Esempio n. 1
0
void View::onSetScale(const glm::vec3 &v) {
	if (mScale == v) return;
	mScale = v;
	mTransformDirty = true;
//	if (mHooks) mHooks->onSizeChanged(mSize);
	onScaleChanged(v);
}
Esempio n. 2
0
//----------------------------------------
void ofNode::setTransformMatrix(float *m44) {
	memcpy(localTransformMatrix._mat, m44, sizeof(float) * 16);
	ofQuaternion so;
	localTransformMatrix.decompose(position, orientation, scale, so);
	
	onPositionChanged();
	onOrientationChanged();
	onScaleChanged();
}
Esempio n. 3
0
//----------------------------------------
void ofNode::setTransformMatrix(const ofMatrix4x4 &m44) {
	localTransformMatrix = m44;

	ofQuaternion so;
	localTransformMatrix.decompose(position, orientation, scale, so);
	
	onPositionChanged();
	onOrientationChanged();
	onScaleChanged();
}
Esempio n. 4
0
void SceneObject::setScale( const VectorF &scale )
{
	AssertFatal( !mIsNaN( scale ), "SceneObject::setScale() - The scale is NaN!" );

   // Avoid unnecessary scaling operations.
   if ( mObjScale.equal( scale ) )
      return;

   mObjScale = scale;
   setTransform(MatrixF(mObjToWorld));

   // Make sure that any subclasses of me get a chance to react to the
   // scale being changed.
   onScaleChanged();

   setMaskBits( RareUpdatesMask );
}
Esempio n. 5
0
//----------------------------------------
void ofNode::setTransformMatrix(const ofMatrix4x4 &m44) {
	localTransformMatrix = m44;

	ofVec3f position;
	ofQuaternion orientation;
	ofVec3f scale;
	ofQuaternion so;
	localTransformMatrix.decompose(position, orientation, scale, so);
	this->position = position;
	this->orientation = orientation;
	this->scale = scale;
	updateAxis();
	
	onPositionChanged();
	onOrientationChanged();
	onScaleChanged();
}
Esempio n. 6
0
//----------------------------------------
void ofNode::setTransformMatrix(const glm::mat4 &m44) {
	localTransformMatrix = m44;

	glm::vec3 scale;
	glm::quat orientation;
	glm::vec3 translation;
	glm::vec3 skew;
	glm::vec4 perspective;
	glm::decompose(m44, scale, orientation, translation, skew, perspective);
	this->position = translation;
	this->scale = scale;
	this->orientation = orientation;
	updateAxis();
	
	onPositionChanged();
	onOrientationChanged();
	onScaleChanged();
}
Esempio n. 7
0
//----------------------------------------
void ofNode::setScale(const glm::vec3& s) {
	this->scale = s;
	createMatrix();
	onScaleChanged();
}
Esempio n. 8
0
//----------------------------------------
void ofNode::setScale(const ofVec3f& s) {
    this->scale = s;
    createMatrix();
    onScaleChanged();
}