void) {
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Body* lump = 0;
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/*
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* Gravity is applied when our frame contains an 'astroBody', ie a star or planet,
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* or when our frame contains a rotating frame which contains this body.
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*/
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if(L3D::player->GetFrame()->m_astroBody) {
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lump = L3D::player->GetFrame()->m_astroBody;
|
|
} else if(L3D::player->GetFrame()->m_sbody &&
|
|
(L3D::player->GetFrame()->m_children.begin() !=
|
|
L3D::player->GetFrame()->m_children.end())) {
|
|
|
|
lump = (*L3D::player->GetFrame()->m_children.begin())->m_astroBody;
|
|
}
|
|
/* Just to the player and only in the most stupid way for the moment. */
|
|
if(lump) {
|
|
vector3d b1b2 = lump->GetPosition() - L3D::player->GetPosition();
|
|
const double m1m2 = L3D::player->GetMass() * lump->GetMass();
|
|
const double r = b1b2.Length();
|
|
const double force = G*m1m2 / (r*r);
|
|
b1b2.Normalize();
|
|
b1b2 = b1b2 * force;
|
|
dBodyAddForce(L3D::player->m_body, b1b2.x, b1b2.y, b1b2.z);
|
|
}
|
|
}
|
|
|
|
void Space::TimeStep(float step) {
|
|
ApplyGravity();
|
|
|
|
contact_num = 0;
|
|
CollideFrame(rootFrame);
|
|
dWorldQuickStep(world, step);
|
|
dJointGroupEmpty(_contactgroup);
|
|
|
|
/* TODO: Does not need to be done this often. */
|
|
UpdateFramesOfReference();
|
|
MoveOrbitingObjectFrames(rootFrame);
|
|
|
|
for(bodiesIter_t i = bodies.begin(); i != bodies.end(); ++i) {
|
|
(*i)->TimeStepUpdate(step);
|
|
}
|
|
PruneCorpses();
|
|
}
|
|
|
|
void Space::PruneCorpses(void) {
|
|
for(bodiesIter_t corpse = corpses.begin(); corpse != corpses.end(); ++corpse) {
|
|
for(bodiesIter_t i = bodies.begin(); i != bodies.end(); i++)
|
|
(*i)->NotifyDeath(*corpse);
|
|
bodies.remove(*corpse);
|
|
delete *corpse;
|
|
}
|
|
corpses.clear();
|
|
}
|
|
|
|
struct body_zsort_t {
|
|
double dist;
|
|
Body* b;
|
|
};
|
|
|
|
struct body_zsort_compare : public std::binary_function<body_zsort_t, body_zsort_t, bool> {
|
|
bool operator()(body_zsort_t a, body_zsort_t b) { return a.dist > b.dist; }
|
|
};
|
|
|
|
void Space::Render(const Frame* cam_frame) {
|
|
/* Simple z-sort. */
|
|
body_zsort_t* bz = new body_zsort_t[bodies.size()];
|
|
int idx = 0;
|
|
for(std::list<Body*>::iterator i = bodies.begin(); i != bodies.end(); ++i) {
|
|
vector3d toBody = (*i)->GetPositionRelTo(cam_frame);
|
|
bz[idx].dist = toBody.Length();
|
|
bz[idx].b = *i;
|
|
idx++;
|
|
}
|
|
sort(bz, bz+bodies.size(), body_zsort_compare());
|
|
|
|
/* Probably the right place for this when partitioning is done. */
|
|
sbreSetDepthRange(L3D::GetScrWidth()*0.5f, 0.0f, 1.0f);
|
|
|
|
for(unsigned int i = 0; i < bodies.size(); i++) {
|
|
bz[i].b->Render(cam_frame);
|
|
}
|
|
delete [] bz;
|
|
}
|
|
|