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authorCampbell Barton <ideasman42@gmail.com>2010-07-26 04:11:14 +0400
committerCampbell Barton <ideasman42@gmail.com>2010-07-26 04:11:14 +0400
commite4a7087982b827edfa6652091a4bc7e2a32b6778 (patch)
tree480ecf6ff88e40f09a4ad9b0f5a965d13a726fec /source/blender/editors/space_view3d/view3d_edit.c
parentcc061d075f4368f7a8d380becb0688bbea14832a (diff)
bugfix [#22836] Alt+MMB view alignment don't respect all axes directions
also moved rotation_between_quats_to_quat into BLI_math from python mathutils.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_edit.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c65
1 files changed, 54 insertions, 11 deletions
diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index bce4a7e8f58..aee4b2515ec 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -600,23 +600,66 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
/* check for view snap */
if (vod->axis_snap){
int i;
- float viewmat[3][3];
+ float viewquat_inv[4];
+ float zaxis[3]={0,0,1};
+ invert_qt_qt(viewquat_inv, rv3d->viewquat);
-
- quat_to_mat3( viewmat,rv3d->viewquat);
+ mul_qt_v3(viewquat_inv, zaxis);
for (i = 0 ; i < 39; i++){
- float snapmat[3][3];
+
float view = (int)snapquats[i][4];
+ float viewquat_inv_test[4];
+ float zaxis_test[3]={0,0,1};
+
+ invert_qt_qt(viewquat_inv_test, snapquats[i]);
+ mul_qt_v3(viewquat_inv_test, zaxis_test);
+
+ if(angle_v3v3(zaxis_test, zaxis) < DEG2RAD(45/3)) {
+ /* find the best roll */
+ float quat_roll[4], quat_final[4], quat_best[4];
+ float viewquat_align[4]; /* viewquat aligned to zaxis_test */
+ float viewquat_align_inv[4]; /* viewquat aligned to zaxis_test */
+ float best_angle = FLT_MAX;
+ int j;
+
+ /* viewquat_align is the original viewquat aligned to the snapped axis
+ * for testing roll */
+ rotation_between_vecs_to_quat(viewquat_align, zaxis_test, zaxis);
+ normalize_qt(viewquat_align);
+ mul_qt_qtqt(viewquat_align, rv3d->viewquat, viewquat_align);
+ normalize_qt(viewquat_align);
+ invert_qt_qt(viewquat_align_inv, viewquat_align);
+
+ /* find best roll */
+ for(j= 0; j<8; j++) {
+ float angle;
+ float xaxis1[3]={1,0,0};
+ float xaxis2[3]={1,0,0};
+ float quat_final_inv[4];
+
+ axis_angle_to_quat(quat_roll, zaxis_test, j * DEG2RAD(45.0));
+ normalize_qt(quat_roll);
+
+ mul_qt_qtqt(quat_final, snapquats[i], quat_roll);
+ normalize_qt(quat_final);
+
+ /* compare 2 vector angles to find the least roll */
+ invert_qt_qt(quat_final_inv, quat_final);
+ mul_qt_v3(viewquat_align_inv, xaxis1);
+ mul_qt_v3(quat_final_inv, xaxis2);
+ angle= angle_v3v3(xaxis1, xaxis2);
+
+ if(angle <= best_angle) {
+ best_angle= angle;
+ copy_qt_qt(quat_best, quat_final);
+ if(j) view= 0; /* view grid assumes certain up axis */
+ }
+ }
- quat_to_mat3( snapmat,snapquats[i]);
+ copy_qt_qt(rv3d->viewquat, quat_best);
+ rv3d->view= view; /* if we snap to a rolled camera the grid is invalid */
- if ((dot_v3v3(snapmat[0], viewmat[0]) > thres) &&
- (dot_v3v3(snapmat[1], viewmat[1]) > thres) &&
- (dot_v3v3(snapmat[2], viewmat[2]) > thres)
- ) {
- copy_qt_qt(rv3d->viewquat, snapquats[i]);
- rv3d->view= view;
break;
}
}