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authorCampbell Barton <ideasman42@gmail.com>2006-06-27 10:57:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2006-06-27 10:57:29 +0400
commitb0193d379886e057cf4382deacea95fff600048d (patch)
tree7b060a41c2446d6af20d79d5e14de0375861e058
parent2501386f2b149d30e2ffb56a57d3cd801b0c431a (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.c5
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);