first pass of changing transform to use float for scale internally rather than Vector3
This commit is contained in:
@@ -696,7 +696,7 @@ public:
|
||||
//! Rotate entity node.
|
||||
virtual void SetRotate(float time, const Quat& quat) = 0;
|
||||
//! Scale entity node.
|
||||
virtual void SetScale(float time, const Vec3& scale) = 0;
|
||||
virtual void SetScale(float time, const float scale) = 0;
|
||||
|
||||
//! Compute and return the offset which brings the current position to the given position
|
||||
virtual Vec3 GetOffsetPosition(const Vec3& position) { return position - GetPos(); }
|
||||
@@ -708,7 +708,7 @@ public:
|
||||
//! Get entity rotation at specified time.
|
||||
virtual Quat GetRotate(float time) = 0;
|
||||
//! Get current entity scale.
|
||||
virtual Vec3 GetScale() = 0;
|
||||
virtual float GetScale() = 0;
|
||||
|
||||
// General Set param.
|
||||
// Set float/vec3/vec4 parameter at given time.
|
||||
|
||||
Reference in New Issue
Block a user