- Timestamp:
- Aug 31, 2010, 5:40:59 PM (14 years ago)
- File:
-
- 1 edited
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code/branches/doc/src/orxonox/worldentities/WorldEntity.cc
r7163 r7292 267 267 @brief 268 268 Attaches this object to a parent SceneNode. 269 @ Remarks269 @remarks 270 270 Only use this method if you know exactly what you're doing! 271 271 Normally, attaching works internally by attaching WE's. … … 282 282 @brief 283 283 Detaches this object from a parent SceneNode. 284 @ Remarks284 @remarks 285 285 Only use this method if you know exactly what you're doing! 286 286 Normally, attaching works internally by attaching WE's. … … 355 355 Attaches a child WorldEntity to this object. This calls notifyBeingAttached() 356 356 of the child WE. 357 @ Note357 @note 358 358 The collision shape of the child object gets attached nevertheless. That also means 359 359 that you can change the collision shape of the child and it correctly cascadeds the changes to this instance. … … 628 628 @brief 629 629 Sets the three dimensional scaling of this object. 630 @ Note630 @note 631 631 Scaling physical objects has not yet been implemented and is therefore forbidden. 632 632 */ … … 774 774 @brief 775 775 Sets the CollisionType. This alters the object significantly! @see CollisionType. 776 @ Note776 @note 777 777 Operation does not work on attached WorldEntities. 778 778 */ … … 900 900 Recalculates the accumulated child mass and calls recalculateMassProps() 901 901 and notifies the parent of the change. 902 @ Note902 @note 903 903 Called by a child WE 904 904 */ … … 919 919 @brief 920 920 Undertakes the necessary steps to change the collision shape in Bullet, even at runtime. 921 @ Note921 @note 922 922 - called by this->collisionShape_ 923 923 - May have a REALLY big overhead when called continuously at runtime, because then we need
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