Refactor engine to support double-precision vectors
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@@ -20,14 +20,14 @@ DECLARE_SCENE_OBJECT(RigidBody);
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protected:
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void* _actor;
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Vector3 _cachedScale;
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Float3 _cachedScale;
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float _mass;
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float _linearDamping;
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float _angularDamping;
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float _maxAngularVelocity;
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float _massScale;
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Vector3 _centerOfMassOffset;
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Float3 _centerOfMassOffset;
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RigidbodyConstraints _constraints;
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int32 _enableSimulation : 1;
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@@ -259,7 +259,7 @@ public:
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/// Gets the user specified offset for the center of mass of this object, from the calculated location.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(140), DefaultValue(typeof(Vector3), \"0,0,0\"), EditorDisplay(\"Rigid Body\", \"Center Of Mass Offset\")")
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FORCE_INLINE Vector3 GetCenterOfMassOffset() const
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FORCE_INLINE Float3 GetCenterOfMassOffset() const
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{
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return _centerOfMassOffset;
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}
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@@ -268,7 +268,7 @@ public:
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/// Sets the user specified offset for the center of mass of this object, from the calculated location.
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/// </summary>
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/// <param name="value">The value.</param>
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API_PROPERTY() void SetCenterOfMassOffset(const Vector3& value);
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API_PROPERTY() void SetCenterOfMassOffset(const Float3& value);
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/// <summary>
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/// Gets the object movement constraint flags that define degrees of freedom are allowed for the simulation of object.
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