void Sound::setDirection(Vector3 direction) { setVector3(direction, AL_DIRECTION); }
void Sound::setVelocity(Vector3 vel) { setVector3(vel, AL_VELOCITY); }
void Sound::setPosition(Vector3 pos) { setVector3(pos, AL_POSITION); }
void Vector3::setZ( float Z ) { if( Z != this->z ) setVector3( this->x , this->y , Z ); }
void MappedValues::fromJson(const Json::Value& root) { Json::Value floats = root["Floats"], ints = root["Ints"], uints = root["Uints"], strings = root["Strings"], vector2s = root["Vector2s"], vector3s = root["Vector3s"], vector4s = root["Vector4s"], matrix2s = root["Matrix2s"], matrix3s = root["Matrix3s"], matrix4s = root["Matrix4s"], textures = root["Textures"]; for (auto i = floats.begin(); i != floats.end(); i++) { setFloat(i.name(), (*i).asFloat()); } for (auto i = ints.begin(); i != ints.end(); i++) { setI32(i.name(), (*i).asInt()); } for (auto i = uints.begin(); i != uints.end(); i++) { setU32(i.name(), (*i).asUInt()); } for (auto i = strings.begin(); i != strings.end(); i++) { setString(i.name(), (*i).asString()); } for (auto i = vector2s.begin(); i != vector2s.end(); i++) { Vector2 vec((*i)[0].asFloat(), (*i)[1].asFloat()); setVector2(i.name(), vec); } for (auto i = vector3s.begin(); i != vector3s.end(); i++) { Vector3 vec((*i)[0].asFloat(), (*i)[1].asFloat(), (*i)[2].asFloat()); setVector3(i.name(), vec); } for (auto i = vector4s.begin(); i != vector4s.end(); i++) { Vector4 vec((*i)[0].asFloat(), (*i)[1].asFloat(), (*i)[2].asFloat(), (*i)[3].asFloat()); setVector4(i.name(), vec); } for (auto i = matrix2s.begin(); i != matrix2s.end(); i++) { Matrix2 mat((*i)[0].asFloat(), (*i)[1].asFloat(), (*i)[2].asFloat(), (*i)[3].asFloat()); setMatrix2(i.name(), mat); } for (auto i = matrix3s.begin(); i != matrix3s.end(); i++) { Matrix3 mat((*i)[0].asFloat(), (*i)[1].asFloat(), (*i)[2].asFloat(), (*i)[3].asFloat(), (*i)[4].asFloat(), (*i)[5].asFloat(), (*i)[6].asFloat(), (*i)[7].asFloat(), (*i)[8].asFloat()); setMatrix3(i.name(), mat); } for (auto i = matrix4s.begin(); i != matrix4s.end(); i++) { Matrix4 mat((*i)[0].asFloat(), (*i)[1].asFloat(), (*i)[2].asFloat(), (*i)[3].asFloat(), (*i)[4].asFloat(), (*i)[5].asFloat(), (*i)[6].asFloat(), (*i)[7].asFloat(), (*i)[8].asFloat(), (*i)[9].asFloat(), (*i)[10].asFloat(), (*i)[11].asFloat(), (*i)[12].asFloat(), (*i)[13].asFloat(), (*i)[14].asFloat(), (*i)[15].asFloat()); setMatrix4(i.name(), mat); } for (auto i = textures.begin(); i != textures.end(); i++) { setTexture(i.name(), resourceManager->fetchTextureLoad((*i).asString())); } }
void Vector3::setX( float X ) { if( X != this->x ) setVector3( X , this->y , this->z ); }
void Vector3::setY( float Y ) { if( Y != this->y ) setVector3( this->x , Y , this->z ); }
Vector3::Vector3( float x , float y , float z ) { setVector3(x,y,z); }
extern "C" FREObject RigidBodyapplyTorqueImpulse(FREContext ctx, void *funcData, uint32_t argc, FREObject argv[]) { return setVector3(argv, &btRigidBody::applyTorqueImpulse); }
extern "C" FREObject RigidBodyapplyCentralForce(FREContext ctx, void *funcData, uint32_t argc, FREObject argv[]) { return setVector3(argv, &btRigidBody::applyCentralForce); }
extern "C" FREObject RigidBodysetAngularVelocity(FREContext ctx, void *funcData, uint32_t argc, FREObject argv[]) { return setVector3(argv, &btRigidBody::setAngularVelocity); }
extern "C" FREObject RigidBodysetLinearFactor(FREContext ctx, void *funcData, uint32_t argc, FREObject argv[]) { return setVector3(argv, &btRigidBody::setLinearFactor); }