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Fixed an issue where the itemAxisHorizontal carousel property did not work correctly.
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@ -748,16 +748,13 @@ template <typename T> void CarouselComponent<T>::render(const glm::mat4& parentT
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if (mType == CarouselType::VERTICAL_WHEEL || mType == CarouselType::HORIZONTAL_WHEEL) {
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if (mItemAxisHorizontal) {
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glm::mat4 positionCalc {renderItem.trans};
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const glm::vec2 rotationSize {comp->getSize()};
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const float xOff {(GuiComponent::mOrigin.x - mItemRotationOrigin.x) *
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rotationSize.x};
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const float yOff {(GuiComponent::mOrigin.y - mItemRotationOrigin.y) *
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rotationSize.y};
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const float xOff {(GuiComponent::mOrigin.x - mItemRotationOrigin.x) * mItemSize.x};
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const float yOff {(GuiComponent::mOrigin.y - mItemRotationOrigin.y) * mItemSize.y};
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// Transform to offset point.
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if (xOff != 0.0f || yOff != 0.0f)
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positionCalc =
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glm::translate(positionCalc, glm::vec3 {xOff * -1.0f, yOff * -1.0f, 0.0f});
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glm::translate(positionCalc, glm::vec3 {xOff * -1.0f, 0.0f * -1.0f, 0.0f});
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// Apply rotation transform.
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positionCalc =
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@ -766,8 +763,7 @@ template <typename T> void CarouselComponent<T>::render(const glm::mat4& parentT
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// Transform back to original point.
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if (xOff != 0.0f || yOff != 0.0f)
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positionCalc = glm::translate(positionCalc, glm::vec3 {xOff, yOff, 0.0f});
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positionCalc = glm::translate(positionCalc, glm::vec3 {xOff, 0.0f, 0.0f});
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// Only keep position and discard the rotation data.
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renderItem.trans[3].x = positionCalc[3].x;
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renderItem.trans[3].y = positionCalc[3].y;
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