void Node::setRotationSkewX(float rotationX) { if (_rotationZ_X == rotationX) return; _rotationZ_X = rotationX; _transformUpdated = _transformDirty = _inverseDirty = true; updateRotationQuat(); }
void Node::setRotationSkewY(float rotationY) { if (_rotationZ_Y == rotationY) return; _rotationZ_Y = rotationY; _transformUpdated = _transformDirty = _inverseDirty = true; updateRotationQuat(); }
void Node::setRotation3D(const Vec3& rotation) { if (_rotationX == rotation.x && _rotationY == rotation.y && _rotationZ_X == rotation.z) return; _transformUpdated = _transformDirty = _inverseDirty = true; _rotationX = rotation.x; _rotationY = rotation.y; // rotation Z is decomposed in 2 to simulate Skew for Flash animations _rotationZ_Y = _rotationZ_X = rotation.z; updateRotationQuat(); }