{
//Calculate displacement and corresponding rotation.
const Vector2 touchPosition = touch.GetScreenPosition(0);
- const Vector2 displacement = touchPosition - mLastTouchPosition;
- mLastTouchPosition = touchPosition;
+ const Vector2 displacement = touchPosition - mLastTouchPosition;
+ mLastTouchPosition = touchPosition;
const Quaternion q(Radian(displacement.y / -Y_ROTATION_DISPLACEMENT_FACTOR), Radian(displacement.x / X_ROTATION_DISPLACEMENT_FACTOR), Radian(0.f));
const Quaternion q0 = mModels[mSelectedModelIndex].control.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>();