Hi, folks!
I’m trying to do mirror node transformations but I found that it’s not easy to do with inverted scale
invertedAxis = Vector3(-1,1,1); // mirroring by x - axis
node.worldScale = node.worldScale * invertedAxis;
because in Node::SetScale we got abs() function
[code]
void Node::SetScale(const Vector3& scale)
{
scale_ = scale.Abs();
MarkDirty();
MarkNetworkUpdate();
}
for what purpose this is “abs” guard?