Sorry I should give you a bit more info, I'm not doing anything fancy...
Class A {
ComponentTransformPtr m_ct;
A() { m_ct = ComponentTransform::create(); }
function() {
...
NodePtr node = makeCoredNode<ComponentTransform>( &m_ct );
setName(node, "GHighlight Matrix Node");
...
}
setScale(Vec3f scale) {
beginEditCP(m_ct, ComponentTransform::ScaleFieldMask);
m_ct->setScale(scale);
endEditCP(m_ct, ComponentTransform::ScaleFieldMask);
cout << m_ct->getMatrix();
}
}
Matrix prints out the correct values after setScale().
I also tried adding the MatrixFieldMask, still no luck.
Andrew
Gerrit Voß wrote:
> Hi,
>
> On Fri, 2010-03-19 at 01:11 +0000, Andrew Dunk wrote:
>
>> Hi all,
>>
>> I am a bit confused with my ComponentTransform...
>> Below is a section of my scenegraph, the component transform does not
>> effect any of my geometry.
>> If I change the componentTransform for a Transform it does what I
>> expect. Do ComponentTransforms
>> not effect all children or am I doing something wrong? :(
>>
>
> they should, the easiest explanation for 1.x is that the beginEdit /
> endEdit calls are missing for the ComponentTransform. Without them
> the internal matrix will not be updated and the component changes won't
> have any effect.
>
> kind regards
> gerrit
>
>
>
>
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