|
@@ -115,20 +115,20 @@ void GuiMaterialPreview::setLightTranslate(S32 modifier, F32 xstep, F32 ystep)
|
|
|
F32 _lighttransstep = (modifier & SI_SHIFT ? mLightTransStep : (mLightTransStep*mLightTranMult));
|
|
|
|
|
|
Point3F relativeLightDirection = GuiMaterialPreview::mFakeSun->getDirection();
|
|
|
- // May be able to get rid of this. For now, it helps to fix the position of the light if i gets messed up.
|
|
|
- if (modifier & SI_PRIMARY_CTRL)
|
|
|
- {
|
|
|
- relativeLightDirection.x += ( xstep * _lighttransstep * -1 );//need to invert this for some reason. Otherwise, it's backwards.
|
|
|
- relativeLightDirection.y += ( ystep * _lighttransstep );
|
|
|
- GuiMaterialPreview::mFakeSun->setDirection(relativeLightDirection);
|
|
|
- }
|
|
|
- // Default action taken by mouse wheel clicking.
|
|
|
- else
|
|
|
- {
|
|
|
- relativeLightDirection.x += ( xstep * _lighttransstep * -1 ); //need to invert this for some reason. Otherwise, it's backwards.
|
|
|
- relativeLightDirection.z += ( ystep * _lighttransstep );
|
|
|
- GuiMaterialPreview::mFakeSun->setDirection(relativeLightDirection);
|
|
|
- }
|
|
|
+
|
|
|
+ F32 azimuth = mAtan2(relativeLightDirection.y, relativeLightDirection.x);
|
|
|
+ F32 elevation = mAsin(relativeLightDirection.z);
|
|
|
+
|
|
|
+ // Modify azimuth and elevation based on input
|
|
|
+ azimuth += xstep * _lighttransstep;
|
|
|
+ elevation = mClampF(elevation + ystep * _lighttransstep, -M_2PI_F, M_2PI_F);
|
|
|
+
|
|
|
+ // Convert back to Cartesian coordinates
|
|
|
+ relativeLightDirection.x = mCos(elevation) * mCos(azimuth);
|
|
|
+ relativeLightDirection.y = mCos(elevation) * mSin(azimuth);
|
|
|
+ relativeLightDirection.z = mSin(elevation);
|
|
|
+
|
|
|
+ GuiMaterialPreview::mFakeSun->setDirection(relativeLightDirection);
|
|
|
}
|
|
|
|
|
|
// This is for panning the viewport camera.
|