return value by reference

This commit is contained in:
Philip Rosedale 2014-11-10 15:23:13 -08:00
parent 338c5aea94
commit 38a142eeb8
2 changed files with 4 additions and 3 deletions

View file

@ -491,6 +491,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
READ_ENTITY_PROPERTY_QUAT(PROP_ROTATION, _rotation);
READ_ENTITY_PROPERTY(PROP_MASS, float, _mass);
READ_ENTITY_PROPERTY(PROP_VELOCITY, glm::vec3, _velocity);
qDebug() << " readEntityDataFromBuffer() _velocity:" << _velocity << "line:" << __LINE__;
READ_ENTITY_PROPERTY(PROP_GRAVITY, glm::vec3, _gravity);
READ_ENTITY_PROPERTY(PROP_DAMPING, float, _damping);
READ_ENTITY_PROPERTY(PROP_LIFETIME, float, _lifetime);

View file

@ -145,14 +145,14 @@ public:
float getLargestDimension() const { return glm::length(_dimensions); } /// get the largest possible dimension
/// set dimensions in domain scale units (0.0 - 1.0) this will also reset radius appropriately
void setDimensions(const glm::vec3& value) { _dimensions = value; ; recalculateCollisionShape(); }
void setDimensions(const glm::vec3& value) { _dimensions = value; recalculateCollisionShape(); }
/// set dimensions in meter units (0.0 - TREE_SCALE) this will also reset radius appropriately
void setDimensionsInMeters(const glm::vec3& value) { setDimensions(value / (float) TREE_SCALE); }
static const glm::quat DEFAULT_ROTATION;
const glm::quat& getRotation() const { return _rotation; }
void setRotation(const glm::quat& rotation) { _rotation = rotation; ; recalculateCollisionShape(); }
void setRotation(const glm::quat& rotation) { _rotation = rotation; recalculateCollisionShape(); }
static const float DEFAULT_GLOW_LEVEL;
float getGlowLevel() const { return _glowLevel; }
@ -169,7 +169,7 @@ public:
static const glm::vec3 DEFAULT_VELOCITY;
static const glm::vec3 NO_VELOCITY;
static const float EPSILON_VELOCITY_LENGTH;
const glm::vec3 getVelocity() const { return _velocity; } /// velocity in domain scale units (0.0-1.0) per second
const glm::vec3& getVelocity() const { return _velocity; } /// velocity in domain scale units (0.0-1.0) per second
glm::vec3 getVelocityInMeters() const { return _velocity * (float) TREE_SCALE; } /// get velocity in meters
void setVelocity(const glm::vec3& value) { _velocity = value; } /// velocity in domain scale units (0.0-1.0) per second
void setVelocityInMeters(const glm::vec3& value) { _velocity = value / (float) TREE_SCALE; } /// velocity in meters