#include #include "vtPhysXAll.h" #include "VSLManagerSDK.h" //#include "pVehicle.h" void PhysicManager::_RegisterVSLJoint() { STARTVSLBIND(m_Context) STOPVSLBIND } /* void __newvtWorldSettings(BYTE *iAdd) { new (iAdd) pWorldSettings(); } void __newvtSleepingSettings(BYTE *iAdd) { new (iAdd) pSleepingSettings(); } void __newvtJointSettings(BYTE *iAdd) { new (iAdd) pJointSettings(); } int TestWS(pWorldSettings pWS) { VxVector grav = pWS.Gravity(); return 2; } pFactory* GetPFactory(); pFactory* GetPFactory() { return pFactory::Instance(); } extern pRigidBody*getBody(CK3dEntity*ent); */