message: Use conversion functions instead of matrices
diff: @@ -236,9 +236,8 @@ void UCesiumGeoreferenceComponent::_updateFromActor() {
  return;
  }
  const glm::dvec3 absoluteLocation = _getAbsoluteLocationFromActor();
  - const glm::dmat4& unrealToEcef =
  - this->Georeference->GetUnrealWorldToEllipsoidCenteredTransform();
  - const glm::dvec3 ecef = unrealToEcef * glm::dvec4(absoluteLocation, 1.0);
  + const glm::dvec3 ecef = this->Georeference->TransformUnrealToEcef(absoluteLocation);
  +
  _setECEF(ecef, false); // TODO GEOREF_REFACTORING true or false?
  }
  @@ -331,9 +330,7 @@ void UCesiumGeoreferenceComponent::ApplyWorldOffset(
  // Compute the absolute location based on the ECEF
  const glm::dvec3 ecef = glm::dvec3(this->ECEF_X, this->ECEF_Y, this->ECEF_Z);
  - const glm::dmat4& ecefToUnreal =
  - this->Georeference->GetEllipsoidCenteredToUnrealWorldTransform();
  - const glm::dvec3 absoluteLocation = ecefToUnreal * glm::dvec4(ecef, 1.0);
  + const glm::dvec3 absoluteLocation = this->Georeference->TransformEcefToUnreal(ecef);;
  // Apply the offset to compute the new absolute location
  const glm::dvec3 offset = VecMath::createVector3D(InOffset);
  @@ -343,10 +340,7 @@ void UCesiumGeoreferenceComponent::ApplyWorldOffset(
  // Convert the new absolute location back to ECEF, and apply it to this
  // component
  - const glm::dmat4& unrealToEcef =
  - this->Georeference->GetUnrealWorldToEllipsoidCenteredTransform();
  - const glm::dvec3 newEcef =
  - unrealToEcef * glm::dvec4(newAbsoluteLocation, 1.0);
  + const glm::dvec3 newEcef = this->Georeference->TransformUnrealToEcef(newAbsoluteLocation);
  _setECEF(newEcef, false); // TODO GEOREF_REFACTORING true or false?
  /*
  //if (this->FixTransformOnOriginRebase) // TODO GEOREF_REFACTORING Figure out
  @@ -471,10 +465,9 @@ void UCesiumGeoreferenceComponent::_updateActorTransform() {
  }
  // Compute the absolute location from the ECEF
  - const glm::dmat4& ecefToUnreal =
  - this->Georeference->GetEllipsoidCenteredToUnrealWorldTransform();
  + const glm::dvec3 ecef(ECEF_X, ECEF_Y, ECEF_Z);
  const glm::dvec3 absoluteLocation =
  - ecefToUnreal * glm::dvec4(ECEF_X, ECEF_Y, ECEF_Z, 1.0);
  + this->Georeference->TransformEcefToUnreal(ecef);
  // Compute the (high-precision) relative location
  // from the absolute location and the world origin
  