Tweaks
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@@ -162,7 +162,7 @@ namespace FlaxEditor.Windows
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WatermarkText = "Search...",
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Parent = this,
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};
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_searchBox.TextChanged += OnSearchBoxTextChanged;
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_searchBox.TextChanged += Refresh;
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_hScroll = new HScrollBar(this, Height - _scrollSize, Width - _scrollSize, _scrollSize)
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{
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ThumbThickness = 10,
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@@ -229,11 +229,6 @@ namespace FlaxEditor.Windows
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menu.Show(_viewDropdown.Parent, _viewDropdown.BottomLeft);
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}
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private void OnSearchBoxTextChanged()
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{
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Refresh();
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}
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private void ToggleLogTypeShow(LogType type)
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{
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_logTypeShowMask ^= (int)type;
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@@ -12,9 +12,6 @@
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#include "Engine/Scripting/Script.h"
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#include <ThirdParty/PhysX/extensions/PxJoint.h>
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#define PX_PARENT_ACTOR_ID PxJointActorIndex::eACTOR0
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#define PX_TARGET_ACTOR_ID PxJointActorIndex::eACTOR1
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Joint::Joint(const SpawnParams& params)
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: Actor(params)
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, _joint(nullptr)
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@@ -75,7 +72,7 @@ void Joint::SetTargetAnchor(const Vector3& value)
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if (_joint)
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{
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_joint->setLocalPose(PX_TARGET_ACTOR_ID, PxTransform(C2P(_targetAnchor), C2P(_targetAnchorRotation)));
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_joint->setLocalPose(PxJointActorIndex::eACTOR1, PxTransform(C2P(_targetAnchor), C2P(_targetAnchorRotation)));
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}
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}
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@@ -88,7 +85,7 @@ void Joint::SetTargetAnchorRotation(const Quaternion& value)
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if (_joint)
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{
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_joint->setLocalPose(PX_TARGET_ACTOR_ID, PxTransform(C2P(_targetAnchor), C2P(_targetAnchorRotation)));
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_joint->setLocalPose(PxJointActorIndex::eACTOR1, PxTransform(C2P(_targetAnchor), C2P(_targetAnchorRotation)));
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}
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}
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@@ -119,7 +116,7 @@ void Joint::Create()
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// Create joint object
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JointData data;
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data.Physics = Physics::GetPhysics();
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data.Actor0 = parent ? parent->GetRigidActor() : nullptr;
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data.Actor0 = parent->GetRigidActor();
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data.Actor1 = target ? target->GetRigidActor() : nullptr;
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data.Pos0 = _localTransform.Translation;
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data.Rot0 = _localTransform.Orientation;
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@@ -332,6 +329,6 @@ void Joint::OnTransformChanged()
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if (_joint)
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{
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_joint->setLocalPose(PX_PARENT_ACTOR_ID, PxTransform(C2P(_localTransform.Translation), C2P(_localTransform.Orientation)));
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_joint->setLocalPose(PxJointActorIndex::eACTOR0, PxTransform(C2P(_localTransform.Translation), C2P(_localTransform.Orientation)));
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}
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}
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@@ -10,7 +10,7 @@ class IPhysicsActor;
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/// <summary>
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/// A base class for all Joint types. Joints constrain how two rigidbodies move relative to one another (for example a door hinge).
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/// One of the bodies in the joint must always be movable (non-kinematic).
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/// One of the bodies in the joint must always be movable (non-kinematic and non-static).
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/// </summary>
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/// <remarks>
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/// Joint constraint is created between the parent physic actor (rigidbody, character controller, etc.) and the specified target actor.
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@@ -125,7 +125,6 @@ public:
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/// <summary>
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/// Gets the native PhysX joint object.
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/// </summary>
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/// <returns>The PhysX joint.</returns>
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FORCE_INLINE PxJoint* GetPhysXJoint() const
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{
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return _joint;
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