Where is the expand code button? Plus, other annoyances.

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agamemnus
Posts: 1842
Joined: Jun 02, 2005 4:48

Where is the expand code button? Plus, other annoyances.

Post by agamemnus »

Didn't we have one?

Edit: Looks like it doesn't work in the "Libraries" section. This should really be easy to fix. Come on guys!

Other issues:
*Post timeout. Has it been fixed yet?
*Code re-formatting. Please give us the option to use another code tag that doesn't do this, or disable it altogether.

Code: Select all

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The Car's code from the libraries section:

Code: Select all

void DLL_EXPORT IrrGetCollisionResultPosition(
                                                                                        ITriangleSelector *selector,
                                                                                        IRR_VECTOR &ellipsoidPosition,
                                                                                        IRR_VECTOR &ellipsoidRadius,
                                                                                        IRR_VECTOR &velocity,
                                                                                        IRR_VECTOR &gravity,
                                                                                        float slideSpeed,
                                                                                        IRR_VECTOR &outPosition,
                                                                                        IRR_VECTOR &outHitPosition,
                                                                                        Int* outFalling                                                                                       
                                                                                        )
{
        core::triangle3df triout;
        core::vector3df hitPosition;
        bool falling;
        Const ISceneNode* sceneNode;

        core::vector3df newPosition = smgr->getSceneCollisionManager()->getCollisionResultPosition(
                selector,
                core::vector3df(ellipsoidPosition.x, ellipsoidPosition.y, ellipsoidPosition.z),
                core::vector3df(ellipsoidRadius.x, ellipsoidRadius.y, ellipsoidRadius.z),
                core::vector3df(velocity.x, velocity.y, velocity.z),
                triout, hitPosition, falling, sceneNode,slideSpeed,
                core::vector3df(gravity.x, gravity.y, gravity.z));

        outPosition.x = newPosition.X;
        outPosition.y = newPosition.Y;
        outPosition.z = newPosition.Z;
       
        outHitPosition.x = hitPosition.X;
        outHitPosition.y = hitPosition.Y;
        outHitPosition.z = hitPosition.Z;

        *outFalling = falling ? 1 : 0;
}
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