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author | Campbell Barton <ideasman42@gmail.com> | 2006-06-27 10:57:29 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2006-06-27 10:57:29 +0400 |
commit | b0193d379886e057cf4382deacea95fff600048d (patch) | |
tree | 7b060a41c2446d6af20d79d5e14de0375861e058 | |
parent | 2501386f2b149d30e2ffb56a57d3cd801b0c431a (diff) |
rolling at different views would change speed because the roll detection only realy detects if we're rolling, but not by how much.
Just clamped a max roll angle so you dont notice this.
-rw-r--r-- | source/blender/src/editview.c | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/src/editview.c b/source/blender/src/editview.c index 33f9cefa041..dc8454fe338 100644 --- a/source/blender/src/editview.c +++ b/source/blender/src/editview.c @@ -2259,6 +2259,11 @@ void fly(void) upvec[1]=0; upvec[2]=1; + /*clamp teh max roll speed - hides the fact that the roll calculation + only realy detects if we're rolling, but not by how much */ + if (angle>4) angle= 4; + else if (angle<-4) angle= -4; + Mat3MulVecfl(mat, upvec); VecRotToQuat( upvec, angle*0.001, tmp_quat); /* Rotate about the relative up vec */ QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat); |