Merge branch 'master' into 1.11
This commit is contained in:
@@ -36,8 +36,6 @@
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#define CHECK_EXECUTE_IN_EDITOR
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#endif
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#define ACTOR_ORIENTATION_EPSILON 0.000000001f
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// Start loop over actor children/scripts from the beginning to account for any newly added or removed actors.
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#define ACTOR_LOOP_START_MODIFIED_HIERARCHY() _isHierarchyDirty = false
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#define ACTOR_LOOP_CHECK_MODIFIED_HIERARCHY() if (_isHierarchyDirty) { _isHierarchyDirty = false; i = -1; }
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@@ -660,7 +658,7 @@ void Actor::SetStaticFlags(StaticFlags value)
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void Actor::SetTransform(const Transform& value)
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{
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CHECK(!value.IsNanOrInfinity());
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if (!(Vector3::NearEqual(_transform.Translation, value.Translation) && Quaternion::NearEqual(_transform.Orientation, value.Orientation, ACTOR_ORIENTATION_EPSILON) && Float3::NearEqual(_transform.Scale, value.Scale)))
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if (_transform.Translation != value.Translation || _transform.Orientation != value.Orientation || _transform.Scale != value.Scale)
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{
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if (_parent)
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_parent->_transform.WorldToLocal(value, _localTransform);
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@@ -673,7 +671,7 @@ void Actor::SetTransform(const Transform& value)
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void Actor::SetPosition(const Vector3& value)
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{
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CHECK(!value.IsNanOrInfinity());
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if (!Vector3::NearEqual(_transform.Translation, value))
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if (_transform.Translation != value)
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{
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if (_parent)
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_localTransform.Translation = _parent->_transform.WorldToLocal(value);
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@@ -686,7 +684,7 @@ void Actor::SetPosition(const Vector3& value)
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void Actor::SetOrientation(const Quaternion& value)
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{
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CHECK(!value.IsNanOrInfinity());
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if (!Quaternion::NearEqual(_transform.Orientation, value, ACTOR_ORIENTATION_EPSILON))
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if (_transform.Orientation != value)
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{
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if (_parent)
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_parent->_transform.WorldToLocal(value, _localTransform.Orientation);
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@@ -699,7 +697,7 @@ void Actor::SetOrientation(const Quaternion& value)
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void Actor::SetScale(const Float3& value)
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{
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CHECK(!value.IsNanOrInfinity());
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if (!Float3::NearEqual(_transform.Scale, value))
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if (_transform.Scale != value)
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{
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if (_parent)
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Float3::Divide(value, _parent->_transform.Scale, _localTransform.Scale);
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@@ -748,7 +746,7 @@ void Actor::ResetLocalTransform()
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void Actor::SetLocalTransform(const Transform& value)
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{
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CHECK(!value.IsNanOrInfinity());
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if (!(Vector3::NearEqual(_localTransform.Translation, value.Translation) && Quaternion::NearEqual(_localTransform.Orientation, value.Orientation, ACTOR_ORIENTATION_EPSILON) && Float3::NearEqual(_localTransform.Scale, value.Scale)))
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if (_localTransform.Translation != value.Translation || _localTransform.Orientation != value.Orientation || _localTransform.Scale != value.Scale)
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{
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_localTransform = value;
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OnTransformChanged();
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@@ -758,7 +756,7 @@ void Actor::SetLocalTransform(const Transform& value)
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void Actor::SetLocalPosition(const Vector3& value)
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{
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CHECK(!value.IsNanOrInfinity());
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if (!Vector3::NearEqual(_localTransform.Translation, value))
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if (_localTransform.Translation != value)
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{
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_localTransform.Translation = value;
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OnTransformChanged();
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@@ -770,7 +768,7 @@ void Actor::SetLocalOrientation(const Quaternion& value)
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CHECK(!value.IsNanOrInfinity());
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Quaternion v = value;
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v.Normalize();
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if (!Quaternion::NearEqual(_localTransform.Orientation, v, ACTOR_ORIENTATION_EPSILON))
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if (_localTransform.Orientation != value)
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{
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_localTransform.Orientation = v;
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OnTransformChanged();
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@@ -780,7 +778,7 @@ void Actor::SetLocalOrientation(const Quaternion& value)
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void Actor::SetLocalScale(const Float3& value)
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{
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CHECK(!value.IsNanOrInfinity());
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if (!Float3::NearEqual(_localTransform.Scale, value))
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if (_localTransform.Scale != value)
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{
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_localTransform.Scale = value;
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OnTransformChanged();
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