context in core
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@@ -77,13 +77,13 @@ public:
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* @brief Sets the box origin relative to its coordinate system.
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* @param v The origin position vector.
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*/
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inline void SetOrigin(const Vector3f &v) { m_LocalT.SetPosition(v); }
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void SetOrigin(const Vector3f &v) { m_LocalT.SetPosition(v); }
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/**
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* @brief Gets the box origin relative to its coordinate system.
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* @return The origin position vector.
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*/
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inline Vector3f GetOrigin() const { return m_LocalT.GetPosition(); }
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Vector3f GetOrigin() const { return m_LocalT.GetPosition(); }
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/**
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* @brief Sets the size of the box.
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@@ -101,7 +101,7 @@ public:
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* @brief Gets the current size (scale) of the box.
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* @return The size vector.
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*/
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inline Vector3f GetSize() const {
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Vector3f GetSize() const {
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Vector3f s = this->GetScale();
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Vector3f ls = m_LocalT.GetScale();
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return Vector3f(s(0) * ls(0), s(1) * ls(1), s(2) * ls(2));
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@@ -112,7 +112,7 @@ public:
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* @param first Index of the first axis (0=X, 1=Y, 2=Z).
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* @param second Index of the second axis (0=X, 1=Y, 2=Z).
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*/
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inline void FlipLocalAxes(int first, int second) {
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void FlipLocalAxes(int first, int second) {
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m_LocalT.FlipAxes(first, second);
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}
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@@ -133,7 +133,7 @@ public:
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* @param v The local point (4D homogeneous vector).
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* @return The transformed point in world space.
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*/
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inline Vector4f GetWorldPoint(const Vector4f &v) const {
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Vector4f GetWorldPoint(const Vector4f &v) const {
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return m_LocalT.GetWorldMatrix() * v;
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}
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@@ -144,7 +144,7 @@ public:
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* @param z Z coordinate in local space.
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* @return The transformed point in world space.
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*/
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inline Vector4f GetWorldPoint(const float x, const float y, const float z) {
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Vector4f GetWorldPoint(const float x, const float y, const float z) {
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return this->GetWorldPoint(Vector4f(x, y, z, 1));
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}
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@@ -153,7 +153,7 @@ public:
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* @param v The world point (4D homogeneous vector).
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* @return The transformed point in box-local space.
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*/
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inline Vector4f GetLocalPoint(const Vector4f &v) const {
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Vector4f GetLocalPoint(const Vector4f &v) const {
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return m_LocalT.GetWorldMatrix().inverse() * v;
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}
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@@ -164,7 +164,7 @@ public:
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* @param z Z coordinate in world space.
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* @return The transformed point in box-local space.
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*/
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inline Vector4f GetLocalPoint(const float x, const float y, const float z) {
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Vector4f GetLocalPoint(const float x, const float y, const float z) {
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return this->GetLocalPoint(Vector4f(x, y, z, 1));
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}
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