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here's a way to not have the scaling gizmo always snap to zero scale when user start scaling non-uniformly
if (m_ScaleType == SCALE_XYZ) { int difx = x - m_LockX; float lng2 = 1.0f + ( float(difx) / 200.0f); SnapScale(lng2); scVect *=lng2; } else { int difx = x - m_LockX; int dify = y - m_LockY; // modification start //////////////////////////////////////////////////// // original code... //float len = sqrtf( (float)(difx*difx) + (float)(dify*dify) ); //float lng2 = len /100.f; // get location of object in screen space tmatrix viewproj = m_Model * m_Proj; tvector3 trans = m_pMatrix->GetTranslation(); tvector4 wpos = vector4(trans.x, trans.y, trans.z, 1.f); wpos.Transform(viewproj); tvector2 spos(wpos.x/wpos.w, -(wpos.y/wpos.w)); if(wpos.z < 0) return; tvector2 screenPos(0,0); tvector2 screenSize((float)mScreenWidth, (float)mScreenHeight); tvector2 pos(screenPos.x + (1.f + spos.x)*(screenSize.x * .5f), (screenPos.y + (1.f + spos.y)*(screenSize.y * .5f))); // compare clicked pos and object pos to choose between x or y axis // and determine which direction is positive or negative float lng2; float distx = abs(m_LockX - pos.x); float disty = abs(m_LockY - pos.y); if(distx >= disty) { if(m_LockX < pos.x) lng2 = 1.0f - ( float(difx) / 100.0f); else lng2 = 1.0f + ( float(difx) / 100.0f); } else { if(m_LockY < pos.y) lng2 = 1.0f - ( float(dify) / 100.0f); else lng2 = 1.0f + ( float(dify) / 100.0f); } // modification end ////////////////////////////////////////////////////// /* float lng2 = ( df.Dot(m_LockVertex)); char tmps[512]; sprintf(tmps, "%5.4f\n", lng2 ); OutputDebugStringA( tmps ); if (lng2 < 1.f) { if ( lng2<= 0.001f ) lng2 = 0.001f; else { //lng2+=4.f; lng2/=5.f; } } else { int a = 1; } */ SnapScale(lng2); scVect *= lng2; scVect += scVect2; }
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here's a way to not have the scaling gizmo always snap to zero scale when user start scaling non-uniformly
The text was updated successfully, but these errors were encountered: