void WorldEditorSelection::scale(const VectorF & scale)
{
   for( iterator iter = begin(); iter != end(); ++ iter )
   {
      SceneObject* object = dynamic_cast< SceneObject* >( *iter );
      if( !object )
         continue;
         
      VectorF current = object->getScale();
      current.convolve(scale);

      // clamp scale to sensible limits
      current.setMax( Point3F( 0.01f ) );
      current.setMin( Point3F( 1000.0f ) );

      object->setScale(current);
   }

   mCentroidValid = false;
}
void WorldEditorSelection::scale(const VectorF & scale, const Point3F & center)
{
   for( iterator iter = begin(); iter != end(); ++ iter )
   {
      SceneObject* object = dynamic_cast< SceneObject* >( *iter );
      if( !object )
         continue;

      VectorF current = object->getScale();
      current.convolve(scale);

      // clamp scale to sensible limits
      current.setMax( Point3F( 0.01f ) );
      current.setMin( Point3F( 1000.0f ) );

      // Apply the scale first.  If the object's scale doesn't change with
      // this operation then this object doesn't scale.  In this case
      // we don't want to continue with the offset operation.
      VectorF prevScale = object->getScale();
      object->setScale(current);
      if( !object->getScale().equal(current) )
         continue;

      // determine the actual scale factor to apply to the object offset
      // need to account for the scale limiting above to prevent offsets
      // being reduced to 0 which then cannot be restored by unscaling
      VectorF adjustedScale = current / prevScale;

      MatrixF mat = object->getTransform();

      Point3F pos;
      mat.getColumn(3, &pos);

      Point3F offset = pos - center;
      offset *= adjustedScale;

      object->setPosition(offset + center);
   }
}