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@ -323,33 +323,28 @@ void CSVRender::InstanceMode::drag (const QPoint& pos, int diffX, int diffY, dou
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osg::Vec3f eye, centre, up;
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getWorldspaceWidget().getCamera()->getViewMatrix().getLookAt (eye, centre, up);
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osg::Vec3f camBack = eye - centre;
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// Convert coordinate system
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osg::Vec3f screenCenter = getScreenCoords(getSelectionCenter(selection));
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int widgetHeight = getWorldspaceWidget().height();
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float newX = pos.x() - screenCenter.x();
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float newY = (widgetHeight - pos.y()) - screenCenter.y();
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float oldX = newX - diffX;
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float oldY = newY - diffY; // diffY appears to already be flipped
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float angle;
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osg::Vec3f axis;
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osg::Vec3f oldVec = osg::Vec3f(oldX, oldY, 0);
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oldVec.normalize();
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if (mDragAxis == -1)
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{
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// Free rotate
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float rotationFactor = CSMPrefs::get()["3D Scene Input"]["rotate-factor"].toDouble() * speedFactor;
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osg::Vec3f newVec = osg::Vec3f(newX, newY, 0);
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newVec.normalize();
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osg::Quat cameraRotation = getWorldspaceWidget().getCamera()->getInverseViewMatrix().getRotate();
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// Find angle and axis of rotation
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float angle = std::acos(oldVec * newVec) * speedFactor;
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if (((oldVec ^ newVec) * camBack < 0) ^ (camBack.z() < 0))
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angle *= -1;
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osg::Vec3f camForward = centre - eye;
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osg::Vec3f screenDir = cameraRotation * osg::Vec3f(diffX, diffY, 0);
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screenDir.normalize();
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osg::Vec3f axis;
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if (mDragAxis != -1)
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angle = std::sqrt(diffX*diffX + diffY*diffY) * rotationFactor;
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axis = screenDir ^ camForward;
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}
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else
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{
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// Global axis rotation
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osg::Vec3f camBack = eye - centre;
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for (int i = 0; i < 3; ++i)
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{
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if (i == mDragAxis)
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@ -358,11 +353,32 @@ void CSVRender::InstanceMode::drag (const QPoint& pos, int diffX, int diffY, dou
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axis[i] = 0;
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}
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// Flip axis if facing opposite side
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if (camBack * axis < 0)
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axis *= -1;
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// Convert coordinate system
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osg::Vec3f screenCenter = getScreenCoords(getSelectionCenter(selection));
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int widgetHeight = getWorldspaceWidget().height();
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float newX = pos.x() - screenCenter.x();
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float newY = (widgetHeight - pos.y()) - screenCenter.y();
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float oldX = newX - diffX;
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float oldY = newY - diffY; // diffY appears to already be flipped
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osg::Vec3f oldVec = osg::Vec3f(oldX, oldY, 0);
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oldVec.normalize();
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osg::Vec3f newVec = osg::Vec3f(newX, newY, 0);
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newVec.normalize();
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// Find angle and axis of rotation
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angle = std::acos(oldVec * newVec) * speedFactor;
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if (((oldVec ^ newVec) * camBack < 0) ^ (camBack.z() < 0))
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angle *= -1;
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}
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else
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axis = camBack;
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rotation = osg::Quat(angle, axis);
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}
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