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Change physics attribute warnings for rididBody and ghostObject.
Changed center-absolute property to need to be centerAbsolute.

setaylor há 13 anos atrás
pai
commit
334dcbe87d

+ 1 - 1
gameplay/src/Node.cpp

@@ -1021,7 +1021,7 @@ PhysicsCollisionObject* Node::setCollisionObject(Properties* properties)
         strcmp(properties->getNamespace(), "ghostObject") == 0 || 
         strcmp(properties->getNamespace(), "rigidBody") == 0))
     {
-        WARN("Failed to load collision object from properties object: must be non-null object and have namespace equal to \'character\', \'ghost\', or \'rigidbody\'.");
+        WARN("Failed to load collision object from properties object: must be non-null object and have namespace equal to \'character\', \'ghostObject\', or \'rigidBody\'.");
         return NULL;
     }
 

+ 2 - 2
gameplay/src/PhysicsCollisionShape.cpp

@@ -124,7 +124,7 @@ PhysicsCollisionShape::Definition* PhysicsCollisionShape::Definition::create(Nod
         strcmp(properties->getNamespace(), "ghostObject") == 0 || 
         strcmp(properties->getNamespace(), "rigidBody") == 0))
     {
-        WARN("Failed to load physics collision shape from properties object: must be non-null object and have namespace equal to \'character\', \'ghost\', or \'rigidbody\'.");
+        WARN("Failed to load physics collision shape from properties object: must be non-null object and have namespace equal to \'character\', \'ghostObject\', or \'rigidBody\'.");
         return NULL;
     }
 
@@ -186,7 +186,7 @@ PhysicsCollisionShape::Definition* PhysicsCollisionShape::Definition::create(Nod
             center = new Vector3();
             properties->getVector3("center", center);
         }
-        else if (strcmp(name, "center-absolute") == 0)
+        else if (strcmp(name, "centerAbsolute") == 0)
         {
             centerIsAbsolute = properties->getBool();
         }

+ 1 - 1
gameplay/src/PhysicsRigidBody.h

@@ -294,7 +294,7 @@ private:
      * 
      * @param node The node to create a rigid body for; note that the node must have
      *      a model attached to it prior to creating a rigid body for it.
-     * @param properties The properties object defining the rigid body (must have namespace equal to 'rigidbody').
+     * @param properties The properties object defining the rigid body (must have namespace equal to 'rigidBody').
      * @return The newly created rigid body, or <code>NULL</code> if the rigid body failed to load.
      */
     static PhysicsRigidBody* create(Node* node, Properties* properties);