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@@ -174,7 +174,7 @@ void MoveCamera(float timeStep)
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}
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}
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// Move/rotate/scale object
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// Move/rotate/scale object
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- if (!selectedNodes.empty && ui.focusElement is null && input.keyDown[KEY_LCTRL])
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+ if (!editNodes.empty && ui.focusElement is null && input.keyDown[KEY_LCTRL])
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{
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{
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bool changed = false;
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bool changed = false;
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Vector3 adjust(0, 0, 0);
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Vector3 adjust(0, 0, 0);
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@@ -210,9 +210,9 @@ void MoveCamera(float timeStep)
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case OBJ_MOVE:
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case OBJ_MOVE:
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if (!moveSnap)
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if (!moveSnap)
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{
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{
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- for (uint i = 0; i < selectedNodes.length; ++i)
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+ for (uint i = 0; i < editNodes.length; ++i)
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{
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{
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- Node@ node = selectedNodes[i];
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+ Node@ node = editNodes[i];
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Vector3 nodeAdjust = adjust;
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Vector3 nodeAdjust = adjust;
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if (axisMode == AXIS_LOCAL)
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if (axisMode == AXIS_LOCAL)
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nodeAdjust = node.rotation * nodeAdjust;
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nodeAdjust = node.rotation * nodeAdjust;
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@@ -225,9 +225,9 @@ void MoveCamera(float timeStep)
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case OBJ_ROTATE:
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case OBJ_ROTATE:
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if (!rotateSnap)
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if (!rotateSnap)
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{
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{
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- for (uint i = 0; i < selectedNodes.length; ++i)
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+ for (uint i = 0; i < editNodes.length; ++i)
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{
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{
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- Node@ node = selectedNodes[i];
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+ Node@ node = editNodes[i];
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Vector3 euler = node.rotation.eulerAngles;
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Vector3 euler = node.rotation.eulerAngles;
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euler.x += adjust.z * rotateStep;
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euler.x += adjust.z * rotateStep;
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euler.y += adjust.x * rotateStep;
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euler.y += adjust.x * rotateStep;
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@@ -241,9 +241,9 @@ void MoveCamera(float timeStep)
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case OBJ_SCALE:
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case OBJ_SCALE:
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if (!scaleSnap)
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if (!scaleSnap)
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{
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{
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- for (uint i = 0; i < selectedNodes.length; ++i)
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+ for (uint i = 0; i < editNodes.length; ++i)
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{
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{
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- Node@ node = selectedNodes[i];
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+ Node@ node = editNodes[i];
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node.scale = node.scale + adjust * scaleStep;
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node.scale = node.scale + adjust * scaleStep;
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}
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}
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changed = true;
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changed = true;
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@@ -259,7 +259,7 @@ void MoveCamera(float timeStep)
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void SteppedObjectManipulation(int key)
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void SteppedObjectManipulation(int key)
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{
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{
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- if (selectedNodes.empty)
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+ if (editNodes.empty)
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return;
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return;
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// Do not react in non-snapped mode, because that is handled in frame update
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// Do not react in non-snapped mode, because that is handled in frame update
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@@ -297,9 +297,9 @@ void SteppedObjectManipulation(int key)
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switch (moveMode)
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switch (moveMode)
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{
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{
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case OBJ_MOVE:
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case OBJ_MOVE:
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- for (uint i = 0; i < selectedNodes.length; ++i)
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+ for (uint i = 0; i < editNodes.length; ++i)
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{
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{
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- Node@ node = selectedNodes[i];
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+ Node@ node = editNodes[i];
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Vector3 nodeAdjust = adjust;
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Vector3 nodeAdjust = adjust;
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if (axisMode == AXIS_LOCAL)
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if (axisMode == AXIS_LOCAL)
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nodeAdjust = node.rotation * nodeAdjust;
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nodeAdjust = node.rotation * nodeAdjust;
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@@ -325,9 +325,9 @@ void SteppedObjectManipulation(int key)
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break;
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break;
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case OBJ_ROTATE:
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case OBJ_ROTATE:
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- for (uint i = 0; i < selectedNodes.length; ++i)
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+ for (uint i = 0; i < editNodes.length; ++i)
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{
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{
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- Node@ node = selectedNodes[i];
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+ Node@ node = editNodes[i];
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Vector3 rot = node.rotation.eulerAngles;
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Vector3 rot = node.rotation.eulerAngles;
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if (adjust.z != 0)
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if (adjust.z != 0)
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{
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{
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@@ -349,9 +349,9 @@ void SteppedObjectManipulation(int key)
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break;
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break;
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case OBJ_SCALE:
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case OBJ_SCALE:
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- for (uint i = 0; i < selectedNodes.length; ++i)
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+ for (uint i = 0; i < editNodes.length; ++i)
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{
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{
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- Node@ node = selectedNodes[i];
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+ Node@ node = editNodes[i];
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Vector3 scale = node.scale;
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Vector3 scale = node.scale;
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if (adjust.x != 0)
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if (adjust.x != 0)
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{
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{
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