World editor Axis Gizmo bug fix
by Drew Parker · in Torque Game Engine · 01/11/2005 (7:56 am) · 4 replies
Hi all,
Here is a bugfix for the World Editor's axis gizmo.
Updating world editor "axis gizmos"
This is from a thread a while back, but I didn't see it posted to the bugs section, so I want to make sure people know about it, and hopefully Ben or someone can stick it in the HEAD. I"ve been using it in my build for a number of months and haven't had any problems.
The culprit is in WorldEditor::collideAxisGizmo(...) in worldeditor.cc
Change this:
To this:
Here is a bugfix for the World Editor's axis gizmo.
Updating world editor "axis gizmos"
This is from a thread a while back, but I didn't see it posted to the bugs section, so I want to make sure people know about it, and hopefully Ben or someone can stick it in the HEAD. I"ve been using it in my build for a number of months and haven't had any problems.
The culprit is in WorldEditor::collideAxisGizmo(...) in worldeditor.cc
Change this:
bool WorldEditor::collideAxisGizmo(const Gui3DMouseEvent & event)
{
//...
// get the projected size...
SceneObject * obj = getControlObject();
if(!obj)
return(false);
//
Point3F camPos;
obj->getTransform().getColumn(3, &camPos);
//...To this:
bool WorldEditor::collideAxisGizmo(const Gui3DMouseEvent & event)
{
// ...
// get the projected size...
GameConnection* connection = GameConnection::getServerConnection();
if(!connection)
return false;
// Grab the camera's transform
MatrixF mat;
connection->getControlCameraTransform(0, &mat);
// Get the camera position
Point3F camPos;
mat.getColumn(3,&camPos);
//....About the author
Torque Owner Pablo Alonso
Off-topic: I saw you found a solution for the orbit camera so it's controlled by the mouse and smoother, and I was wondering if you could help me out to implement it, it's exactly the type of camera I'm looking for my game.
Thanks