implemented gizmo transforming through the node graph
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@@ -90,63 +90,33 @@ void MatrixGenerator::Retranslate()
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void MatrixGenerator::Value(const NodeValueRow &value, const NodeGlobals &globals, NodeValueTable *table) const
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{
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// Push matrix output
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QMatrix4x4 mat = GenerateMatrix(value, true, false, false, false);
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QMatrix4x4 mat = GenerateMatrix(value, false, false, false);
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table->Push(NodeValue::kMatrix, mat, this);
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}
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QMatrix4x4 MatrixGenerator::GenerateMatrix(const NodeValueRow &value, bool take, bool ignore_anchor, bool ignore_position, bool ignore_scale) const
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QMatrix4x4 MatrixGenerator::GenerateMatrix(const NodeValueRow &value, bool ignore_anchor, bool ignore_position, bool ignore_scale) const
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{
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QVector2D anchor;
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QVector2D position;
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QVector2D scale;
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if (!ignore_anchor) {
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if (take) {
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// Take and store
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anchor = value[kAnchorInput].toVec2();
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} else {
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// Get and store
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anchor = value[kAnchorInput].toVec2();
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}
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} else if (take) {
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// Just take
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value[kAnchorInput].toVec2();
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anchor = value[kAnchorInput].toVec2();
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}
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if (!ignore_scale) {
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if (take) {
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scale = value[kScaleInput].toVec2();
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} else {
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scale = value[kScaleInput].toVec2();
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}
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} else if (take) {
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value[kScaleInput].toVec2();
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scale = value[kScaleInput].toVec2();
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}
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if (!ignore_position) {
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if (take) {
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position = value[kPositionInput].toVec2();
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} else {
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position = value[kPositionInput].toVec2();
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}
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} else if (take) {
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value[kPositionInput].toVec2();
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position = value[kPositionInput].toVec2();
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}
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if (take) {
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return GenerateMatrix(position,
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value[kRotationInput].toDouble(),
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scale,
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value[kUniformScaleInput].toBool(),
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anchor);
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} else {
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return GenerateMatrix(position,
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value[kRotationInput].toDouble(),
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scale,
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value[kUniformScaleInput].toBool(),
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anchor);
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}
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return GenerateMatrix(position,
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value[kRotationInput].toDouble(),
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scale,
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value[kUniformScaleInput].toBool(),
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anchor);
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}
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QMatrix4x4 MatrixGenerator::GenerateMatrix(const QVector2D& pos,
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