Rename setScaling() to setLocalScaling()

This commit is contained in:
Daniel Chappuis 2017-11-08 21:17:16 +01:00
parent b39bb3ba37
commit 013431487e
3 changed files with 9 additions and 18 deletions

View File

@ -332,7 +332,7 @@ inline void ProxyShape::setCollideWithMaskBits(unsigned short collideWithMaskBit
* @return The local scaling vector
*/
inline Vector3 ProxyShape::getLocalScaling() const {
return mCollisionShape->getScaling();
return mCollisionShape->getLocalScaling();
}
// Set the local scaling vector of the collision shape

View File

@ -113,7 +113,7 @@ class CollisionShape {
virtual void getLocalBounds(Vector3& min, Vector3& max) const=0;
/// Return the scaling vector of the collision shape
Vector3 getScaling() const;
Vector3 getLocalScaling() const;
/// Set the local scaling vector of the collision shape
virtual void setLocalScaling(const Vector3& scaling);
@ -147,7 +147,7 @@ inline CollisionShapeType CollisionShape::getType() const {
}
// Return the scaling vector of the collision shape
inline Vector3 CollisionShape::getScaling() const {
inline Vector3 CollisionShape::getLocalScaling() const {
return mScaling;
}

View File

@ -46,18 +46,9 @@ class CollisionWorld;
// Class ConvexMeshShape
/**
* This class represents a convex mesh shape. In order to create a convex mesh shape, you
* need to indicate the local-space position of the mesh vertices. You do it either by
* passing a vertices array to the constructor or using the addVertex() method. Make sure
* that the set of vertices that you use to create the shape are indeed part of a convex
* mesh. The center of mass of the shape will be at the origin of the local-space geometry
* that you use to create the mesh. The method used for collision detection with a convex
* mesh shape has an O(n) running time with "n" beeing the number of vertices in the mesh.
* Therefore, you should try not to use too many vertices. However, it is possible to speed
* up the collision detection by using the edges information of your mesh. The running time
* of the collision detection that uses the edges is almost O(1) constant time at the cost
* of additional memory used to store the vertices. You can indicate edges information
* with the addEdge() method. Then, you must use the setIsEdgesInformationUsed(true) method
* in order to use the edges information for collision detection.
* need to indicate the local-space position of the mesh vertices. The center of mass
* of the shape will be at the origin of the local-space geometry that you use to create
* the mesh.
*/
class ConvexMeshShape : public ConvexPolyhedronShape {
@ -79,9 +70,6 @@ class ConvexMeshShape : public ConvexPolyhedronShape {
/// Recompute the bounds of the mesh
void recalculateBounds();
/// Set the scaling vector of the collision shape
virtual void setLocalScaling(const Vector3& scaling) override;
/// Return a local support point in a given direction without the object margin.
virtual Vector3 getLocalSupportPointWithoutMargin(const Vector3& direction) const override;
@ -110,6 +98,9 @@ class ConvexMeshShape : public ConvexPolyhedronShape {
/// Deleted assignment operator
ConvexMeshShape& operator=(const ConvexMeshShape& shape) = delete;
/// Set the scaling vector of the collision shape
virtual void setLocalScaling(const Vector3& scaling) override;
/// Return the local bounds of the shape in x, y and z directions
virtual void getLocalBounds(Vector3& min, Vector3& max) const override;