http://tankammo.com/xode/1.0r18/
changes:
<transform>
<tmatrix
d_1_1="0" d_1_2="1" d_1_3="2" d_1_4="0"
d_2_1="1" d_2_2="0" d_2_3="1" d_2_4="3"
d_3_1="0" d_3_2="1" d_3_3="0" d_3_4="1"
d_4_1="2" d_4_2="0" d_4_3="2" d_4_4="0"
/>
</transform>
to
<transform>
<matrix4f
m00="0" m01="1" m02="2" m03="0"
m10="1" m11="0" m12="1" m13="3"
m20="0" m21="1" m22="0" m23="1"
m30="2" m31="0" m32="2" m33="0"
/>
</transform>
Three vectors representing the position, rotation and scale.
Example:
<transform>
<position x="0" y="0" z="0" />
<rotation x="0" y="90" z="0" aformat="degrees" />
<scale x="1" y="1" z="1" />
</transform>
to
Vector Transform Style:
Three vectors representing the position, rotation and scale.
Examples:
<transform scale="1">
<position x="0" y="0" z="0" />
<rotation>
<euler x="0" y="90" z="0" aformat="degrees" />
</rotation>
</transform>
<transform scale="1">
<position x="0" y="0" z="0" />
<rotation>
<axisangle x="0" y="0" z="1" angle="" aformat="degrees" />
</rotation>
</transform>
<transform scale="1">
<position x="0" y="0" z="0" />
<rotation>
<quaternion x="0" y="0" z="0" w="0" aformat="degrees"/>
</rotation>
</transform>
The rotation element can either contain euler, exisangle or quaternions.
By default, the Matrix transform style is assumed. To manually
specify either transform style, the "transformstyle" attribute of
<world> must be specified. It's value is either 'matrix' for the
Matrix Transform Style, or 'vector' for the Vector Transform Style
removed - this was very annoying and not needed
As mentioned - the mass was moved to after the Geoms in body.
The code I am about to commit in is 1.0r18 compliant, as is the “boxsphere.xml” example.
The Transform class was renamed to XODETransform and is now fully implemented for both vector and matrix style transforms (both stored internally as matricies).
I apologise for changing the spec - but more changes will be made as I nut out problems with the implementation.
Cheers,
Will.