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authorGermano Cavalcante <germano.costa@ig.com.br>2021-12-09 05:47:26 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2021-12-09 05:47:26 +0300
commitcf6be711e2a00bb0836a33c07cf6cd383ee15c4f (patch)
treed8988604ab3be73483fbd474bc9938051f2124b6 /source/blender/editors/space_view3d
parent3753a0b72bd855fb2ed458ef2c06682b227ec6fd (diff)
Fix T93869: snap cursor may fail in orthographic view
Float precision issues cause the `ED_view3d_win_to_3d_on_plane` to return a value even when the view ray is parallel to the plane. A more general solution might be desired in this case, as other areas that use `ED_view3d_win_to_3d_on_plane` might have the same problem. For now, just work around the problem for the snap cursor.
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/view3d_cursor_snap.c20
1 files changed, 15 insertions, 5 deletions
diff --git a/source/blender/editors/space_view3d/view3d_cursor_snap.c b/source/blender/editors/space_view3d/view3d_cursor_snap.c
index 27a90e04175..f5abba2c674 100644
--- a/source/blender/editors/space_view3d/view3d_cursor_snap.c
+++ b/source/blender/editors/space_view3d/view3d_cursor_snap.c
@@ -104,6 +104,12 @@ static SnapCursorDataIntern g_data_intern = {
.draw_point = true}};
/**
+ * Dot products below this will be considered view aligned.
+ * In this case we can't usefully project the mouse cursor onto the plane.
+ */
+static const float eps_view_align = 1e-2f;
+
+/**
* Calculate a 3x3 orientation matrix from the surface under the cursor.
*/
static void v3d_cursor_poject_surface_normal(const float normal[3],
@@ -715,14 +721,18 @@ static void v3d_cursor_snap_update(V3DSnapCursorState *state,
snap_elem &= ~data_intern->snap_elem_hidden;
if (snap_elem == 0) {
RegionView3D *rv3d = region->regiondata;
- float plane[4];
- if (state->plane_depth != V3D_PLACE_DEPTH_CURSOR_VIEW) {
- const float *plane_normal = omat[state->plane_axis];
+ const float *plane_normal = omat[state->plane_axis];
+ bool do_plane_isect = (state->plane_depth != V3D_PLACE_DEPTH_CURSOR_VIEW) &&
+ (rv3d->is_persp ||
+ (fabsf(dot_v3v3(plane_normal, rv3d->viewinv[2])) > eps_view_align));
+
+ if (do_plane_isect) {
+ float plane[4];
plane_from_point_normal_v3(plane, co_depth, plane_normal);
+ do_plane_isect = ED_view3d_win_to_3d_on_plane(region, plane, mval_fl, rv3d->is_persp, co);
}
- if ((state->plane_depth == V3D_PLACE_DEPTH_CURSOR_VIEW) ||
- !ED_view3d_win_to_3d_on_plane(region, plane, mval_fl, rv3d->is_persp, co)) {
+ if (!do_plane_isect) {
ED_view3d_win_to_3d(v3d, region, co_depth, mval_fl, co);
}