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Turn the scaling transformation into providing three scaling factors (x, y, z)
Add NonUniformStaticScale class to provide independent scaling factors (closes #1151)
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@@ -122,13 +122,13 @@ public:
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glm::dvec3 position() const;
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const glm::dmat3& rotationMatrix() const;
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double scale() const;
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glm::dvec3 scale() const;
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glm::dvec3 worldPosition() const;
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const glm::dmat3& worldRotationMatrix() const;
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glm::dmat4 modelTransform() const;
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glm::dmat4 inverseModelTransform() const;
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double worldScale() const;
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glm::dvec3 worldScale() const;
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bool isTimeFrameActive(const Time& time) const;
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SceneGraphNode* parent() const;
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@@ -152,7 +152,7 @@ public:
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private:
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glm::dvec3 calculateWorldPosition() const;
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glm::dmat3 calculateWorldRotation() const;
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double calculateWorldScale() const;
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glm::dvec3 calculateWorldScale() const;
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void computeScreenSpaceData(RenderData& newData);
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std::atomic<State> _state = State::Loaded;
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@@ -185,7 +185,7 @@ private:
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// Cached transform data
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glm::dvec3 _worldPositionCached = glm::dvec3(0.0);
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glm::dmat3 _worldRotationCached = glm::dmat3(1.0);
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double _worldScaleCached = 1.0;
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glm::dvec3 _worldScaleCached = glm::dvec3(1.0);
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float _fixedBoundingSphere = 0.f;
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