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| author | Paolo Perkovic | 2018-02-01 09:57:10 +0100 |
|---|---|---|
| committer | Paolo Perkovic | 2018-02-01 16:47:20 +0100 |
| commit | 08d4bfacafa8abe435d51a6afecb276030a23280 (patch) | |
| tree | e0d37560439f599958a99dd191b2802039591956 /editor/spatial_editor_gizmos.h | |
| parent | 2459eebc1d0d679efb546aa5a95ddd493290a7aa (diff) | |
| download | godot-08d4bfacafa8abe435d51a6afecb276030a23280.tar.gz godot-08d4bfacafa8abe435d51a6afecb276030a23280.tar.zst godot-08d4bfacafa8abe435d51a6afecb276030a23280.zip | |
Diffstat (limited to 'editor/spatial_editor_gizmos.h')
| -rw-r--r-- | editor/spatial_editor_gizmos.h | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/editor/spatial_editor_gizmos.h b/editor/spatial_editor_gizmos.h index cb483ed65..eedab7fde 100644 --- a/editor/spatial_editor_gizmos.h +++ b/editor/spatial_editor_gizmos.h @@ -105,7 +105,7 @@ protected: void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh, const AABB &p_bounds = AABB()); void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1); void add_handles(const Vector<Vector3> &p_handles, bool p_billboard = false, bool p_secondary = false); - void add_solid_box(Ref<Material> &p_material, Vector3 size); + void add_solid_box(Ref<Material> &p_material, Vector3 p_size); void set_spatial_node(Spatial *p_node); const Spatial *get_spatial_node() const { return spatial_node; } @@ -376,13 +376,13 @@ public: class JointGizmosDrawer { public: - static Basis look_body(const Transform &joint_transform, const Transform &body_transform); + static Basis look_body(const Transform &p_joint_transform, const Transform &p_body_transform); static Basis look_body_toward(Vector3::Axis p_axis, const Transform &joint_transform, const Transform &body_transform); - static Basis look_body_toward_x(const Transform &joint_transform, const Transform &body_transform); - static Basis look_body_toward_y(const Transform &joint_transform, const Transform &body_transform); + static Basis look_body_toward_x(const Transform &p_joint_transform, const Transform &p_body_transform); + static Basis look_body_toward_y(const Transform &p_joint_transform, const Transform &p_body_transform); /// Special function just used for physics joints, it that returns a basis constrained toward Joint Z axis /// with axis X and Y that are looking toward the body and oriented toward up - static Basis look_body_toward_z(const Transform &joint_transform, const Transform &body_transform); + static Basis look_body_toward_z(const Transform &p_joint_transform, const Transform &p_body_transform); // Draw circle around p_axis static void draw_circle(Vector3::Axis p_axis, real_t p_radius, const Transform &p_offset, const Basis &p_base, real_t p_limit_lower, real_t p_limit_upper, Vector<Vector3> &r_points, bool p_inverse = false); |
