first pass of changing transform to use float for scale internally rather than Vector3
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@@ -182,8 +182,8 @@ public:
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// Rotation/Position & Scale
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void SetPos(const Vec3& position);
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Vec3 GetPos() const { return m_animNode->GetPos(); }
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void SetScale(const Vec3& scale);
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Vec3 GetScale() const { return m_animNode->GetScale(); }
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void SetScale(float scale);
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float GetScale() const { return m_animNode->GetScale(); }
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void SetRotation(const Quat& rotation);
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Quat GetRotation() const { return m_animNode->GetRotate(); }
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Quat GetRotation(float time) const { return m_animNode != nullptr ? m_animNode->GetRotate(time) : Quat(0,0,0,0); }
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