Parenthisized a #define to make it safer, adjusted some notes (and added a TODO) around some extremely obscure code that needs further attention but which is outside this scope.
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@ -237,7 +237,7 @@ Coaldust Numbers
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VWR-1095
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Cron Stardust
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VWR-10579
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VWR-25126
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STORM-1075
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Cypren Christenson
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STORM-417
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Dale Glass
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@ -34,7 +34,7 @@
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#define ANGLE (3.14159265f / 2.0f)
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#define APPROX_EQUAL(a, b) dist_vec_squared((a),(b)) < 1e-10
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#define APPROX_EQUAL(a, b) (dist_vec_squared((a),(b)) < 1e-10)
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namespace tut
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{
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@ -6589,11 +6589,11 @@ bool LLSelectMgr::selectionMove(const LLVector3& displ,
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// note the use of fsqrtf, this was used in the definition of dist_vec() and is therefore re-used here
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F32 min_dist = fsqrtf(min_dist_squared);
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// factor the distance inside the displacement vector. This will get us
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// factor the distance into the displacement vector. This will get us
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// equally visible movements for both close and far away selections.
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F32 min_dist_factored = sqrt(min_dist) / 2;
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displ_global.setVec(displ.mV[0]*min_dist_factored,
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displ.mV[1]*min_dist_factored,
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F32 min_dist_factored = sqrt(min_dist) / 2; // FIXME: this variable name doesn't state its true meaning.
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displ_global.setVec(displ.mV[0]*min_dist_factored,
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displ.mV[1]*min_dist_factored,
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displ.mV[2]*min_dist_factored);
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// equates to: Displ_global = Displ * M_cam_axes_in_global_frame
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