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Inconsistent position vector type between me.Renderable and base shape objects #817
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see also #709 , this should then be extended to all shapes constructor. (can come as a second step though) |
another solution to this, that we discussed in the past as well, would be to reimplement me.Rect as a pure "box" object, that would then only be used for bounding box, and would be the base class for renderable (since ultimately, we also want to replace the child bounds, and use the renderable bounds as bounding box). which would then give the following : me.Ellipse : me.Ellipse |
Object
pos
type :me.Vector2d
me.Vector2d
me.Vector2d
me.Vector2d
me.ObscervableVector3d
Inheritance Chain :
When attempting to clean the me.Renderable implementation, and removing the unnecessary bounds objets, this caused a lots of problems, because of the type mismatch.
Also, it might not be fully used (e.g. in the collision detection), and there will be still a mismatch as Renderables use a
me.ObscervableVector3d
object type, but all shapes should at least uses ame.Vector3d
type for the position object.Anyway clean way maybe to mutate a
me.Vector3d
object to ame.ObscervableVector3d
one (using Object.assign?)The text was updated successfully, but these errors were encountered: