Actor meshActor = Actor::New();
meshActor.AddRenderer( renderer );
- meshActor.SetSize( Vector3( 400.0f, 400.0f, 0.1f ) );
+ meshActor.SetProperty( Actor::Property::SIZE, Vector3( 400.0f, 400.0f, 0.1f ) );
meshActor.SetProperty( Actor::Property::PARENT_ORIGIN, parentOrigin );
meshActor.SetProperty( Actor::Property::ANCHOR_POINT, anchorPoint );
Stage::GetCurrent().Add( meshActor );
float radius = meshActor.GetTargetSize().Length() * 0.5f;
float offset = radius + 0.1f;
meshPosition.z = cameraDepth - nearPlane + offset;
- meshActor.SetPosition( meshPosition );
+ meshActor.SetProperty( Actor::Property::POSITION, meshPosition );
drawTrace.Reset();
application.SendNotification();
float offset = meshActor.GetTargetSize().z - 0.1f;
meshPosition.z = cameraDepth - nearPlane + offset;
- meshActor.SetPosition( meshPosition );
+ meshActor.SetProperty( Actor::Property::POSITION, meshPosition );
drawTrace.Reset();
application.SendNotification();
float radius = meshActor.GetTargetSize().Length() * 0.5f;
float offset = radius + 0.1f;
meshPosition.z = cameraDepth - farPlane - offset;
- meshActor.SetPosition( meshPosition );
+ meshActor.SetProperty( Actor::Property::POSITION, meshPosition );
drawTrace.Reset();
application.SendNotification();
float offset = meshActor.GetTargetSize().z - 0.1f;
meshPosition.z = cameraDepth - farPlane - offset;
- meshActor.SetPosition( meshPosition );
+ meshActor.SetProperty( Actor::Property::POSITION, meshPosition );
drawTrace.Reset();
application.SendNotification();