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Re-enable scene switching again after incorrect merge from develop
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@@ -150,8 +150,10 @@ InteractionMode::~InteractionMode() {
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void InteractionMode::setFocusNode(SceneGraphNode* focusNode) {
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_focusNode = focusNode;
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_previousFocusNodePosition = _focusNode->worldPosition().dvec3();
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_previousFocusNodeRotation = glm::quat_cast(_focusNode->worldRotationMatrix());
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if (_focusNode != nullptr) {
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_previousFocusNodePosition = _focusNode->worldPosition().dvec3();
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_previousFocusNodeRotation = glm::quat_cast(_focusNode->worldRotationMatrix());
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}
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}
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SceneGraphNode* InteractionMode::focusNode() {
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@@ -90,12 +90,12 @@ bool Scene::deinitialize() {
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void Scene::update(const UpdateData& data) {
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if (!_sceneGraphToLoad.empty()) {
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OsEng.renderEngine().scene()->clearSceneGraph();
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try {
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try {
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loadSceneInternal(_sceneGraphToLoad);
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// Reset the InteractionManager to Orbital/default mode
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// TODO: Decide if it belongs in the scene and/or how it gets reloaded
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// OsEng.interactionHandler().setInteractionModeToOrbital();
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loadSceneInternal(_sceneGraphToLoad);
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OsEng.interactionHandler().setInteractionMode("Orbital");
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// After loading the scene, the keyboard bindings have been set
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