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authorBataev Artem <shader>2020-02-09 03:32:08 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-02-09 03:37:56 +0300
commitcebd025e02f1147c48cd658816ad835f94128a4a (patch)
treed5bde2571fd3dfb6b21a756724dd7aab85ee0256 /source/blender
parent2be20e9ece53ee9af4ad5c14f32e38afd8d25dad (diff)
3D View: check view quaternion alignment which orbiting
This makes auto-perspective work as expected when orbiting out of a snapped view.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/editors/include/ED_view3d.h2
-rw-r--r--source/blender/editors/space_view3d/view3d_utils.c18
2 files changed, 19 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index 622b64f547f..cfeffae1052 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -624,6 +624,8 @@ void ED_view3d_update_viewmat(struct Depsgraph *depsgraph,
bool offscreen);
bool ED_view3d_quat_from_axis_view(const char view, float quat[4]);
char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon);
+bool ED_view3d_quat_is_axis_aligned(const float viewquat[4]);
+
char ED_view3d_lock_view_from_index(int index);
char ED_view3d_axis_view_opposite(char view);
bool ED_view3d_lock(struct RegionView3D *rv3d);
diff --git a/source/blender/editors/space_view3d/view3d_utils.c b/source/blender/editors/space_view3d/view3d_utils.c
index 1af94e3ade5..e7d514baa41 100644
--- a/source/blender/editors/space_view3d/view3d_utils.c
+++ b/source/blender/editors/space_view3d/view3d_utils.c
@@ -470,7 +470,7 @@ bool ED_view3d_persp_ensure(const Depsgraph *depsgraph, View3D *v3d, ARegion *ar
char persp = (autopersp && RV3D_VIEW_IS_AXIS(rv3d->lview)) ? RV3D_PERSP : rv3d->lpersp;
ED_view3d_persp_switch_from_camera(depsgraph, v3d, rv3d, persp);
}
- else if (autopersp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
+ else if (autopersp && ED_view3d_quat_is_axis_aligned(rv3d->viewquat)) {
rv3d->persp = RV3D_PERSP;
}
return true;
@@ -1339,6 +1339,22 @@ char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon)
return RV3D_VIEW_USER;
}
+/**
+ * Returns true if input view quaternion is aligned view axis in direction & angle.
+ */
+bool ED_view3d_quat_is_axis_aligned(const float viewquat[4])
+{
+ float mat[3][3];
+ quat_to_mat3(mat, viewquat);
+ for (int row = 0; row < 3; row++) {
+ int axis = axis_dominant_v3_single(mat[row]);
+ if (fabsf(fabsf(mat[row][axis]) - 1.0f) > 1e-4f) {
+ return false;
+ }
+ }
+ return true;
+}
+
char ED_view3d_lock_view_from_index(int index)
{
switch (index) {