void ObjectController::SetPosition( const Float3& vPos) { SceneNode* pNode = GetParentSceneNode(); if(pNode!=NULL){ pNode->SetPosition(vPos); static Float44 matWorld; static Float4 rot; static Float3 scale; pNode->Update(matWorld,rot,scale,false); } }
int playstate::Component_SetNodePosition(lua_State* L) { Vector3 vec = luaM_popvector3(L); ScriptableComponent* component = luaM_popobject<ScriptableComponent>(L); if(component != NULL) { SceneNode* owner = component->GetNode(); owner->SetPosition(vec); } return 0; }
void Editor::Init() { SceneNode * cam = World::Instance()->MainCameraNode(); cam->SetPosition(0, 200, 0); World::Instance()->Resize(2048, 2048, 2048); mHelperShaderLib = ShaderLibManager::Instance()->LoadShaderLib( "Shaders\\Helper.ShaderLib", "Shaders\\Helper.ShaderLib"); mActor = World::Instance()->CreateActor("EditorActor"); mSceneNode = World::Instance()->CreateSceneNode(); mSceneNode->Attach(mActor); mBackCell.Init(); }