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3 changed files with 1 additions and 20 deletions
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@ -286,14 +286,6 @@ const QString& RenderableModelEntityItem::getCollisionModelURL() const {
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return _collisionModelURL;
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}
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void RenderableModelEntityItem::updateDimensions(const glm::vec3& value) {
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if (glm::distance(_dimensions, value) > MIN_DIMENSIONS_DELTA) {
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_dimensions = value;
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_dirtyFlags |= (EntityItem::DIRTY_SHAPE | EntityItem::DIRTY_MASS);
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}
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_model->setScaleToFit(true, _dimensions);
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}
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bool RenderableModelEntityItem::isReadyToComputeShape() {
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if (!_model) {
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@ -56,8 +56,6 @@ public:
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virtual bool hasCollisionModel() const;
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virtual const QString& getCollisionModelURL() const;
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virtual void updateDimensions(const glm::vec3& value);
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bool isReadyToComputeShape();
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void computeShapeInfo(ShapeInfo& info);
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ShapeType getShapeType() const;
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@ -40,15 +40,6 @@ class EntityTreeElementExtraEncodeData;
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#define debugTreeVector(V) V << "[" << V << " in meters ]"
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extern const float MIN_POSITION_DELTA;
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extern const float MIN_DIMENSIONS_DELTA;
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extern const float MIN_ALIGNMENT_DOT;
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extern const float MIN_VELOCITY_DELTA;
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extern const float MIN_DAMPING_DELTA;
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extern const float MIN_GRAVITY_DELTA;
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extern const float MIN_SPIN_DELTA;
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/// EntityItem class this is the base class for all entity types. It handles the basic properties and functionality available
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/// to all other entity types. In particular: postion, size, rotation, age, lifetime, velocity, gravity. You can not instantiate
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/// one directly, instead you must only construct one of it's derived classes with additional features.
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@ -279,7 +270,7 @@ public:
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void updatePositionInDomainUnits(const glm::vec3& value);
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void updatePosition(const glm::vec3& value);
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void updateDimensionsInDomainUnits(const glm::vec3& value);
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virtual void updateDimensions(const glm::vec3& value);
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void updateDimensions(const glm::vec3& value);
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void updateRotation(const glm::quat& rotation);
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void updateDensity(float value);
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void updateMass(float value);
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