Added default parameter for setParticlesAreGlobal. Code cleaning in other files.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1451 dfc29bdd-3216-0410-991c-e03cc46cb475
master
hybrid 2008-08-07 10:16:12 +00:00
parent 8099c45b64
commit a5654c661f
5 changed files with 21 additions and 33 deletions

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@ -169,12 +169,12 @@ namespace scene
: Name ( name ) {}
// construct from a matrix
SMD3QuaterionTag ( const core::stringc& name, const core::matrix4 &m )
{
Name = name;
position = m.getTranslation ();
rotation = m;
}
SMD3QuaterionTag ( const core::stringc& name, const core::matrix4 &m ) : Name(name), position(m.getTranslation()), rotation(m)
{ }
// construct from a position and euler angles in degrees
SMD3QuaterionTag ( const core::vector3df &pos, const core::vector3df &angle ) : position(pos), rotation(angle * core::DEGTORAD)
{ }
// set to matrix
void setto ( core::matrix4 &m )
@ -183,13 +183,6 @@ namespace scene
m.setTranslation ( position );
}
// construct from a position and euler angles in degrees
SMD3QuaterionTag ( const core::vector3df &pos, const core::vector3df &angle )
{
position = pos;
rotation.set ( angle * core::DEGTORAD );
}
bool operator == ( const SMD3QuaterionTag &other ) const
{
return Name == other.Name;
@ -217,7 +210,12 @@ namespace scene
return Container.size();
}
SMD3QuaterionTag& operator[] (u32 index )
const SMD3QuaterionTag& operator[](u32 index) const
{
return Container[index];
}
SMD3QuaterionTag& operator[](u32 index)
{
return Container[index];
}

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@ -536,6 +536,3 @@ public:
#endif

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@ -25,8 +25,8 @@ namespace scene
//! A particle system scene node for creating snow, fire, exlosions, smoke...
/** A scene node controlling a particle System. The behavior of the particles
can be controlling by setting the right particle emitters and effectors.
You can for example easily a campfire by doing this:
can be controlled by setting the right particle emitters and affectors.
You can for example easily create a campfire by doing this:
\code
scene::IParticleSystemSceneNode* p = scenemgr->addParticleSystemSceneNode();
@ -59,14 +59,14 @@ public:
const core::dimension2d<f32> &size = core::dimension2d<f32>(5.0f, 5.0f)) = 0;
//! Sets if the particles should be global.
/** If it is, the particles are affected by the movement of the
/** If they are, the particles are affected by the movement of the
particle system scene node too, otherwise they completely ignore it.
Default is true. */
virtual void setParticlesAreGlobal(bool global) = 0;
virtual void setParticlesAreGlobal(bool global=true) = 0;
//! Sets the particle emitter, which creates the particles.
/** A particle emitter can be created using one of the methods. For
example to create and use a simple PointEmitter, call
/** A particle emitter can be created using one of the createEmitter
methods. For example to create and use a simple PointEmitter, call
IParticleEmitter* p = createPointEmitter(); setEmitter(p); p->drop();
\param emitter: Sets the particle emitter. You can set this to 0 for
removing the current emitter and stopping the particle system emitting
@ -82,7 +82,7 @@ public:
addAffector(p);
p->drop();
\endcode
Please note that a affector is not necessary for the particle system to
Please note that an affector is not necessary for the particle system to
work.
\param affector: New affector. */
virtual void addAffector(IParticleAffector* affector) = 0;

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@ -157,8 +157,6 @@ namespace scene
core::vector3df Animatedscale;
core::quaternion Animatedrotation;
core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this
private:
@ -192,21 +190,16 @@ namespace scene
//! loaders should call this after populating the mesh
virtual void finalize() = 0;
virtual SSkinMeshBuffer *createBuffer() = 0;
virtual SJoint *createJoint(SJoint *parent=0) = 0;
virtual SWeight *createWeight(SJoint *joint) = 0;
virtual SPositionKey *createPositionKey(SJoint *joint) = 0;
virtual SScaleKey *createScaleKey(SJoint *joint) = 0;
virtual SRotationKey *createRotationKey(SJoint *joint) = 0;
virtual SWeight *createWeight(SJoint *joint) = 0;
virtual bool isStatic()=0;
};
} // end namespace scene

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@ -165,7 +165,7 @@ public:
//! Sets if the particles should be global. If they are, the particles are affected by
//! the movement of the particle system scene node too, otherwise they completely
//! ignore it. Default is true.
virtual void setParticlesAreGlobal(bool global);
virtual void setParticlesAreGlobal(bool global=true);
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;