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static orxINLINE orxVECTOR* orxVector_Orthogonal( orxVECTOR* _pvRes, const orxVECTOR *_pvOp )
{
orxASSERT(_pvRes != orxNULL);
orxASSERT(_pvOp != orxNULL);
_pvRes->fX = _pvOp->fY;
_pvRes->fY = -_pvOp->fX;
_pvRes->fZ = _pvOp->fZ;
return _pvRes;
}
Comments
I can add the solid state accessor but it's likely going to delete and recreate the shape behind the scene as I don't think Box2D allows this kind of change itself. I'll look into it though and do for the best. I'm on vacation however so I don't know if I'll have access to a computer before coming back so it might not be done for a couple of weeks.
As gor the orthogonal function, no problem, I'll add it but will probably add a "2D" somewhere in its name.
Thanks for the suggestion!
Ok, no problem.
Do whatever you think will be better for the engine and I will adapt my code.
You're welcome.
Actually the first one should alter the parts without having to delete/re-create them and for the second one I added PI/2 & -PI/2 as special optimized cases of orxVector_2DRotate() instead of adding a separate function.
good news! Thanks.