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author | Germano Cavalcante <germano.costa@ig.com.br> | 2017-02-14 16:25:00 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2017-02-14 16:25:00 +0300 |
commit | 4d325693e1a63453e506dd10c5689e5cedb29a1b (patch) | |
tree | c10acc60b0ed8e855a21695d9fb5f65c306c6b03 /source/blender/editors/transform/transform_snap_object.c | |
parent | 6c104f62b9273ae8736ab29f8ff9c4c9a8c8006c (diff) |
`BKE_boundbox_ensure_minimum_dimensions` is no longer necessary
The bug T46099 no longer applies since the addition of `dist_squared_to_projected_aabb_simple`
Has also been added comments that relates to an occlusion bug with the ruler. I'll investigate this.
Diffstat (limited to 'source/blender/editors/transform/transform_snap_object.c')
-rw-r--r-- | source/blender/editors/transform/transform_snap_object.c | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/source/blender/editors/transform/transform_snap_object.c b/source/blender/editors/transform/transform_snap_object.c index e21386b29fb..53f6b37c22e 100644 --- a/source/blender/editors/transform/transform_snap_object.c +++ b/source/blender/editors/transform/transform_snap_object.c @@ -1114,13 +1114,7 @@ static bool snapDerivedMesh( /* Test BoundBox */ BoundBox *bb = BKE_object_boundbox_get(ob); if (bb) { - BoundBox bb_temp; - - /* We cannot afford a bounding box with some null dimension, which may happen in some cases... - * Threshold is rather high, but seems to be needed to get good behavior, see T46099. */ - bb = BKE_boundbox_ensure_minimum_dimensions(bb, &bb_temp, 1e-1f); - - /* In vertex and edges you need to get the pixel distance from ray to BoundBox, see T46816. */ + /* In vertex and edges you need to get the pixel distance from ray to BoundBox, see: T46099, T46816 */ if (ELEM(snapdata->snap_to, SCE_SNAP_MODE_VERTEX, SCE_SNAP_MODE_EDGE)) { float dist_px_sq = dist_squared_to_projected_aabb_simple( lpmat, snapdata->win_half, ray_min_dist, snapdata->mval, @@ -1292,10 +1286,17 @@ static bool snapDerivedMesh( } /* SCE_SNAP_MODE_VERTEX or SCE_SNAP_MODE_EDGE */ else { + + /* Warning: the depth_max is currently being used only in perspective view. + * It is not correct to limit the maximum depth for elements obtained with nearest + * since this limitation depends on the normal and the size of the occlusion face. + * And more... ray_depth is being confused with Z-depth here... (varies only the precision) */ + const float ray_depth_max_global = *ray_depth + snapdata->depth_range[0]; + Nearest2dUserData neasrest2d = { .dist_px_sq = SQUARE(*dist_px), .r_axis_closest = {1.0f, 1.0f, 1.0f}, - .depth_range = {snapdata->depth_range[0], *ray_depth + snapdata->depth_range[0]}, + .depth_range = {snapdata->depth_range[0], ray_depth_max_global}, .userdata = treedata, .get_edge_verts = (Nearest2DGetEdgeVertsCallback)get_dm_edge_verts, .copy_vert_no = (Nearest2DCopyVertNoCallback)copy_dm_vert_no, |