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	Fixed euler angles in gizmo flatten
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					 1 changed files with 2 additions and 2 deletions
				
			
		|  | @ -1769,9 +1769,9 @@ Vec3d GLGizmoFlatten::get_flattening_rotation() const | |||
|     // calculates the rotations in model space, taking in account the scaling factors
 | ||||
|     Eigen::Matrix<double, 3, 3, Eigen::DontAlign> m = m_model_object->instances.front()->world_matrix(true, true).matrix().block(0, 0, 3, 3).inverse().transpose(); | ||||
|     Eigen::Quaterniond q; | ||||
|     Vec3d angles = q.setFromTwoVectors(m * m_normal, -Vec3d::UnitZ()).toRotationMatrix().eulerAngles(2, 1, 0); | ||||
|     Vec3d angles = Geometry::extract_euler_angles(q.setFromTwoVectors(m * m_normal, -Vec3d::UnitZ()).toRotationMatrix()); | ||||
|     m_normal = Vec3d::Zero(); | ||||
|     return Vec3d(angles(2), angles(1), angles(0)); | ||||
|     return angles; | ||||
| } | ||||
| 
 | ||||
| } // namespace GUI
 | ||||
|  |  | |||
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	 Enrico Turri
						Enrico Turri