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Commit 7c272963 authored by Alexis Girault's avatar Alexis Girault
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ENH: remove interface for transforming geometry in RigidObject

We are still wondering how to store/apply our geometries.
Having yet another interface to only wrap the API to
transform the geometry is not needed: we can directly
call them on the geometry themselves for more transparency
on what geometry is being updated.

This will be investigated later on when we will work with
rigib body dynamics.
parent 0340bde7
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......@@ -24,34 +24,4 @@
namespace imstk
{
void
RigidObject::translate(const Vec3d& t)
{
m_physicsGeometry->translate(t);
}
void
RigidObject::translate(const double& x, const double& y, const double& z)
{
m_physicsGeometry->translate(Vec3d(x, y, z));
}
void
RigidObject::rotate(const Quatd& r)
{
m_physicsGeometry->rotate(r);
}
void
RigidObject::rotate(const Mat3d& r)
{
m_physicsGeometry->rotate(Quatd(r));
}
void
RigidObject::rotate(const Vec3d& axis, const double& angle)
{
m_physicsGeometry->rotate(Quatd(Rotd(angle, axis)));
}
} // imstk
......@@ -24,7 +24,6 @@
// imstk
#include "imstkDynamicObject.h"
#include "imstkMath.h"
namespace imstk
{
......@@ -51,19 +50,6 @@ public:
///
~RigidObject() = default;
///
/// \brief Translate the physics geometric model
///
void translate(const Vec3d& t);
void translate(const double& x, const double& y, const double& z);
///
/// \brief Rotate the physics geometric model
///
void rotate(const Quatd& r);
void rotate(const Mat3d& r);
void rotate(const Vec3d & axis, const double& angle);
protected:
};
......
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