diff options
-rw-r--r-- | intern/ghost/intern/GHOST_SystemX11.cpp | 8 | ||||
-rw-r--r-- | source/blender/blenkernel/BKE_scene.h | 2 | ||||
-rw-r--r-- | source/blender/src/view.c | 60 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 15 |
4 files changed, 51 insertions, 34 deletions
diff --git a/intern/ghost/intern/GHOST_SystemX11.cpp b/intern/ghost/intern/GHOST_SystemX11.cpp index ff1bf51bbb5..3003e0b8b14 100644 --- a/intern/ghost/intern/GHOST_SystemX11.cpp +++ b/intern/ghost/intern/GHOST_SystemX11.cpp @@ -488,12 +488,12 @@ GHOST_SystemX11::processEvent(XEvent *xe) data.changed = 1; data.delta = xcme.data.s[8] - data.time; data.time = xcme.data.s[8]; - data.tx = xcme.data.s[2]; - data.ty = xcme.data.s[3]; - data.tz = xcme.data.s[4]; + data.tx = xcme.data.s[2] >> 2; + data.ty = xcme.data.s[3] >> 2; + data.tz = xcme.data.s[4] >> 2; data.rx = xcme.data.s[5]; data.ry = xcme.data.s[6]; - data.rz = xcme.data.s[7]; + data.rz =-xcme.data.s[7]; g_event = new GHOST_EventNDOF(getMilliSeconds(), GHOST_kEventNDOFMotion, window, data); diff --git a/source/blender/blenkernel/BKE_scene.h b/source/blender/blenkernel/BKE_scene.h index c50f5498de9..2bd528ab8c8 100644 --- a/source/blender/blenkernel/BKE_scene.h +++ b/source/blender/blenkernel/BKE_scene.h @@ -53,7 +53,7 @@ struct RenderData; } /* note; doesn't work when scene is empty */ -#define SETLOOPER(s, b) sce= s, b= sce->base.first; b; b= (b->next?b->next:sce->set?(sce=sce->set)->base.first:NULL) +#define SETLOOPER(s, b) sce= s, b= (Base*)sce->base.first; b; b= (Base*)(b->next?b->next:sce->set?(sce=sce->set)->base.first:NULL) void free_avicodecdata(struct AviCodecData *acd); diff --git a/source/blender/src/view.c b/source/blender/src/view.c index b2132bc9c53..e103457c700 100644 --- a/source/blender/src/view.c +++ b/source/blender/src/view.c @@ -753,10 +753,11 @@ void viewmoveNDOFfly(int mode) // Apply rotation - - rvec[0] = -dval[3]; - rvec[1] = -dval[4]; - rvec[2] = dval[5]; + // Rotations feel relatively faster than translations only in fly mode, so + // we have no choice but to fix that here (not in the plugins) + rvec[0] = -0.5 * dval[3]; + rvec[1] = -0.5 * dval[4]; + rvec[2] = -0.5 * dval[5]; // rotate device x and y by view z @@ -900,8 +901,7 @@ void viewmove(int mode) return; } - // dist correction from other movement devices - + // dist correction from other movement devices if((dz_flag)||G.vd->dist==0) { dz_flag = 0; G.vd->dist = m_dist; @@ -1284,6 +1284,8 @@ void viewmoveNDOF(int mode) float reverse; float diff[4]; float d, curareaX, curareaY; + float mat[3][3]; + float upvec[3]; /* Sensitivity will control how fast the view rotates. The value was * obtained experimentally by tweaking until the author didn't get dizzy watching. @@ -1304,6 +1306,16 @@ void viewmoveNDOF(int mode) use_sel = 1; } + if((dz_flag)||G.vd->dist==0) { + dz_flag = 0; + G.vd->dist = m_dist; + upvec[0] = upvec[1] = 0; + upvec[2] = G.vd->dist; + Mat3CpyMat4(mat, G.vd->viewinv); + Mat3MulVecfl(mat, upvec); + VecAddf(G.vd->ofs, G.vd->ofs, upvec); + } + /*---------------------------------------------------- * sometimes this routine is called from headerbuttons * viewmove needs to refresh the screen @@ -1330,25 +1342,25 @@ void viewmoveNDOF(int mode) filterNDOFvalues(fval); - // put scaling back here, was previously in ghostwinlay - fval[0] = fval[0] * (1.0f/800.0f); - fval[1] = fval[1] * (1.0f/800.0f); - fval[2] = fval[2] * (1.0f/800.0f); - fval[3] = fval[3] * 0.00005f; - fval[4] = fval[4] * 0.00005f; - fval[5] = fval[5] * 0.00005f; - fval[6] = fval[6] / 1000000.0f; + // put scaling back here, was previously in ghostwinlay + fval[0] = fval[0] * (1.0f/1200.0f); + fval[1] = fval[1] * (1.0f/1200.0f); + fval[2] = fval[2] * (1.0f/1200.0f); + fval[3] = fval[3] * 0.00005f; + fval[4] =-fval[4] * 0.00005f; + fval[5] = fval[5] * 0.00005f; + fval[6] = fval[6] / 1000000.0f; - // scale more if not in perspective mode - if (G.vd->persp == V3D_ORTHO) { - fval[0] = fval[0] * 0.05f; - fval[1] = fval[1] * 0.05f; - fval[2] = fval[2] * 0.05f; - fval[3] = fval[3] * 0.9f; - fval[4] = fval[4] * 0.9f; - fval[5] = fval[5] * 0.9f; - zsens *= 8; - } + // scale more if not in perspective mode + if (G.vd->persp == V3D_ORTHO) { + fval[0] = fval[0] * 0.05f; + fval[1] = fval[1] * 0.05f; + fval[2] = fval[2] * 0.05f; + fval[3] = fval[3] * 0.9f; + fval[4] = fval[4] * 0.9f; + fval[5] = fval[5] * 0.9f; + zsens *= 8; + } /* set object offset */ diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 1be462c113f..9826d752f0e 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -88,6 +88,7 @@ #include "BKE_main.h" #include "BKE_global.h" #include "BKE_object.h" +#include "BKE_scene.h" #include "BL_SkinMeshObject.h" #include "BL_SkinDeformer.h" #include "BL_MeshDeformer.h" @@ -1809,6 +1810,9 @@ void BL_ConvertBlenderObjects(struct Main* maggie, { Scene *blenderscene = GetSceneForName(maggie, scenename); + // for SETLOOPER + Scene *sce; + Base *base; // Get the frame settings of the canvas. // Get the aspect ratio of the canvas as designed by the user. @@ -1882,9 +1886,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie, } SetDefaultFaceType(blenderscene); - - Base *base = static_cast<Base*>(blenderscene->base.first); - while(base) + // Let's support scene set. + // Beware of name conflict in linked data, it will not crash but will create confusion + // in Python scripting and in certain actuators (replace mesh). Linked scene *should* have + // no conflicting name for Object, Object data and Action. + for (SETLOOPER(blenderscene, base)) { Object* blenderobject = base->object; KX_GameObject* gameobj = gameobject_from_blenderobject( @@ -2039,7 +2045,6 @@ void BL_ConvertBlenderObjects(struct Main* maggie, if (gameobj) gameobj->Release(); - base = base->next; } if (blenderscene->camera) { @@ -2049,7 +2054,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, } // Set up armatures - for (base = static_cast<Base*>(blenderscene->base.first); base; base=base->next){ + for(SETLOOPER(blenderscene, base)){ if (base->object->type==OB_MESH){ Mesh *me = (Mesh*)base->object->data; |