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authorMartin Poirier <theeth@yahoo.com>2005-05-16 12:25:49 +0400
committerMartin Poirier <theeth@yahoo.com>2005-05-16 12:25:49 +0400
commit7373dcf7054953a330cd5605040c27bcdd253d37 (patch)
treeb442a06e60323c3efa0a4cdf22358b571abb8294
parent9306ff787e040e3e9b8bc8da7a5cb0efca189325 (diff)
Transform MMB code fixing Ton's last fix.
His fix was good, except that it switched to project_float instead of project_short, and that's not good because we're renormalizing the vector after that, which maximizes the float errors. Since it's scalling the axis anyway with the zfac method, it can use project_short safely (I tested it with the bug tracker file that triggered the fix in the first place).
-rwxr-xr-xsource/blender/src/transform_constraints.c29
1 files changed, 15 insertions, 14 deletions
diff --git a/source/blender/src/transform_constraints.c b/source/blender/src/transform_constraints.c
index d8bc064679e..e08a62fff8a 100755
--- a/source/blender/src/transform_constraints.c
+++ b/source/blender/src/transform_constraints.c
@@ -824,36 +824,37 @@ void postSelectConstraint(TransInfo *t)
void setNearestAxis(TransInfo *t)
{
- float zfac, coord[2];
+ float zfac;
float mvec[3], axis[3], proj[3];
float len[3];
- short mval[2];
+ short coord[2];
int i;
t->con.mode &= ~CON_AXIS0;
t->con.mode &= ~CON_AXIS1;
t->con.mode &= ~CON_AXIS2;
- getmouseco_areawin(mval);
- mvec[0] = (float)(mval[0] - t->con.imval[0]);
- mvec[1] = (float)(mval[1] - t->con.imval[1]);
+ getmouseco_areawin(coord);
+ mvec[0] = (float)(coord[0] - t->con.imval[0]);
+ mvec[1] = (float)(coord[1] - t->con.imval[1]);
mvec[2] = 0.0f;
+
+ /* we need to correct axis length for the current zoomlevel of view,
+ this to prevent projected values to be clipped behind the camera.
+ code is actually a copy of initgrabz() in view.c.
+ Vector is made 30 pixels long, which is fine for accurate axis choosing. (ton)
+ */
+ zfac= G.vd->persmat[0][3]*t->center[0]+ G.vd->persmat[1][3]*t->center[1]+ G.vd->persmat[2][3]*t->center[2]+ G.vd->persmat[3][3];
+ zfac= 30.0*zfac/(float)curarea->winx;
+
for (i = 0; i<3; i++) {
VECCOPY(axis, t->con.mtx[i]);
- /* we need to correct axis length for the current zoomlevel of view,
- this to prevent projected values to be clipped behind the camera.
- code is actually a copy of initgrabz() in view.c.
- Vector is made 30 pixels long, which is fine for accurate axis choosing. (ton)
- */
- zfac= G.vd->persmat[0][3]*axis[0]+ G.vd->persmat[1][3]*axis[1]+ G.vd->persmat[2][3]*axis[2]+ G.vd->persmat[3][3];
- zfac= 30.0*zfac/(float)curarea->winx;
VecMulf(axis, zfac);
-
/* now we can project to get window coordinate */
VecAddf(axis, axis, t->con.center);
- project_float(axis, coord);
+ project_short_noclip(axis, coord);
axis[0] = (float)(coord[0] - t->center2d[0]);
axis[1] = (float)(coord[1] - t->center2d[1]);