Modifications in RigidBodyComponents for locking linear/angular axis
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@ -354,10 +354,10 @@ class RigidBodyComponents : public Components {
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/// Set the value to know if the entity is already in an island
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void setIsAlreadyInIsland(Entity bodyEntity, bool isAlreadyInIsland);
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/// Set the lock translation factor
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void setLinearLockAxisFactor(Entity bodyEntity, const Vector3& lockTranslationFactor);
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/// Set the linear lock axis factor
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void setLinearLockAxisFactor(Entity bodyEntity, const Vector3& linearLockAxisFactor);
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/// Set the lock rotation factor
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/// Set the angular lock axis factor
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void setAngularLockAxisFactor(Entity bodyEntity, const Vector3& rotationTranslationFactor);
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/// Return the array of joints of a body
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@ -805,17 +805,17 @@ RP3D_FORCE_INLINE void RigidBodyComponents::setIsAlreadyInIsland(Entity bodyEnti
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}
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// Set the linear lock axis factor
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RP3D_FORCE_INLINE void RigidBodyComponents::setLinearLockAxisFactor(Entity bodyEntity, const Vector3& lockTranslationFactor) {
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RP3D_FORCE_INLINE void RigidBodyComponents::setLinearLockAxisFactor(Entity bodyEntity, const Vector3& linearLockAxisFactor) {
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assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
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mLinearLockAxisFactors[mMapEntityToComponentIndex[bodyEntity]] = lockTranslationFactor;
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mLinearLockAxisFactors[mMapEntityToComponentIndex[bodyEntity]] = linearLockAxisFactor;
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}
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// Set the angular lock axis factor
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RP3D_FORCE_INLINE void RigidBodyComponents::setAngularLockAxisFactor(Entity bodyEntity, const Vector3& lockRotationFactor) {
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RP3D_FORCE_INLINE void RigidBodyComponents::setAngularLockAxisFactor(Entity bodyEntity, const Vector3& angularLockAxisFactor) {
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assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
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mAngularLockAxisFactors[mMapEntityToComponentIndex[bodyEntity]] = lockRotationFactor;
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mAngularLockAxisFactors[mMapEntityToComponentIndex[bodyEntity]] = angularLockAxisFactor;
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}
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// Return the array of joints of a body
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