Update archball camera controller input scaling
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@@ -62,8 +62,8 @@ namespace OpenVulkano
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if (vec != Math::Vector3f_SIMD (0))
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{
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if (Math::Utils::length2(vec) > 1.0f)
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{
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vec = Math::Utils::normalize(vec);
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{ //TODO only do this for keyboards
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//vec = Math::Utils::normalize(vec);
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}
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const float timeScale = CURRENT_FRAME.frameTime; //TODO
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vec = vec * timeScale * 3.0f; // scale vector
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@@ -149,12 +149,12 @@ namespace OpenVulkano
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{
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m_actionForward->BindKey(Input::InputKey::Controller::AXIS_LEFT_Y);
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m_actionForward->BindAxisButtons(Input::InputKey::Keyboard::KEY_W, Input::InputKey::Keyboard::KEY_S);
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m_actionForward->BindKey(Input::InputKey::Touch::AXIS_PINCH, 0.2f);
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m_actionForward->BindKey(Input::InputKey::Touch::AXIS_PINCH, 0.3f);
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m_actionSide->BindKey(Input::InputKey::Controller::AXIS_LEFT_X);
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m_actionSide->BindAxisButtons(Input::InputKey::Keyboard::KEY_D, Input::InputKey::Keyboard::KEY_A);
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m_actionSide->BindKey(Input::InputKey::Touch::AXIS_PAN_TWO_FINGERS_X, -0.03f);
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m_actionSide->BindKey(Input::InputKey::Touch::AXIS_PAN_TWO_FINGERS_X, -0.05f);
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m_actionUp->BindAxisButtons(Input::InputKey::Keyboard::KEY_SPACE, Input::InputKey::Keyboard::KEY_LEFT_CONTROL);
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m_actionUp->BindKey(Input::InputKey::Touch::AXIS_PAN_TWO_FINGERS_Y, 0.03f);
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m_actionUp->BindKey(Input::InputKey::Touch::AXIS_PAN_TWO_FINGERS_Y, 0.05f);
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m_actionLookUp->BindKey(Input::InputKey::Controller::AXIS_RIGHT_Y);
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m_actionLookUp->BindAxisButtons(Input::InputKey::Keyboard::KEY_DOWN, Input::InputKey::Keyboard::KEY_UP);
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m_actionLookUp->BindKey(Input::InputKey::Touch::AXIS_PAN_Y, -0.001f);
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