Fix editor selection with Large Worlds origin usage
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@@ -862,7 +862,9 @@ namespace FlaxEditor.Viewport
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// Prepare
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var viewport = new FlaxEngine.Viewport(0, 0, Width, Height);
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CreateProjectionMatrix(out var p);
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CreateViewMatrix(ViewPosition, out var v); // TODO: large-worlds
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Vector3 viewOrigin = Task.View.Origin;
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Float3 position = ViewPosition - viewOrigin;
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CreateViewMatrix(position, out var v);
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Matrix.Multiply(ref v, ref p, out var ivp);
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ivp.Invert();
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@@ -876,7 +878,7 @@ namespace FlaxEditor.Viewport
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Vector3 direction = farPoint - nearPoint;
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direction.Normalize();
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return new Ray(nearPoint, direction);
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return new Ray(nearPoint + viewOrigin, direction);
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}
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/// <summary>
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