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https://github.com/TorqueGameEngines/Torque3D.git
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pathshape cleanups and callbacks
sceneObject:
UpdateXformChange(mat); operates on the parent object, so made no sense to shove it in void SceneObject::PerformUpdatesForChildren(MatrixF mat){
provide callbacks for when the parent/child relationship changes
simpath+camerapline+pathshape
provide a mechanism to embed a callback for a pathshape defined on a path node. example:
new Marker() {
seqNum = "7";
hitCommand = "TheCommand" // <------------------------------;
position = "-17.0856 -92.2349 4.00051";
rotation = "0.0334943 -0.254411 0.966516 179.495";
};
function PathShapeData::TheCommand(%this,%obj)
{
echo("Do the thing");
}
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parent
f59c5f152f
commit
f4e6060b52
7 changed files with 42 additions and 21 deletions
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@ -51,7 +51,7 @@ CameraSpline::Knot::Knot(const Knot &k)
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prev = NULL; next = NULL;
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}
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CameraSpline::Knot::Knot(const Point3F &p, const QuatF &r, F32 s, Knot::Type type, Knot::Path path)
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CameraSpline::Knot::Knot(const Point3F &p, const QuatF &r, F32 s, Knot::Type type, Knot::Path path, String hitCommand)
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{
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mPosition = p;
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mRotation = r;
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@ -59,6 +59,7 @@ CameraSpline::Knot::Knot(const Point3F &p, const QuatF &r, F32 s, Knot::Type typ
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mType = type;
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mPath = path;
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mDistance = 0.0f;
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mHitCommand = hitCommand;
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prev = NULL; next = NULL;
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}
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