Rename variable ISceneNode::UpdateAbsolutePosBehavior -> AbsPosUpdateBehavior

Pretty new internal (protected) variable, so renaming shouldn't break yet too much.
Reason is that VS code completion often showed that variable as first option before the way more used updateAbsolutePosition function. Which was a bit annoying.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6449 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2023-01-23 21:12:06 +00:00
parent cfc4b29a2c
commit 3c8541d0c0

@ -50,7 +50,7 @@ namespace scene
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
: RelativeTranslation(position), RelativeRotation(rotation), RelativeScale(scale),
Parent(0), SceneManager(mgr), TriangleSelector(0), ID(id),
UpdateAbsolutePosBehavior(ESNUA_TRANSFORM_MATRIX), AutomaticCullingState(EAC_BOX),
AbsPosUpdateBehavior(ESNUA_TRANSFORM_MATRIX), AutomaticCullingState(EAC_BOX),
DebugDataVisible(EDS_OFF),
IsVisible(true), IsDebugObject(false)
{
@ -564,13 +564,13 @@ namespace scene
//! Set how updateAbsolutePosition calculates the absolute transformation matrix
void setUpdateAbsolutePosBehavior(ESCENE_NODE_UPDATE_ABS behavior)
{
UpdateAbsolutePosBehavior = behavior;
AbsPosUpdateBehavior = behavior;
}
//! Get how updateAbsolutePosition calculates the absolute transformation matrix
ESCENE_NODE_UPDATE_ABS getUpdateAbsolutePosBehavior() const
{
return UpdateAbsolutePosBehavior;
return AbsPosUpdateBehavior;
}
@ -682,12 +682,12 @@ namespace scene
{
if (Parent)
{
if ( UpdateAbsolutePosBehavior == ESNUA_TRANSFORM_MATRIX )
if ( AbsPosUpdateBehavior == ESNUA_TRANSFORM_MATRIX )
{
AbsoluteTransformation =
Parent->getAbsoluteTransformation() * getRelativeTransformation();
}
else if ( UpdateAbsolutePosBehavior == ESNUA_TRANSFORM_POSITION )
else if ( AbsPosUpdateBehavior == ESNUA_TRANSFORM_POSITION )
{
AbsoluteTransformation = getRelativeTransformation();
Parent->getAbsoluteTransformation().transformVect(reinterpret_cast<irr::core::vector3df&>(AbsoluteTransformation[12]));
@ -733,7 +733,7 @@ namespace scene
out->addVector3d("Scale", getScale() );
out->addBool("Visible", IsVisible );
out->addEnum("AbsPosUpdate", (s32)UpdateAbsolutePosBehavior, SceneNodeUpdateAbsNames);
out->addEnum("AbsPosUpdate", (s32)AbsPosUpdateBehavior, SceneNodeUpdateAbsNames);
out->addInt("AutomaticCulling", AutomaticCullingState);
out->addInt("DebugDataVisible", DebugDataVisible );
out->addBool("IsDebugObject", IsDebugObject );
@ -760,7 +760,7 @@ namespace scene
IsVisible = in->getAttributeAsBool("Visible", IsVisible);
UpdateAbsolutePosBehavior = (ESCENE_NODE_UPDATE_ABS)in->getAttributeAsEnumeration("AbsPosUpdate", SceneNodeUpdateAbsNames, (s32)UpdateAbsolutePosBehavior);
AbsPosUpdateBehavior = (ESCENE_NODE_UPDATE_ABS)in->getAttributeAsEnumeration("AbsPosUpdate", SceneNodeUpdateAbsNames, (s32)AbsPosUpdateBehavior);
if (in->existsAttribute("AutomaticCulling"))
{
@ -808,7 +808,7 @@ namespace scene
RelativeScale = toCopyFrom->RelativeScale;
ID = toCopyFrom->ID;
setTriangleSelector(toCopyFrom->TriangleSelector);
UpdateAbsolutePosBehavior = toCopyFrom->UpdateAbsolutePosBehavior;
AbsPosUpdateBehavior = toCopyFrom->AbsPosUpdateBehavior;
AutomaticCullingState = toCopyFrom->AutomaticCullingState;
DebugDataVisible = toCopyFrom->DebugDataVisible;
IsVisible = toCopyFrom->IsVisible;
@ -884,7 +884,7 @@ namespace scene
s32 ID;
//! How updateAbsolutePosition calculates AbsoluteTransformation
ESCENE_NODE_UPDATE_ABS UpdateAbsolutePosBehavior;
ESCENE_NODE_UPDATE_ABS AbsPosUpdateBehavior;
//! Automatic culling state
u32 AutomaticCullingState;