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Global flag for ScaleEntity - LE2


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Well it sounds more like an issue with how you are parenting than a problem with needing a global parameter for scaling.

 

If you set the global parameter for EntityParent to a 0 (indicating local), then the child will scale to the parent's scale. If you set the parameter to a 1, then the child will maintain its scale regardless of the parent's scale.


require("Scripts/constants/engine_const")

RegisterAbstractPath("")

Graphics(800,600)

fw=CreateFramework()

fw.main.camera:SetPosition(Vec3(.5,1,-4))

 

mesh1 = LoadModel("abstract::firepit.gmf")

mesh1:SetScale(Vec3(.5,.5,.5))

mesh2 = CreateCube()

mesh2:SetParent(mesh1, 0)

mesh2:SetPosition(Vec3(-1,1,0),1)

 

mesh3 = mesh1:Copy()

mesh3:SetPosition(Vec3(1,0,0))

mesh4 = CreateCube()

mesh4:SetParent(mesh3, 1)

mesh4:SetPosition(Vec3(2,1,0),1)

 

while KeyHit(KEY_ESCAPE)==0 do

mesh1:Turn(Vec3(.5,0,0))

mesh3:Turn(Vec3(0,.5,0))

 

fw:Update()

fw:Render()

Flip(1)

end

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  • 2 weeks later...

I would suggest avoid parenting unless you have to. I have 3 kids now and they are quite demanding.

 

In the past I've seen issues relating to scale (and rotation) when parenting one model to the child object of another. I will instead parent the model to another model's root or pivot, then translate the attached model to its final position/rotation (fine if the position is static).

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