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