anchorPoint = meshInfo.pivot;
actor.SetProperty( Actor::Property::ANCHOR_POINT, anchorPoint );
- actor.SetSize( Vector3( meshInfo.size.x, meshInfo.size.y, meshInfo.size.z ) );
+ actor.SetProperty( Actor::Property::SIZE, Vector3( meshInfo.size.x, meshInfo.size.y, meshInfo.size.z ) );
actor.AddRenderer( renderer );
- actor.SetScale( scale );
+ actor.SetProperty( Actor::Property::SCALE, scale );
actor.RotateBy( orientation );
- actor.SetPosition( translation );
+ actor.SetProperty( Actor::Property::POSITION, translation );
shader.RegisterProperty( "uLightType", ( scene3dView.GetLightType() & ~Toolkit::Scene3dView::LightType::IMAGE_BASED_LIGHT ) );
shader.RegisterProperty( "uLightVector", scene3dView.GetLightVector() );
else
{
actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- actor.SetPosition( translation );
+ actor.SetProperty( Actor::Property::POSITION, translation );
actor.RotateBy( orientation );
- actor.SetSize( actorSize );
+ actor.SetProperty( Actor::Property::SIZE, actorSize );
}
tempNode = node->GetChild( "camera" );