// ---------------------------------------------------------------------------------- void GameObject::SetParent(GameObject* parent) { InvalidateBounds(); // mark 'old' ancestors as dirty. m_parent = parent; InvalidateBounds(); // mark 'new' ancestors as dirty. InvalidateWorld(); // mark world as dirty. }
// ---------------------------------------------------------------------------------- void Locator::AddResource(ResourceReference* r, int /*index*/) { m_resource = r; m_modelTransforms.clear(); m_renderables.clear(); InvalidateBounds(); InvalidateWorld(); }
// ---------------------------------------------------------------------------------- void GameObject::SetTransform(const Matrix& xform) { m_local = xform; InvalidateWorld(); InvalidateBounds(); }