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Rename isFront to steerable for clarity.

Ken Whatmough пре 13 година
родитељ
комит
68d9a17b85

+ 1 - 1
gameplay/src/PhysicsVehicle.cpp

@@ -276,7 +276,7 @@ void PhysicsVehicle::update(float elapsedTime, float steering, float braking, fl
     {
         wheel = getWheel(i);
 
-        if (wheel->isFront())
+        if (wheel->isSteerable())
         {
             _vehicle->setSteeringValue(steering * _steeringGain, i);
         }

+ 5 - 5
gameplay/src/PhysicsVehicleWheel.cpp

@@ -41,9 +41,9 @@ PhysicsVehicleWheel* PhysicsVehicleWheel::create(Node* node, Properties* propert
     const char* name;
     while ((name = properties->getNextProperty()) != NULL)
     {
-        if (strcmp(name, "isFront") == 0)
+        if (strcmp(name, "steerable") == 0)
         {
-            wheel->setFront(properties->getBool(name));
+            wheel->setSteerable(properties->getBool(name));
         }
         else if (strcmp(name, "wheelDirection") == 0 && properties->getVector3(name, &v))
         {
@@ -245,7 +245,7 @@ void PhysicsVehicleWheel::getWheelPos(Vector3* result) const
     _host->_node->getMatrix().transformPoint(result);
 }
 
-bool PhysicsVehicleWheel::isFront() const
+bool PhysicsVehicleWheel::isSteerable() const
 {
     GP_ASSERT(_host);
     GP_ASSERT(_host->_vehicle);
@@ -253,12 +253,12 @@ bool PhysicsVehicleWheel::isFront() const
     return _host->_vehicle->getWheelInfo(_indexInHost).m_bIsFrontWheel;
 }
 
-void PhysicsVehicleWheel::setFront(bool front)
+void PhysicsVehicleWheel::setSteerable(bool steerable)
 {
     GP_ASSERT(_host);
     GP_ASSERT(_host->_vehicle);
 
-    _host->_vehicle->getWheelInfo(_indexInHost).m_bIsFrontWheel = front;
+    _host->_vehicle->getWheelInfo(_indexInHost).m_bIsFrontWheel = steerable;
 }
 
 void PhysicsVehicleWheel::getWheelDirection(Vector3* wheelDirection) const

+ 7 - 7
gameplay/src/PhysicsVehicleWheel.h

@@ -21,7 +21,7 @@ class PhysicsVehicle;
     {
         type                     = VEHICLE_WHEEL
 
-        isFront                  = <bool>                // indicates whether this is a front wheel
+        steerable                = <bool>                // indicates whether wheel is steerable
         wheelDirection           = <float, float, float> // direction strut extension, in chassis space
         wheelAxle                = <float, float, float> // direction of axle (spin axis), in chassis space
         strutConnectionOffset    = <float, float, float> // offset from default strut connection point
@@ -61,18 +61,18 @@ public:
     void transform(Node* node) const;
 
     /**
-     * Returns true if this is a front wheel, false otherwise.
+     * Returns true if this wheel is steerable, false otherwise.
      *
-     * @return true if this is a front wheel, false otherwise.
+     * @return true if this wheel is steerable, false otherwise.
      */
-    bool isFront() const;
+    bool isSteerable() const;
 
     /**
-     * Sets whether this is a front wheel.
+     * Sets whether this wheel is steerable.
      *
-     * @param front true if this is a front wheel, false otherwise.
+     * @param steerable true if this wheel is steerable, false otherwise.
      */
-    void setFront(bool front);
+    void setSteerable(bool steerable);
 
     /**
      * Gets direction of strut extension, in chassis space.

+ 18 - 18
gameplay/src/lua/lua_PhysicsVehicleWheel.cpp

@@ -40,13 +40,13 @@ void luaRegister_PhysicsVehicleWheel()
         {"getWheelRadius", lua_PhysicsVehicleWheel_getWheelRadius},
         {"isDynamic", lua_PhysicsVehicleWheel_isDynamic},
         {"isEnabled", lua_PhysicsVehicleWheel_isEnabled},
-        {"isFront", lua_PhysicsVehicleWheel_isFront},
         {"isKinematic", lua_PhysicsVehicleWheel_isKinematic},
+        {"isSteerable", lua_PhysicsVehicleWheel_isSteerable},
         {"removeCollisionListener", lua_PhysicsVehicleWheel_removeCollisionListener},
         {"setEnabled", lua_PhysicsVehicleWheel_setEnabled},
         {"setFrictionBreakout", lua_PhysicsVehicleWheel_setFrictionBreakout},
-        {"setFront", lua_PhysicsVehicleWheel_setFront},
         {"setRollInfluence", lua_PhysicsVehicleWheel_setRollInfluence},
+        {"setSteerable", lua_PhysicsVehicleWheel_setSteerable},
         {"setStrutConnectionOffset", lua_PhysicsVehicleWheel_setStrutConnectionOffset},
         {"setStrutDampingCompression", lua_PhysicsVehicleWheel_setStrutDampingCompression},
         {"setStrutDampingRelaxation", lua_PhysicsVehicleWheel_setStrutDampingRelaxation},
@@ -889,7 +889,7 @@ int lua_PhysicsVehicleWheel_isEnabled(lua_State* state)
     return 0;
 }
 
-int lua_PhysicsVehicleWheel_isFront(lua_State* state)
+int lua_PhysicsVehicleWheel_isKinematic(lua_State* state)
 {
     // Get the number of parameters.
     int paramCount = lua_gettop(state);
@@ -902,7 +902,7 @@ int lua_PhysicsVehicleWheel_isFront(lua_State* state)
             if ((lua_type(state, 1) == LUA_TUSERDATA))
             {
                 PhysicsVehicleWheel* instance = getInstance(state);
-                bool result = instance->isFront();
+                bool result = instance->isKinematic();
 
                 // Push the return value onto the stack.
                 lua_pushboolean(state, result);
@@ -911,7 +911,7 @@ int lua_PhysicsVehicleWheel_isFront(lua_State* state)
             }
             else
             {
-                lua_pushstring(state, "lua_PhysicsVehicleWheel_isFront - Failed to match the given parameters to a valid function signature.");
+                lua_pushstring(state, "lua_PhysicsVehicleWheel_isKinematic - Failed to match the given parameters to a valid function signature.");
                 lua_error(state);
             }
             break;
@@ -926,7 +926,7 @@ int lua_PhysicsVehicleWheel_isFront(lua_State* state)
     return 0;
 }
 
-int lua_PhysicsVehicleWheel_isKinematic(lua_State* state)
+int lua_PhysicsVehicleWheel_isSteerable(lua_State* state)
 {
     // Get the number of parameters.
     int paramCount = lua_gettop(state);
@@ -939,7 +939,7 @@ int lua_PhysicsVehicleWheel_isKinematic(lua_State* state)
             if ((lua_type(state, 1) == LUA_TUSERDATA))
             {
                 PhysicsVehicleWheel* instance = getInstance(state);
-                bool result = instance->isKinematic();
+                bool result = instance->isSteerable();
 
                 // Push the return value onto the stack.
                 lua_pushboolean(state, result);
@@ -948,7 +948,7 @@ int lua_PhysicsVehicleWheel_isKinematic(lua_State* state)
             }
             else
             {
-                lua_pushstring(state, "lua_PhysicsVehicleWheel_isKinematic - Failed to match the given parameters to a valid function signature.");
+                lua_pushstring(state, "lua_PhysicsVehicleWheel_isSteerable - Failed to match the given parameters to a valid function signature.");
                 lua_error(state);
             }
             break;
@@ -1127,7 +1127,7 @@ int lua_PhysicsVehicleWheel_setFrictionBreakout(lua_State* state)
     return 0;
 }
 
-int lua_PhysicsVehicleWheel_setFront(lua_State* state)
+int lua_PhysicsVehicleWheel_setRollInfluence(lua_State* state)
 {
     // Get the number of parameters.
     int paramCount = lua_gettop(state);
@@ -1138,19 +1138,19 @@ int lua_PhysicsVehicleWheel_setFront(lua_State* state)
         case 2:
         {
             if ((lua_type(state, 1) == LUA_TUSERDATA) &&
-                lua_type(state, 2) == LUA_TBOOLEAN)
+                lua_type(state, 2) == LUA_TNUMBER)
             {
                 // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
+                float param1 = (float)luaL_checknumber(state, 2);
 
                 PhysicsVehicleWheel* instance = getInstance(state);
-                instance->setFront(param1);
+                instance->setRollInfluence(param1);
                 
                 return 0;
             }
             else
             {
-                lua_pushstring(state, "lua_PhysicsVehicleWheel_setFront - Failed to match the given parameters to a valid function signature.");
+                lua_pushstring(state, "lua_PhysicsVehicleWheel_setRollInfluence - Failed to match the given parameters to a valid function signature.");
                 lua_error(state);
             }
             break;
@@ -1165,7 +1165,7 @@ int lua_PhysicsVehicleWheel_setFront(lua_State* state)
     return 0;
 }
 
-int lua_PhysicsVehicleWheel_setRollInfluence(lua_State* state)
+int lua_PhysicsVehicleWheel_setSteerable(lua_State* state)
 {
     // Get the number of parameters.
     int paramCount = lua_gettop(state);
@@ -1176,19 +1176,19 @@ int lua_PhysicsVehicleWheel_setRollInfluence(lua_State* state)
         case 2:
         {
             if ((lua_type(state, 1) == LUA_TUSERDATA) &&
-                lua_type(state, 2) == LUA_TNUMBER)
+                lua_type(state, 2) == LUA_TBOOLEAN)
             {
                 // Get parameter 1 off the stack.
-                float param1 = (float)luaL_checknumber(state, 2);
+                bool param1 = ScriptUtil::luaCheckBool(state, 2);
 
                 PhysicsVehicleWheel* instance = getInstance(state);
-                instance->setRollInfluence(param1);
+                instance->setSteerable(param1);
                 
                 return 0;
             }
             else
             {
-                lua_pushstring(state, "lua_PhysicsVehicleWheel_setRollInfluence - Failed to match the given parameters to a valid function signature.");
+                lua_pushstring(state, "lua_PhysicsVehicleWheel_setSteerable - Failed to match the given parameters to a valid function signature.");
                 lua_error(state);
             }
             break;

+ 2 - 2
gameplay/src/lua/lua_PhysicsVehicleWheel.h

@@ -25,13 +25,13 @@ int lua_PhysicsVehicleWheel_getWheelDirection(lua_State* state);
 int lua_PhysicsVehicleWheel_getWheelRadius(lua_State* state);
 int lua_PhysicsVehicleWheel_isDynamic(lua_State* state);
 int lua_PhysicsVehicleWheel_isEnabled(lua_State* state);
-int lua_PhysicsVehicleWheel_isFront(lua_State* state);
 int lua_PhysicsVehicleWheel_isKinematic(lua_State* state);
+int lua_PhysicsVehicleWheel_isSteerable(lua_State* state);
 int lua_PhysicsVehicleWheel_removeCollisionListener(lua_State* state);
 int lua_PhysicsVehicleWheel_setEnabled(lua_State* state);
 int lua_PhysicsVehicleWheel_setFrictionBreakout(lua_State* state);
-int lua_PhysicsVehicleWheel_setFront(lua_State* state);
 int lua_PhysicsVehicleWheel_setRollInfluence(lua_State* state);
+int lua_PhysicsVehicleWheel_setSteerable(lua_State* state);
 int lua_PhysicsVehicleWheel_setStrutConnectionOffset(lua_State* state);
 int lua_PhysicsVehicleWheel_setStrutDampingCompression(lua_State* state);
 int lua_PhysicsVehicleWheel_setStrutDampingRelaxation(lua_State* state);