actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
actor.SetPosition( node.translation[0], node.translation[1], node.translation[2] );
actor.SetScale( node.scale[0], node.scale[1], node.scale[2] );
- actor.SetOrientation( Quaternion(node.rotationQuaternion[3],
+ actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3],
node.rotationQuaternion[0],
node.rotationQuaternion[1],
node.rotationQuaternion[2]));
mCameraPos = Vector3(node.translation[0], node.translation[1], node.translation[2]);
auto quatY = Quaternion( Degree(180.0f), Vector3( 0.0, 1.0, 0.0) );
auto cameraActor = CameraActor::DownCast( actor );
- cameraActor.SetOrientation( Quaternion(node.rotationQuaternion[3],
+ cameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(node.rotationQuaternion[3],
node.rotationQuaternion[0],
node.rotationQuaternion[1],
node.rotationQuaternion[2] )
auto sun = root.FindChildByName( "sun" );
sun.SetProperty( mSunTimeUniformIndex, mMockTime );
sun.SetProperty( mSunKFactorUniformIndex, mKFactor );
- sun.SetOrientation( Quaternion( Radian(Degree(rotationAngle)), Vector3(0.0, 1.0, 0.0)));
+ sun.SetProperty( Actor::Property::ORIENTATION, Quaternion( Radian(Degree(rotationAngle)), Vector3(0.0, 1.0, 0.0)));
return true;
}