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authorCampbell Barton <ideasman42@gmail.com>2018-01-16 15:37:11 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-01-16 15:38:27 +0300
commit379a752ee7653e696dc350ca2f0122fd806a761c (patch)
tree420562e75d3213bb7ef73fe6bb91c76df9cb7878
parent7df1983bf98321d4a547a2f7996714369f0f8f11 (diff)
Manipulator: fix arrow offset in perspective view
Use 3D calculations instead of projecting into 2D space.
-rw-r--r--source/blender/editors/manipulator_library/manipulator_types/arrow3d_manipulator.c114
1 files changed, 44 insertions, 70 deletions
diff --git a/source/blender/editors/manipulator_library/manipulator_types/arrow3d_manipulator.c b/source/blender/editors/manipulator_library/manipulator_types/arrow3d_manipulator.c
index e9760e3e270..9291d5de125 100644
--- a/source/blender/editors/manipulator_library/manipulator_types/arrow3d_manipulator.c
+++ b/source/blender/editors/manipulator_library/manipulator_types/arrow3d_manipulator.c
@@ -236,90 +236,64 @@ static int manipulator_arrow_modal(
{
ArrowManipulator3D *arrow = (ArrowManipulator3D *)mpr;
ManipulatorInteraction *inter = mpr->interaction_data;
+ View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
RegionView3D *rv3d = ar->regiondata;
- float orig_origin[4];
- float viewvec[3], tangent[3], plane[3];
- float offset[4];
- float m_diff[2];
- float dir_2d[2], dir2d_final[2];
+ float offset[3];
float facdir = 1.0f;
- bool use_vertical = false;
+ /* (src, dst) */
+ struct {
+ float mval[2];
+ float ray_origin[3], ray_direction[3];
+ float location[3];
+ } proj[2] = {
+ {.mval = {UNPACK2(inter->init_mval)}},
+ {.mval = {UNPACK2(event->mval)}},
+ };
- copy_v3_v3(orig_origin, inter->init_matrix_basis[3]);
- orig_origin[3] = 1.0f;
- add_v3_v3v3(offset, orig_origin, arrow->manipulator.matrix_basis[2]);
- offset[3] = 1.0f;
-
- /* calculate view vector */
- if (rv3d->is_persp) {
- sub_v3_v3v3(viewvec, orig_origin, rv3d->viewinv[3]);
- }
- else {
- copy_v3_v3(viewvec, rv3d->viewinv[2]);
- }
- normalize_v3(viewvec);
-
- /* first determine if view vector is really close to the direction. If it is, we use
- * vertical movement to determine offset, just like transform system does */
- if (RAD2DEGF(acosf(dot_v3v3(viewvec, arrow->manipulator.matrix_basis[2]))) > 5.0f) {
- /* multiply to projection space */
- mul_m4_v4(rv3d->persmat, orig_origin);
- mul_v4_fl(orig_origin, 1.0f / orig_origin[3]);
- mul_m4_v4(rv3d->persmat, offset);
- mul_v4_fl(offset, 1.0f / offset[3]);
-
- sub_v2_v2v2(dir_2d, offset, orig_origin);
- dir_2d[0] *= ar->winx;
- dir_2d[1] *= ar->winy;
- normalize_v2(dir_2d);
- }
- else {
- dir_2d[0] = 0.0f;
- dir_2d[1] = 1.0f;
- use_vertical = true;
- }
-
- /* find mouse difference */
- m_diff[0] = event->mval[0] - inter->init_mval[0];
- m_diff[1] = event->mval[1] - inter->init_mval[1];
-
- /* project the displacement on the screen space arrow direction */
- project_v2_v2v2(dir2d_final, m_diff, dir_2d);
+ float arrow_co[3];
+ float arrow_no[3];
+ copy_v3_v3(arrow_co, inter->init_matrix_basis[3]);
+ normalize_v3_v3(arrow_no, arrow->manipulator.matrix_basis[2]);
+
+ int ok = 0;
+
+ for (int j = 0; j < 2; j++) {
+ if (ED_view3d_win_to_ray(
+ ar, v3d, proj[j].mval,
+ proj[j].ray_origin, proj[j].ray_direction, false))
+ {
+ /* Force Y axis if we're view aligned */
+ if (j == 0) {
+ if (RAD2DEGF(acosf(dot_v3v3(proj[j].ray_direction, arrow->manipulator.matrix_basis[2]))) < 5.0f) {
+ normalize_v3_v3(arrow_no, rv3d->viewinv[1]);
+ }
+ }
- float zfac = ED_view3d_calc_zfac(rv3d, orig_origin, NULL);
- ED_view3d_win_to_delta(ar, dir2d_final, offset, zfac);
+ float arrow_no_proj[3];
+ project_plane_v3_v3v3(arrow_no_proj, arrow_no, proj[j].ray_direction);
- add_v3_v3v3(orig_origin, offset, inter->init_matrix_basis[3]);
+ normalize_v3(arrow_no_proj);
- /* calculate view vector for the new position */
- if (rv3d->is_persp) {
- sub_v3_v3v3(viewvec, orig_origin, rv3d->viewinv[3]);
- }
- else {
- copy_v3_v3(viewvec, rv3d->viewinv[2]);
- }
+ float plane[4];
+ plane_from_point_normal_v3(plane, proj[j].ray_origin, arrow_no_proj);
- normalize_v3(viewvec);
- if (!use_vertical) {
- /* now find a plane parallel to the view vector so we can intersect with the arrow direction */
- cross_v3_v3v3(tangent, viewvec, offset);
- cross_v3_v3v3(plane, tangent, viewvec);
-
- const float plane_offset = dot_v3v3(plane, offset);
- const float plane_dir = dot_v3v3(plane, arrow->manipulator.matrix_basis[2]);
- const float fac = (plane_dir != 0.0f) ? (plane_offset / plane_dir) : 0.0f;
- facdir = (fac < 0.0f) ? -1.0f : 1.0f;
- if (isfinite(fac)) {
- mul_v3_v3fl(offset, arrow->manipulator.matrix_basis[2], fac);
+ float lambda;
+ if (isect_ray_plane_v3(arrow_co, arrow_no, plane, &lambda, false)) {
+ madd_v3_v3v3fl(proj[j].location, arrow_co, arrow_no, lambda);
+ ok++;
+ }
}
}
- else {
- facdir = (m_diff[1] < 0.0f) ? -1.0f : 1.0f;
+
+ if (ok != 2) {
+ return OPERATOR_RUNNING_MODAL;
}
+ sub_v3_v3v3(offset, proj[1].location, proj[0].location);
+ facdir = dot_v3v3(arrow_no, offset) < 0.0f ? -1 : 1;
ManipulatorCommonData *data = &arrow->data;
const float ofs_new = facdir * len_v3(offset);