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Reworked the 3DConnexion interfacing code to run the device
enumeration / connect / disconnect and read out at the background thread only.
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@@ -3465,7 +3465,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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if (m_hover_volume_idxs.empty() && m_mouse.is_start_position_3D_defined())
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{
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const Vec3d rot = (Vec3d(pos.x(), pos.y(), 0.) - m_mouse.drag.start_position_3D) * (PI * TRACKBALLSIZE / 180.);
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if (wxGetApp().plater()->get_mouse3d_controller().is_running() || (wxGetApp().app_config->get("use_free_camera") == "1"))
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if (wxGetApp().plater()->get_mouse3d_controller().connected() || (wxGetApp().app_config->get("use_free_camera") == "1"))
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// Virtual track ball (similar to the 3DConnexion mouse).
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m_camera.rotate_local_around_target(Vec3d(rot.y(), rot.x(), 0.));
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else
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