first pass of changing transform to use float for scale internally rather than Vector3

This commit is contained in:
greerdv
2021-04-27 18:12:46 +01:00
parent 540f0dcd98
commit b113f09a71
76 changed files with 487 additions and 546 deletions
@@ -50,7 +50,6 @@ namespace AZ
AZStd::vector<Vector2> vertices = m_shapeBus->GetPolygonPrism()->m_vertexContainer.GetVertices();
Transform transform = GetTransform();
transform.SetScale(Vector3(transform.GetScale().GetMaxElement())); // Poly Prism only supports uniform scale, so use max element.
AZStd::vector<Vector3> transformedVertices;
transformedVertices.reserve(vertices.size());