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authorCampbell Barton <ideasman42@gmail.com>2007-01-01 18:27:47 +0300
committerCampbell Barton <ideasman42@gmail.com>2007-01-01 18:27:47 +0300
commite07a76ea3fd169b88b0be2ec354d7e07d3cf2cc5 (patch)
tree49bb9318ef53b34c9fa498b83edb3487932d70d7 /source/blender/src/editview.c
parent6f5512c3a65a845f3611472deedd23cbb22b2061 (diff)
bugfix for #5552, please check this is as you expect (argunda)
Also added ease in/out for roll correction and a small lag for directional changes to motion shouldnt be jurky. If people are serious about using this to record camera path IPOs then we should have a panel for motion settings (roll correction speed x and z and motion lag for eg.)
Diffstat (limited to 'source/blender/src/editview.c')
-rw-r--r--source/blender/src/editview.c127
1 files changed, 80 insertions, 47 deletions
diff --git a/source/blender/src/editview.c b/source/blender/src/editview.c
index 507c4d55247..26a768e5926 100644
--- a/source/blender/src/editview.c
+++ b/source/blender/src/editview.c
@@ -2088,6 +2088,9 @@ void fly(void)
float speed=0.0, /* the speed the view is moving per redraw */
mat[3][3], /* 3x3 copy of the view matrix so we can move allong the view axis */
dvec[3]={0,0,0}, /* this is the direction thast added to the view offset per redraw */
+ dvec_old[3]={0,0,0}, /* old for some lag */
+ dvec_tmp[3]={0,0,0}, /* old for some lag */
+ dvec_lag=0.0, /* old for some lag */
/* Camera Uprighting variables */
roll, /* similar to the angle between the camera's up and the Z-up, but its very rough so just roll*/
@@ -2115,10 +2118,19 @@ void fly(void)
apply_rotation= 1, /* if the user presses shift they can look about without movinf the direction there looking*/
axis= 2, /* Axis index to move allong by default Z to move allong the view */
persp_backup; /* remember if were ortho or not, only used for restoring the view if it was a ortho view */
+
+
+ /* relative view axis locking - xlock, zlock
+ 0; disabled
+ 1; enabled but not checking because mouse hasnt moved outside the margin since locking was checked an not needed
+ when the mouse moves, locking is set to 2 so checks are done.
+ 2; mouse moved and checking needed, if no view altering is donem its changed back to 1 */
short xlock=0, zlock=0;
+ float xlock_momentum=0.0f, zlock_momentum=0.0f; /* nicer dynamics */
/* for recording */
- int cfra = G.scene->r.cfra;
+ int playing_anim = has_screenhandler(G.curscreen, SCREEN_HANDLER_ANIM);
+ int cfra = -1; /*so the first frame always has a key added */
char *actname="";
@@ -2183,7 +2195,7 @@ void fly(void)
time_lastdraw= PIL_check_seconds_timer();
- G.vd->flag2 |= V3D_FLYMODE;
+ G.vd->flag2 |= V3D_FLYMODE; /* so we draw the corner margins */
scrarea_do_windraw(curarea);
screen_swapbuffers();
@@ -2206,6 +2218,11 @@ void fly(void)
if (speed>0) speed=0;
else speed-= G.vd->grid;
+ } else if (toets==MIDDLEMOUSE) {
+ /* make it so the camera direction dosent follow the view
+ good for flying backwards! - Only when MMB is held */
+ apply_rotation=0;
+
/* impliment WASD keys */
} else if(toets==WKEY) {
if (speed<0) speed=-speed; /* flip speed rather then stopping, game like motion */
@@ -2231,11 +2248,24 @@ void fly(void)
/* axis locking */
} else if(toets==XKEY) {
- xlock= !xlock;
+ if (xlock) xlock=0;
+ else {
+ xlock = 2;
+ xlock_momentum = 0.0;
+ }
} else if(toets==ZKEY) {
- zlock= !zlock;
+ if (zlock) zlock=0;
+ else {
+ zlock = 2;
+ zlock_momentum = 0.0;
+ }
}
+ } else {
+ /* mouse buttons lifted */
+ if (toets==MIDDLEMOUSE) {
+ apply_rotation=1;
+ }
}
}
if(action != 0) break;
@@ -2266,23 +2296,6 @@ void fly(void)
/* Should we redraw? */
if(speed!=0.0 || moffset[0] || moffset[1] || zlock || xlock ) {
- /* Set the view direction usine the current axis */
- if ((G.qual & LR_ALTKEY) && speed!=0.0 && (moffset[0]||moffset[1]))
- /* make it so the camera direction dosent follow the view
- good for flying backwards! - Only when Alt is held */
-
- /*(Above IF) We need to make sure we have some mouse offset
- and are moving before we ignore the rotation code, otherwise the view spins out */
- apply_rotation=0;
- else {
- /* Normal operation */
- apply_rotation=1;
- /* define dvec, view direction vector */
- dvec[0]= dvec[1]= dvec[2]= 0;
- /* move along the current axis */
- dvec[axis]= 1.0f;
- }
-
time_current= PIL_check_seconds_timer();
time_redraw= (float)(time_current-time_lastdraw);
time_redraw_clamped= MIN2(0.05, time_redraw); /* clamt the redraw time to avoid jitter in roll correction */
@@ -2295,10 +2308,7 @@ void fly(void)
speed= speed * (1-time_redraw_clamped);
Mat3CpyMat4(mat, G.vd->viewinv);
- if (apply_rotation) {
- Normalise(dvec);
- Mat3MulVecfl(mat, dvec);
- }
+
/* rotate about the X axis- look up/down */
if (moffset[1]) {
upvec[0]=1;
@@ -2307,6 +2317,10 @@ void fly(void)
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, (float)moffset[1]*-time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
+
+ if (xlock) xlock = 2; /*check for rotation*/
+ if (zlock) zlock = 2;
+ xlock_momentum= 0.0;
}
/* rotate about the Y axis- look left/right */
@@ -2317,9 +2331,12 @@ void fly(void)
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, (float)moffset[0]*time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
+
+ if (xlock) xlock = 2;/*check for rotation*/
+ if (zlock) zlock = 2;
}
- if (zlock) {
+ if (zlock==2) {
upvec[0]=1;
upvec[1]=0;
upvec[2]=0;
@@ -2327,53 +2344,68 @@ void fly(void)
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001) {
- roll= upvec[2]*180;
+ roll= upvec[2]*5;
upvec[0]=0; /*rotate the view about this axis*/
upvec[1]=0;
upvec[2]=1;
- /*clamp teh max roll speed - hides the fact that the roll calculation
- only realy detects if we're rolling, but not by how much */
- if (roll>4) roll= 4;
- else if (roll<-4) roll= -4;
-
Mat3MulVecfl(mat, upvec);
- VecRotToQuat( upvec, roll*time_redraw_clamped*0.1, tmp_quat); /* Rotate about the relative up vec */
+ VecRotToQuat( upvec, roll*time_redraw_clamped*zlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
+
+ zlock_momentum += 0.05;
+ } else {
+ zlock=1; /* dont check until the view rotates again */
+ zlock_momentum= 0.0;
}
}
- if (xlock && moffset[1]==0) { /*only apply xcorrect when mouse isnt applying x rot*/
+ if (xlock==2 && moffset[1]==0) { /*only apply xcorrect when mouse isnt applying x rot*/
upvec[0]=0;
upvec[1]=0;
upvec[2]=1;
Mat3MulVecfl(mat, upvec);
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001) {
- roll= upvec[2]*-360;
+ roll= upvec[2]*-5;
upvec[0]=1; /*rotate the view about this axis*/
upvec[1]=0;
upvec[2]=0;
- /*clamp teh max roll speed - hides the fact that the roll calculation
- only realy detects if we're rolling, but not by how much */
- if (roll>4) roll= 4;
- else if (roll<-4) roll= -4;
-
Mat3MulVecfl(mat, upvec);
- VecRotToQuat( upvec, roll*time_redraw_clamped*0.1, tmp_quat); /* Rotate about the relative up vec */
+ VecRotToQuat( upvec, roll*time_redraw_clamped*xlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
+
+ xlock_momentum += 0.05;
+ } else {
+ xlock=1; /* see above */
+ xlock_momentum= 0.0;
}
}
- if (apply_rotation)
- VecMulf(dvec, speed*time_redraw*0.5);
-
+ if (apply_rotation) {
+ /* Normal operation */
+ /* define dvec, view direction vector */
+ dvec_tmp[0]= dvec_tmp[1]= dvec_tmp[2]= 0;
+ /* move along the current axis */
+ dvec_tmp[axis]= 1.0f;
+
+ Mat3MulVecfl(mat, dvec_tmp);
+
+ VecMulf(dvec_tmp, speed*time_redraw*0.5);
+ }
+
+ /* impose a directional lag */
+ dvec_lag = 1.0/(1+(time_redraw*5));
+ dvec[0] = dvec_tmp[0]*(1-dvec_lag) + dvec_old[0]*dvec_lag;
+ dvec[1] = dvec_tmp[1]*(1-dvec_lag) + dvec_old[1]*dvec_lag;
+ dvec[2] = dvec_tmp[2]*(1-dvec_lag) + dvec_old[2]*dvec_lag;
+
VecAddf(G.vd->ofs, G.vd->ofs, dvec);
- headerprint("FlyKeys Speed:(+/- | Wheel), MouseLook:Alt, Upright Axis:X/Z, Slow:Shift, Direction:WASDRF, Ok:LMB, Cancel:RMB");
+ headerprint("FlyKeys Speed:(+/- | Wheel), Upright Axis:X/Z, Slow:Shift, Direction:WASDRF, Ok:LMB, MouseLook:MMB, Cancel:RMB");
do_screenhandlers(G.curscreen); /* advance the next frame */
@@ -2385,7 +2417,7 @@ void fly(void)
G.vd->persp= 2;
/* record the motion */
- if (G.flags & G_RECORDKEYS && G.vd->camera->ipo && cfra != G.scene->r.cfra) {
+ if (G.flags & G_RECORDKEYS && (!playing_anim || cfra != G.scene->r.cfra)) {
cfra = G.scene->r.cfra;
if (xlock || zlock || moffset[0] || moffset[1]) {
@@ -2407,6 +2439,7 @@ void fly(void)
/*were not redrawing but we need to update the time else the view will jump */
time_lastdraw= PIL_check_seconds_timer();
/* end drawing */
+ VECCOPY(dvec_old, dvec);
}
G.vd->dist= dist_backup;
@@ -2430,7 +2463,7 @@ void fly(void)
Mat3CpyMat4(mat3, G.vd->camera->obmat);
Mat3ToCompatibleEul(mat3, G.vd->camera->rot, rot_backup);
- if (G.flags & G_RECORDKEYS && G.vd->camera->ipo) {
+ if (G.flags & G_RECORDKEYS) {
allqueue(REDRAWIPO, 0);
allspace(REMAKEIPO, 0);
allqueue(REDRAWNLA, 0);