CAMERA: Fix spelling of method MakeRayAtCurrrentMousePosition.
EDA_3D_CANVAS: Fix spelling of method getRayAtCurrrentMousePosition.
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@ -703,7 +703,7 @@ void EDA_3D_CANVAS::OnMouseMove( wxMouseEvent& event )
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STATUSBAR_REPORTER reporter( m_parentStatusBar,
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static_cast<int>( EDA_3D_VIEWER_STATUSBAR::HOVERED_ITEM ) );
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RAY mouseRay = getRayAtCurrrentMousePosition();
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RAY mouseRay = getRayAtCurrentMousePosition();
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BOARD_ITEM *rollOverItem = m_3d_render_raytracing->IntersectBoardItem( mouseRay );
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@ -798,7 +798,7 @@ void EDA_3D_CANVAS::OnLeftDown( wxMouseEvent& event )
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if( !event.Dragging() && ( m_3d_render_raytracing != nullptr ) )
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{
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RAY mouseRay = getRayAtCurrrentMousePosition();
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RAY mouseRay = getRayAtCurrentMousePosition();
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BOARD_ITEM *intersectedBoardItem = m_3d_render_raytracing->IntersectBoardItem( mouseRay );
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@ -930,7 +930,7 @@ void EDA_3D_CANVAS::request_start_moving_camera( float aMovingSpeed, bool aRende
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void EDA_3D_CANVAS::move_pivot_based_on_cur_mouse_position()
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{
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RAY mouseRay = getRayAtCurrrentMousePosition();
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RAY mouseRay = getRayAtCurrentMousePosition();
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float hit_t;
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@ -1130,13 +1130,13 @@ void EDA_3D_CANVAS::RenderEngineChanged()
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}
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RAY EDA_3D_CANVAS::getRayAtCurrrentMousePosition()
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RAY EDA_3D_CANVAS::getRayAtCurrentMousePosition()
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{
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SFVEC3F rayOrigin;
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SFVEC3F rayDir;
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// Generate a ray origin and direction based on current mouser position and camera
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m_camera.MakeRayAtCurrrentMousePosition( rayOrigin, rayDir );
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m_camera.MakeRayAtCurrentMousePosition( rayOrigin, rayDir );
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RAY mouseRay;
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mouseRay.Init( rayOrigin, rayDir );
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@ -238,7 +238,7 @@ private:
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*/
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void releaseOpenGL();
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RAY getRayAtCurrrentMousePosition();
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RAY getRayAtCurrentMousePosition();
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private:
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TOOL_DISPATCHER* m_eventDispatcher;
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@ -385,7 +385,7 @@ void CAMERA::MakeRay( const SFVEC2F& aWindowPos, SFVEC3F& aOutOrigin,
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}
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void CAMERA::MakeRayAtCurrrentMousePosition( SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const
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void CAMERA::MakeRayAtCurrentMousePosition( SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const
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{
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const SFVEC2I windowPos = SFVEC2I( m_lastPosition.x, m_windowSize.y - m_lastPosition.y );
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@ -242,7 +242,7 @@ public:
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* @param aOutOrigin out origin position of the ray.
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* @param aOutDirection out direction.
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*/
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void MakeRayAtCurrrentMousePosition( SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const;
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void MakeRayAtCurrentMousePosition( SFVEC3F& aOutOrigin, SFVEC3F& aOutDirection ) const;
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protected:
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void zoomChanged();
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