void Camera::SetOrientation(const Quaternion& Orientation) { this->Cam->setOrientation(Orientation.GetOgreQuaternion()); LocalTransformDirty = !(GetUpdating(Parent)); _RecalculateLocalTransform(); }
void NonStaticWorldObject::InternalSetOrientation(const Quaternion& Rotation) { //Bullet this->PhysicsObject->getWorldTransform().setRotation(Rotation.GetBulletQuaternion(true)); this->PhysicsObject->getInterpolationWorldTransform().setRotation(Rotation.GetBulletQuaternion(true)); //Ogre this->GraphicsNode->setOrientation(Rotation.GetOgreQuaternion()); }