{
const Vector3& currentPosition = inputs[0]->GetVector3();
const Vector3& pagePosition = inputs[1]->GetVector3();
- const Vector3& scrollPosition = inputs[2]->GetVector3();
+ const Vector2& scrollPosition = inputs[2]->GetVector2();
// Get position of page.
- Vector3 position = pagePosition + scrollPosition;
+ Vector2 position = pagePosition.GetVectorXY() + scrollPosition;
// short circuit: for orthognal view.
if( (fabsf(position.x) < Math::MACHINE_EPSILON_1) && (fabsf(position.y) < Math::MACHINE_EPSILON_1) )
// Don't have enough parameters, to provide Wrap mode (need a way of having 'uniforms' instead of scrollWrap.GetBoolean())
- const Vector3& min = inputs[3]->GetVector3();
- const Vector3& max = inputs[4]->GetVector3();
+ const Vector2& min = inputs[3]->GetVector2();
+ const Vector2& max = inputs[4]->GetVector2();
if(fabsf(min.x - max.x) > Math::MACHINE_EPSILON_1)
{
void operator()( Vector3& currentPosition, const PropertyInputContainer& inputs )
{
const Vector3& pagePosition = inputs[0]->GetVector3();
- const Vector3& scrollPosition = inputs[1]->GetVector3();
+ const Vector2& scrollPosition = inputs[1]->GetVector2();
// Get position of page.
- Vector3 position = pagePosition + scrollPosition;
+ Vector2 position = pagePosition.GetVectorXY() + scrollPosition;
// short circuit: for orthognal view.
if( (fabsf(position.x) < Math::MACHINE_EPSILON_1) && (fabsf(position.y) < Math::MACHINE_EPSILON_1) )
{
- currentPosition += scrollPosition;
+ currentPosition.GetVectorXY() += scrollPosition;
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)
{
{
// position actors at: scrollposition (Property) + pagePosition (Parent) + current (this)
// they will be invisible so doesn't have to be precise, just away from stage.
- currentPosition += scrollPosition;
+ currentPosition.GetVectorXY() += scrollPosition;
return;
}
position.y = RampFunction(position.y, mOffsetExtent.y + extent.y);
currentPosition -= pagePosition;
- currentPosition += pageSize * position;
+ currentPosition += pageSize * Vector3(position);
}
const Vector2 mPositionExtent; ///< Determines how much of the Actor's X and Y position affects exponent value.