void RotationConstraint( Quaternion& current, const PropertyInputContainer& inputs )
{
const Vector3& pagePosition = inputs[0]->GetVector3();
- const Vector3& scrollPosition = inputs[1]->GetVector3();
+ const Vector3& scrollPosition = Vector3(inputs[1]->GetVector2());
// Get position of page.
Vector3 position = pagePosition + scrollPosition;
if(wrap)
{
- const Vector3& min = inputs[2]->GetVector3();
- const Vector3& max = inputs[3]->GetVector3();
+ const Vector2& min = inputs[2]->GetVector2();
+ const Vector2& max = inputs[3]->GetVector2();
if(fabsf(min.x - max.x) > Math::MACHINE_EPSILON_1)
{
void ColorConstraint( Vector4& current, const PropertyInputContainer& inputs )
{
const Vector3& pagePosition = inputs[0]->GetVector3();
- const Vector3& scrollPosition = inputs[1]->GetVector3();
+ const Vector3& scrollPosition = Vector3(inputs[1]->GetVector2());
// Get position of page.
Vector3 position = pagePosition + scrollPosition;
if(wrap)
{
- const Vector3& min = inputs[2]->GetVector3();
- const Vector3& max = inputs[3]->GetVector3();
+ const Vector2& min = inputs[2]->GetVector2();
+ const Vector2& max = inputs[3]->GetVector2();
if(fabsf(min.x - max.x) > Math::MACHINE_EPSILON_1)
{
void PositionConstraint( Vector3& current, const PropertyInputContainer& inputs )
{
const Vector3& pagePosition = inputs[0]->GetVector3();
- const Vector3& scrollPosition = inputs[1]->GetVector3();
+ const Vector3& scrollPosition = Vector3(inputs[1]->GetVector2());
// Get position of page.
Vector3 relativePosition = pagePosition + scrollPosition;
// short circuit: for orthognal view.
if( (fabsf(relativePosition.x) < Math::MACHINE_EPSILON_1) && (fabsf(relativePosition.y) < Math::MACHINE_EPSILON_1) )
{
- current += scrollPosition;
+ current.x += scrollPosition.x;
+ current.y += scrollPosition.y;
return;
}
if(wrap)
{
- const Vector3& min = inputs[2]->GetVector3();
- const Vector3& max = inputs[3]->GetVector3();
+ const Vector2& min = inputs[2]->GetVector2();
+ const Vector2& max = inputs[3]->GetVector2();
if(fabsf(min.x - max.x) > Math::MACHINE_EPSILON_1)
{
relativePosition.x /= pageSize.x;
relativePosition.y /= pageSize.y;
- relativePosition.z = 0.0f;
Vector3 angle( Clamp(relativePosition.x, -1.0f,1.0f) * mAngleSwing.x,
Clamp(relativePosition.y, -1.0f,1.0f) * mAngleSwing.y,