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add difFloatPi range validator
player: apply to player min/max angle allow fallingspeedthreshold to go negative splashdata: velocity, hieght, acceleration and startradius can all be negative wrap material animation range from -1 to 1
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6 changed files with 12 additions and 10 deletions
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@ -726,10 +726,10 @@ void PlayerData::initPersistFields()
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addField( "firstPersonShadows", TypeBool, Offset(firstPersonShadows, PlayerData),
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"@brief Forces shadows to be rendered in first person when renderFirstPerson is disabled. Defaults to false.\n\n" );
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addFieldV( "minLookAngle", TypeRangedF32, Offset(minLookAngle, PlayerData), &CommonValidators::PositiveFloat,
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addFieldV( "minLookAngle", TypeRangedF32, Offset(minLookAngle, PlayerData), &CommonValidators::DirFloatPi,
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"@brief Lowest angle (in radians) the player can look.\n\n"
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"@note An angle of zero is straight ahead, with positive up and negative down." );
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addFieldV( "maxLookAngle", TypeRangedF32, Offset(maxLookAngle, PlayerData), &CommonValidators::PositiveFloat,
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addFieldV( "maxLookAngle", TypeRangedF32, Offset(maxLookAngle, PlayerData), &CommonValidators::DirFloatPi,
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"@brief Highest angle (in radians) the player can look.\n\n"
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"@note An angle of zero is straight ahead, with positive up and negative down." );
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addFieldV( "maxFreelookAngle", TypeRangedF32, Offset(maxFreelookAngle, PlayerData), &CommonValidators::PositiveFloat,
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@ -948,7 +948,7 @@ void PlayerData::initPersistFields()
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addGroup( "Falling" );
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addFieldV( "fallingSpeedThreshold", TypeRangedF32, Offset(fallingSpeedThreshold, PlayerData), &CommonValidators::PositiveFloat,
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addFieldV( "fallingSpeedThreshold", TypeRangedF32, Offset(fallingSpeedThreshold, PlayerData), &CommonValidators::F32Range,
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"@brief Downward speed at which we consider the player falling.\n\n" );
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addFieldV( "recoverDelay", TypeRangedS32, Offset(recoverDelay, PlayerData), &CommonValidators::PositiveInt,
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