Try and fix large world issue.
This commit is contained in:
@@ -256,8 +256,8 @@ namespace FlaxEditor.Gizmo
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if (isScaling)
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if (isScaling)
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{
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{
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var maxDelta = Mathf.Max(tDeltaAbs.Y, tDeltaAbs.Z);
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var maxDelta = Math.Max(tDeltaAbs.Y, tDeltaAbs.Z);
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var sign = Mathf.Sign(tDeltaAbs.Y > tDeltaAbs.Z ? _tDelta.Y : _tDelta.Z);
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var sign = Math.Sign(tDeltaAbs.Y > tDeltaAbs.Z ? _tDelta.Y : _tDelta.Z);
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delta = new Vector3(0, maxDelta * sign, maxDelta * sign);
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delta = new Vector3(0, maxDelta * sign, maxDelta * sign);
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}
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}
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else
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else
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@@ -277,8 +277,8 @@ namespace FlaxEditor.Gizmo
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if (isScaling)
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if (isScaling)
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{
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{
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var maxDelta = Mathf.Max(tDeltaAbs.X, tDeltaAbs.Y);
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var maxDelta = Math.Max(tDeltaAbs.X, tDeltaAbs.Y);
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var sign = Mathf.Sign(tDeltaAbs.X > tDeltaAbs.Y ? _tDelta.X : _tDelta.Y);
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var sign = Math.Sign(tDeltaAbs.X > tDeltaAbs.Y ? _tDelta.X : _tDelta.Y);
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delta = new Vector3(maxDelta * sign, maxDelta * sign, 0);
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delta = new Vector3(maxDelta * sign, maxDelta * sign, 0);
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}
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}
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else
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else
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@@ -298,8 +298,8 @@ namespace FlaxEditor.Gizmo
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if (isScaling)
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if (isScaling)
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{
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{
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var maxDelta = Mathf.Max(tDeltaAbs.X, tDeltaAbs.Z);
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var maxDelta = Math.Max(tDeltaAbs.X, tDeltaAbs.Z);
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var sign = Mathf.Sign(tDeltaAbs.X > tDeltaAbs.Z ? _tDelta.X : _tDelta.Z);
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var sign = Math.Sign(tDeltaAbs.X > tDeltaAbs.Z ? _tDelta.X : _tDelta.Z);
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delta = new Vector3(maxDelta * sign, 0, maxDelta * sign);
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delta = new Vector3(maxDelta * sign, 0, maxDelta * sign);
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}
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}
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else
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else
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@@ -322,14 +322,15 @@ namespace FlaxEditor.Gizmo
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if (isScaling)
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if (isScaling)
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{
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{
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var maxDelta = Mathf.Max(new[] { tDeltaAbs.X, tDeltaAbs.Y, tDeltaAbs.Z });
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var maxDelta = Math.Max(tDeltaAbs.X, tDeltaAbs.Y);
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maxDelta = Math.Max(maxDelta, tDeltaAbs.Z);
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Real sign = 0;
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Real sign = 0;
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if (Mathf.NearEqual(maxDelta, tDeltaAbs.X))
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if (Mathf.NearEqual(maxDelta, tDeltaAbs.X))
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sign = Mathf.Sign(_tDelta.X);
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sign = Math.Sign(_tDelta.X);
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else if (Mathf.NearEqual(maxDelta, tDeltaAbs.Y))
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else if (Mathf.NearEqual(maxDelta, tDeltaAbs.Y))
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sign = Mathf.Sign(_tDelta.Y);
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sign = Math.Sign(_tDelta.Y);
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else if (Mathf.NearEqual(maxDelta, tDeltaAbs.Z))
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else if (Mathf.NearEqual(maxDelta, tDeltaAbs.Z))
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sign = Mathf.Sign(_tDelta.Z);
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sign = Math.Sign(_tDelta.Z);
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delta = new Vector3(maxDelta * sign);
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delta = new Vector3(maxDelta * sign);
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}
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}
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else
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else
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