if( OnStage() &&
NULL != mNode )
{
- BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
-
// Transforms the ray to the local reference system.
-
// Calculate the inverse of Model matrix
Matrix invModelMatrix( false/*don't init*/);
+
+ BufferIndex bufferIndex( GetEventThreadServices().GetEventBufferIndex() );
// need to use the components as world matrix is only updated for actors that need it
invModelMatrix.SetInverseTransformComponents( mNode->GetWorldScale( bufferIndex ), mNode->GetWorldOrientation( bufferIndex ), mNode->GetWorldPosition( bufferIndex ) );
{
bool connected( false );
- if( OnStage() &&
- NULL != mNode )
+ if( OnStage() && ( NULL != mNode ) )
{
- if( mNode->IsRoot() || mNode->GetParent() )
+ if( IsRoot() || mNode->GetParent() )
{
connected = true;
}