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Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c102
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c655
-rw-r--r--source/blender/editors/space_view3d/view3d_fly.c377
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h5
-rw-r--r--source/blender/editors/space_view3d/view3d_ops.c24
5 files changed, 684 insertions, 479 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index d2ff6eef097..6e3f6549ba3 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -675,6 +675,104 @@ static void draw_view_axis(RegionView3D *rv3d)
glDisable(GL_BLEND);
}
+/* draw center and axis of rotation for ongoing 3D mouse navigation */
+static void draw_rotation_guide(RegionView3D *rv3d)
+{
+ float o[3]; // center of rotation
+ float end[3]; // endpoints for drawing
+
+ float color[4] = {0.f ,0.4235f, 1.f, 1.f}; // bright blue so it matches device LEDs
+
+ negate_v3_v3(o, rv3d->ofs);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glShadeModel(GL_SMOOTH);
+ glPointSize(5);
+ glEnable(GL_POINT_SMOOTH);
+ glDepthMask(0); // don't overwrite zbuf
+
+ if (rv3d->rot_angle != 0.f) {
+ // -- draw rotation axis --
+ float scaled_axis[3];
+ const float scale = rv3d->dist;
+ mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
+
+ glBegin(GL_LINE_STRIP);
+ color[3] = 0.f; // more transparent toward the ends
+ glColor4fv(color);
+ add_v3_v3v3(end, o, scaled_axis);
+ glVertex3fv(end);
+
+ // color[3] = 0.2f + fabsf(rv3d->rot_angle); // modulate opacity with angle
+ // ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2
+
+ color[3] = 0.5f; // more opaque toward the center
+ glColor4fv(color);
+ glVertex3fv(o);
+
+ color[3] = 0.f;
+ glColor4fv(color);
+ sub_v3_v3v3(end, o, scaled_axis);
+ glVertex3fv(end);
+ glEnd();
+
+ // -- draw ring around rotation center --
+ {
+ #define ROT_AXIS_DETAIL 13
+ const float s = 0.05f * scale;
+ const float step = 2.f * M_PI / ROT_AXIS_DETAIL;
+ float angle;
+ int i;
+
+ float q[4]; // rotate ring so it's perpendicular to axis
+ const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
+ if (!upright)
+ {
+ const float up[3] = {0.f, 0.f, 1.f};
+ float vis_angle, vis_axis[3];
+
+ cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
+ vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
+ axis_angle_to_quat(q, vis_axis, vis_angle);
+ }
+
+ color[3] = 0.25f; // somewhat faint
+ glColor4fv(color);
+ glBegin(GL_LINE_LOOP);
+ for (i = 0, angle = 0.f; i < ROT_AXIS_DETAIL; ++i, angle += step)
+ {
+ float p[3] = { s * cosf(angle), s * sinf(angle), 0.f };
+
+ if (!upright)
+ mul_qt_v3(q, p);
+
+ add_v3_v3(p, o);
+ glVertex3fv(p);
+ }
+ glEnd();
+ }
+
+ color[3] = 1.f; // solid dot
+ }
+ else
+ color[3] = 0.5f; // see-through dot
+
+ // -- draw rotation center --
+ glColor4fv(color);
+ glBegin(GL_POINTS);
+ glVertex3fv(o);
+ glEnd();
+
+ // find screen coordinates for rotation center, then draw pretty icon
+ // mul_m4_v3(rv3d->persinv, rot_center);
+ // UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
+ // ^^ just playing around, does not work
+
+ glDisable(GL_BLEND);
+ glDisable(GL_POINT_SMOOTH);
+ glDepthMask(1);
+}
static void draw_view_icon(RegionView3D *rv3d)
{
@@ -2618,6 +2716,10 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
BDR_drawSketch(C);
}
+ if ((U.ndof_flag & NDOF_SHOW_GUIDE) && (rv3d->viewlock != RV3D_LOCKED) && (rv3d->persp != RV3D_CAMOB))
+ // TODO: draw something else (but not this) during fly mode
+ draw_rotation_guide(rv3d);
+
ED_region_pixelspace(ar);
// retopo_paint_view_update(v3d);
diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index d563c07baf3..94224698063 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -928,6 +928,269 @@ void VIEW3D_OT_rotate(wmOperatorType *ot)
ot->flag= OPTYPE_BLOCKING|OPTYPE_GRAB_POINTER;
}
+// NDOF utility functions
+// (should these functions live in this file?)
+float ndof_to_angle_axis(struct wmNDOFMotionData* ndof, float axis[3])
+ {
+ const float x = ndof->rx;
+ const float y = ndof->ry;
+ const float z = ndof->rz;
+
+ float angular_velocity = sqrtf(x*x + y*y + z*z);
+ float angle = ndof->dt * angular_velocity;
+
+ float scale = 1.f / angular_velocity;
+
+ // normalize
+ axis[0] = scale * x;
+ axis[1] = scale * y;
+ axis[2] = scale * z;
+
+ return angle;
+ }
+
+void ndof_to_quat(struct wmNDOFMotionData* ndof, float q[4])
+ {
+ const float x = ndof->rx;
+ const float y = ndof->ry;
+ const float z = ndof->rz;
+
+ float angular_velocity = sqrtf(x*x + y*y + z*z);
+ float angle = ndof->dt * angular_velocity;
+
+ // combined scaling factor -- normalize axis while converting to quaternion
+ float scale = sin(0.5f * angle) / angular_velocity;
+
+ // convert axis-angle to quaternion
+ q[0] = cos(0.5f * angle);
+ q[1] = scale * x;
+ q[2] = scale * y;
+ q[3] = scale * z;
+ }
+
+static int ndof_orbit_invoke(bContext *C, wmOperator *op, wmEvent *event)
+// -- "orbit" navigation (trackball/turntable)
+// -- zooming
+// -- panning in rotationally-locked views
+{
+ RegionView3D* rv3d = CTX_wm_region_view3d(C);
+ wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
+
+ rv3d->rot_angle = 0.f; // off by default, until changed later this function
+
+ if (ndof->progress != P_FINISHING) {
+ const float dt = ndof->dt;
+
+ // tune these until everything feels right
+ const float rot_sensitivity = 1.f;
+ const float zoom_sensitivity = 1.f;
+ const float pan_sensitivity = 1.f;
+
+ // rather have bool, but...
+ int has_rotation = rv3d->viewlock != RV3D_LOCKED && (ndof->rx || ndof->ry || ndof->rz);
+
+ float view_inv[4];
+ invert_qt_qt(view_inv, rv3d->viewquat);
+
+ //#define DEBUG_NDOF_MOTION
+ #ifdef DEBUG_NDOF_MOTION
+ printf("ndof: T=(%.2f,%.2f,%.2f) R=(%.2f,%.2f,%.2f) dt=%.3f delivered to 3D view\n",
+ ndof->tx, ndof->ty, ndof->tz, ndof->rx, ndof->ry, ndof->rz, ndof->dt);
+ #endif
+
+ if (ndof->tz) {
+ // Zoom!
+ // velocity should be proportional to the linear velocity attained by rotational motion of same strength
+ // [got that?]
+ // proportional to arclength = radius * angle
+
+ float zoom_distance = zoom_sensitivity * rv3d->dist * dt * ndof->tz;
+ rv3d->dist += zoom_distance;
+ }
+
+ if (rv3d->viewlock == RV3D_LOCKED) {
+ /* rotation not allowed -- explore panning options instead */
+ float pan_vec[3] = {ndof->tx, ndof->ty, 0};
+ mul_v3_fl(pan_vec, pan_sensitivity * rv3d->dist * dt);
+
+ /* transform motion from view to world coordinates */
+ invert_qt_qt(view_inv, rv3d->viewquat);
+ mul_qt_v3(view_inv, pan_vec);
+
+ /* move center of view opposite of hand motion (this is camera mode, not object mode) */
+ sub_v3_v3(rv3d->ofs, pan_vec);
+ }
+
+ if (has_rotation) {
+
+ const int invert = U.ndof_flag & NDOF_ORBIT_INVERT_AXES;
+
+ rv3d->view = RV3D_VIEW_USER;
+
+ if (U.flag & USER_TRACKBALL) {
+ float rot[4];
+ #if 0 // -------------------------- Mike's nifty original version
+ float view_inv_conj[4];
+
+ ndof_to_quat(ndof, rot);
+ // mul_qt_fl(rot, rot_sensitivity);
+ // ^^ no apparent effect
+
+ if (invert)
+ invert_qt(rot);
+
+ copy_qt_qt(view_inv_conj, view_inv);
+ conjugate_qt(view_inv_conj);
+
+ // transform rotation from view to world coordinates
+ mul_qt_qtqt(rot, view_inv, rot);
+ mul_qt_qtqt(rot, rot, view_inv_conj);
+ #else // ---------------------------------------- Mike's revised version
+ float axis[3];
+ float angle = rot_sensitivity * ndof_to_angle_axis(ndof, axis);
+
+ if (invert)
+ angle = -angle;
+
+ // transform rotation axis from view to world coordinates
+ mul_qt_v3(view_inv, axis);
+
+ // update the onscreen doo-dad
+ rv3d->rot_angle = angle;
+ copy_v3_v3(rv3d->rot_axis, axis);
+
+ axis_angle_to_quat(rot, axis, angle);
+ #endif // --------------------------------------------
+ // apply rotation
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rot);
+ } else {
+ /* turntable view code by John Aughey, adapted for 3D mouse by [mce] */
+ float angle, rot[4];
+ float xvec[3] = {1,0,0};
+
+ /* Determine the direction of the x vector (for rotating up and down) */
+ mul_qt_v3(view_inv, xvec);
+
+ /* Perform the up/down rotation */
+ angle = rot_sensitivity * dt * ndof->rx;
+ if (invert)
+ angle = -angle;
+ rot[0] = cos(angle);
+ mul_v3_v3fl(rot+1, xvec, sin(angle));
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rot);
+
+ /* Perform the orbital rotation */
+ angle = rot_sensitivity * dt * ndof->ry;
+ if (invert)
+ angle = -angle;
+
+ // update the onscreen doo-dad
+ rv3d->rot_angle = angle;
+ rv3d->rot_axis[0] = 0;
+ rv3d->rot_axis[1] = 0;
+ rv3d->rot_axis[2] = 1;
+
+ rot[0] = cos(angle);
+ rot[1] = rot[2] = 0.0;
+ rot[3] = sin(angle);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rot);
+ }
+ }
+ }
+
+ ED_region_tag_redraw(CTX_wm_region(C));
+
+ return OPERATOR_FINISHED;
+}
+
+void VIEW3D_OT_ndof_orbit(struct wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "NDOF Orbit View";
+ ot->description = "Explore every angle of an object using the 3D mouse.";
+ ot->idname = "VIEW3D_OT_ndof_orbit";
+
+ /* api callbacks */
+ ot->invoke = ndof_orbit_invoke;
+ ot->poll = ED_operator_view3d_active;
+
+ /* flags */
+ ot->flag = 0;
+}
+
+static int ndof_pan_invoke(bContext *C, wmOperator *op, wmEvent *event)
+// -- "pan" navigation
+// -- zoom or dolly?
+{
+ RegionView3D* rv3d = CTX_wm_region_view3d(C);
+ wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
+
+ rv3d->rot_angle = 0.f; // we're panning here! so erase any leftover rotation from other operators
+
+ if (ndof->progress != P_FINISHING) {
+ const float dt = ndof->dt;
+ float view_inv[4];
+#if 0 // ------------------------------------------- zoom with Z
+ // tune these until everything feels right
+ const float zoom_sensitivity = 1.f;
+ const float pan_sensitivity = 1.f;
+
+ float pan_vec[3] = {
+ ndof->tx, ndof->ty, 0
+ };
+
+ // "zoom in" or "translate"? depends on zoom mode in user settings?
+ if (ndof->tz) {
+ float zoom_distance = zoom_sensitivity * rv3d->dist * dt * ndof->tz;
+ rv3d->dist += zoom_distance;
+ }
+
+ mul_v3_fl(pan_vec, pan_sensitivity * rv3d->dist * dt);
+#else // ------------------------------------------------------- dolly with Z
+ float speed = 10.f; // blender units per second
+ // ^^ this is ok for default cube scene, but should scale with.. something
+
+ // tune these until everything feels right
+ const float forward_sensitivity = 1.f;
+ const float vertical_sensitivity = 0.4f;
+ const float lateral_sensitivity = 0.6f;
+
+ float pan_vec[3] = {
+ lateral_sensitivity * ndof->tx,
+ vertical_sensitivity * ndof->ty,
+ forward_sensitivity * ndof->tz
+ };
+
+ mul_v3_fl(pan_vec, speed * dt);
+#endif
+ /* transform motion from view to world coordinates */
+ invert_qt_qt(view_inv, rv3d->viewquat);
+ mul_qt_v3(view_inv, pan_vec);
+
+ /* move center of view opposite of hand motion (this is camera mode, not object mode) */
+ sub_v3_v3(rv3d->ofs, pan_vec);
+ }
+
+ ED_region_tag_redraw(CTX_wm_region(C));
+
+ return OPERATOR_FINISHED;
+}
+
+void VIEW3D_OT_ndof_pan(struct wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "NDOF Pan View";
+ ot->description = "Position your viewpoint with the 3D mouse.";
+ ot->idname = "VIEW3D_OT_ndof_pan";
+
+ /* api callbacks */
+ ot->invoke = ndof_pan_invoke;
+ ot->poll = ED_operator_view3d_active;
+
+ /* flags */
+ ot->flag = 0;
+}
+
/* ************************ viewmove ******************************** */
@@ -3195,398 +3458,6 @@ int ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], cons
return (*depth==FLT_MAX) ? 0:1;
}
-/* ********************* NDOF ************************ */
-/* note: this code is confusing and unclear... (ton) */
-/* **************************************************** */
-
-// ndof scaling will be moved to user setting.
-// In the mean time this is just a place holder.
-
-// Note: scaling in the plugin and ghostwinlay.c
-// should be removed. With driver default setting,
-// each axis returns approx. +-200 max deflection.
-
-// The values I selected are based on the older
-// polling i/f. With event i/f, the sensistivity
-// can be increased for improved response from
-// small deflections of the device input.
-
-
-// lukep notes : i disagree on the range.
-// the normal 3Dconnection driver give +/-400
-// on defaut range in other applications
-// and up to +/- 1000 if set to maximum
-// because i remove the scaling by delta,
-// which was a bad idea as it depend of the system
-// speed and os, i changed the scaling values, but
-// those are still not ok
-
-#if 0
-static float ndof_axis_scale[6] = {
- +0.01, // Tx
- +0.01, // Tz
- +0.01, // Ty
- +0.0015, // Rx
- +0.0015, // Rz
- +0.0015 // Ry
-};
-
-static void filterNDOFvalues(float *sbval)
-{
- int i=0;
- float max = 0.0;
-
- for (i =0; i<6;i++)
- if (fabs(sbval[i]) > max)
- max = fabs(sbval[i]);
- for (i =0; i<6;i++)
- if (fabs(sbval[i]) != max )
- sbval[i]=0.0;
-}
-
-// statics for controlling rv3d->dist corrections.
-// viewmoveNDOF zeros and adjusts rv3d->ofs.
-// viewmove restores based on dz_flag state.
-
-int dz_flag = 0;
-float m_dist;
-
-void viewmoveNDOFfly(ARegion *ar, View3D *v3d, int UNUSED(mode))
-{
- RegionView3D *rv3d= ar->regiondata;
- int i;
- float phi;
- float dval[7];
- // static fval[6] for low pass filter; device input vector is dval[6]
- static float fval[6];
- float tvec[3],rvec[3];
- float q1[4];
- float mat[3][3];
- float upvec[3];
-
-
- /*----------------------------------------------------
- * sometimes this routine is called from headerbuttons
- * viewmove needs to refresh the screen
- */
-// XXX areawinset(ar->win);
-
-
- // fetch the current state of the ndof device
-// XXX getndof(dval);
-
- if (v3d->ndoffilter)
- filterNDOFvalues(fval);
-
- // Scale input values
-
-// if(dval[6] == 0) return; // guard against divide by zero
-
- for(i=0;i<6;i++) {
-
- // user scaling
- dval[i] = dval[i] * ndof_axis_scale[i];
- }
-
-
- // low pass filter with zero crossing reset
-
- for(i=0;i<6;i++) {
- if((dval[i] * fval[i]) >= 0)
- dval[i] = (fval[i] * 15 + dval[i]) / 16;
- else
- fval[i] = 0;
- }
-
-
- // force perspective mode. This is a hack and is
- // incomplete. It doesn't actually effect the view
- // until the first draw and doesn't update the menu
- // to reflect persp mode.
-
- rv3d->persp = RV3D_PERSP;
-
-
- // Correct the distance jump if rv3d->dist != 0
-
- // This is due to a side effect of the original
- // mouse view rotation code. The rotation point is
- // set a distance in front of the viewport to
- // make rotating with the mouse look better.
- // The distance effect is written at a low level
- // in the view management instead of the mouse
- // view function. This means that all other view
- // movement devices must subtract this from their
- // view transformations.
-
- if(rv3d->dist != 0.0) {
- dz_flag = 1;
- m_dist = rv3d->dist;
- upvec[0] = upvec[1] = 0;
- upvec[2] = rv3d->dist;
- copy_m3_m4(mat, rv3d->viewinv);
- mul_m3_v3(mat, upvec);
- sub_v3_v3(rv3d->ofs, upvec);
- rv3d->dist = 0.0;
- }
-
-
- // Apply rotation
- // 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
-
- copy_m3_m4(mat, rv3d->viewinv);
- mat[2][2] = 0.0f;
- mul_m3_v3(mat, rvec);
-
- // rotate the view
-
- phi = normalize_v3(rvec);
- if(phi != 0) {
- axis_angle_to_quat(q1,rvec,phi);
- mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
- }
-
-
- // Apply translation
-
- tvec[0] = dval[0];
- tvec[1] = dval[1];
- tvec[2] = -dval[2];
-
- // the next three lines rotate the x and y translation coordinates
- // by the current z axis angle
-
- copy_m3_m4(mat, rv3d->viewinv);
- mat[2][2] = 0.0f;
- mul_m3_v3(mat, tvec);
-
- // translate the view
-
- sub_v3_v3(rv3d->ofs, tvec);
-
-
- /*----------------------------------------------------
- * refresh the screen XXX
- */
-
- // update render preview window
-
-// XXX BIF_view3d_previewrender_signal(ar, PR_DBASE|PR_DISPRECT);
-}
-
-void viewmoveNDOF(Scene *scene, ARegion *ar, View3D *v3d, int UNUSED(mode))
-{
- RegionView3D *rv3d= ar->regiondata;
- float fval[7];
- float dvec[3];
- float sbadjust = 1.0f;
- float len;
- short use_sel = 0;
- Object *ob = OBACT;
- float m[3][3];
- float m_inv[3][3];
- float xvec[3] = {1,0,0};
- float yvec[3] = {0,-1,0};
- float zvec[3] = {0,0,1};
- float phi;
- float q1[4];
- float obofs[3];
- 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.
- * Perhaps this should be a configurable user parameter.
- */
- float psens = 0.005f * (float) U.ndof_pan; /* pan sensitivity */
- float rsens = 0.005f * (float) U.ndof_rotate; /* rotate sensitivity */
- float zsens = 0.3f; /* zoom sensitivity */
-
- const float minZoom = -30.0f;
- const float maxZoom = 300.0f;
-
- //reset view type
- rv3d->view = 0;
-//printf("passing here \n");
-//
- if (scene->obedit==NULL && ob && !(ob->mode & OB_MODE_POSE)) {
- use_sel = 1;
- }
-
- if((dz_flag)||rv3d->dist==0) {
- dz_flag = 0;
- rv3d->dist = m_dist;
- upvec[0] = upvec[1] = 0;
- upvec[2] = rv3d->dist;
- copy_m3_m4(mat, rv3d->viewinv);
- mul_m3_v3(mat, upvec);
- add_v3_v3(rv3d->ofs, upvec);
- }
-
- /*----------------------------------------------------
- * sometimes this routine is called from headerbuttons
- * viewmove needs to refresh the screen
- */
-// XXX areawinset(curarea->win);
-
- /*----------------------------------------------------
- * record how much time has passed. clamp at 10 Hz
- * pretend the previous frame occurred at the clamped time
- */
-// now = PIL_check_seconds_timer();
- // frametime = (now - prevTime);
- // if (frametime > 0.1f){ /* if more than 1/10s */
- // frametime = 1.0f/60.0; /* clamp at 1/60s so no jumps when starting to move */
-// }
-// prevTime = now;
- // sbadjust *= 60 * frametime; /* normalize ndof device adjustments to 100Hz for framerate independence */
-
- /* fetch the current state of the ndof device & enforce dominant mode if selected */
-// XXX getndof(fval);
- if (v3d->ndoffilter)
- filterNDOFvalues(fval);
-
-
- // put scaling back here, was previously in ghostwinlay
- fval[0] = fval[0] * (1.0f/600.0f);
- fval[1] = fval[1] * (1.0f/600.0f);
- fval[2] = fval[2] * (1.0f/1100.0f);
- 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 (rv3d->persp == RV3D_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 */
- if (ob) {
- obofs[0] = -ob->obmat[3][0];
- obofs[1] = -ob->obmat[3][1];
- obofs[2] = -ob->obmat[3][2];
- }
- else {
- copy_v3_v3(obofs, rv3d->ofs);
- }
-
- /* calc an adjustment based on distance from camera
- disabled per patch 14402 */
- d = 1.0f;
-
-/* if (ob) {
- sub_v3_v3v3(diff, obofs, rv3d->ofs);
- d = len_v3(diff);
- }
-*/
-
- reverse = (rv3d->persmat[2][1] < 0.0f) ? -1.0f : 1.0f;
-
- /*----------------------------------------------------
- * ndof device pan
- */
- psens *= 1.0f + d;
- curareaX = sbadjust * psens * fval[0];
- curareaY = sbadjust * psens * fval[1];
- dvec[0] = curareaX * rv3d->persinv[0][0] + curareaY * rv3d->persinv[1][0];
- dvec[1] = curareaX * rv3d->persinv[0][1] + curareaY * rv3d->persinv[1][1];
- dvec[2] = curareaX * rv3d->persinv[0][2] + curareaY * rv3d->persinv[1][2];
- add_v3_v3(rv3d->ofs, dvec);
-
- /*----------------------------------------------------
- * ndof device dolly
- */
- len = zsens * sbadjust * fval[2];
-
- if (rv3d->persp==RV3D_CAMOB) {
- if(rv3d->persp==RV3D_CAMOB) { /* This is stupid, please fix - TODO */
- rv3d->camzoom+= 10.0f * -len;
- }
- if (rv3d->camzoom < minZoom) rv3d->camzoom = minZoom;
- else if (rv3d->camzoom > maxZoom) rv3d->camzoom = maxZoom;
- }
- else if ((rv3d->dist> 0.001*v3d->grid) && (rv3d->dist<10.0*v3d->far)) {
- rv3d->dist*=(1.0 + len);
- }
-
-
- /*----------------------------------------------------
- * ndof device turntable
- * derived from the turntable code in viewmove
- */
-
- /* Get the 3x3 matrix and its inverse from the quaternion */
- quat_to_mat3( m,rv3d->viewquat);
- invert_m3_m3(m_inv,m);
-
- /* Determine the direction of the x vector (for rotating up and down) */
- /* This can likely be compuated directly from the quaternion. */
- mul_m3_v3(m_inv,xvec);
- mul_m3_v3(m_inv,yvec);
- mul_m3_v3(m_inv,zvec);
-
- /* Perform the up/down rotation */
- phi = sbadjust * rsens * /*0.5f * */ fval[3]; /* spin vertically half as fast as horizontally */
- q1[0] = cos(phi);
- mul_v3_v3fl(q1+1, xvec, sin(phi));
- mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
-
- if (use_sel) {
- conjugate_qt(q1); /* conj == inv for unit quat */
- sub_v3_v3(rv3d->ofs, obofs);
- mul_qt_v3(q1, rv3d->ofs);
- add_v3_v3(rv3d->ofs, obofs);
- }
-
- /* Perform the orbital rotation */
- /* Perform the orbital rotation
- If the seen Up axis is parallel to the zoom axis, rotation should be
- achieved with a pure Roll motion (no Spin) on the device. When you start
- to tilt, moving from Top to Side view, Spinning will increasingly become
- more relevant while the Roll component will decrease. When a full
- Side view is reached, rotations around the world's Up axis are achieved
- with a pure Spin-only motion. In other words the control of the spinning
- around the world's Up axis should move from the device's Spin axis to the
- device's Roll axis depending on the orientation of the world's Up axis
- relative to the screen. */
- //phi = sbadjust * rsens * reverse * fval[4]; /* spin the knob, y axis */
- phi = sbadjust * rsens * (yvec[2] * fval[4] + zvec[2] * fval[5]);
- q1[0] = cos(phi);
- q1[1] = q1[2] = 0.0;
- q1[3] = sin(phi);
- mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
-
- if (use_sel) {
- conjugate_qt(q1);
- sub_v3_v3(rv3d->ofs, obofs);
- mul_qt_v3(q1, rv3d->ofs);
- add_v3_v3(rv3d->ofs, obofs);
- }
-
- /*----------------------------------------------------
- * refresh the screen
- */
-// XXX scrarea_do_windraw(curarea);
-}
-#endif // if 0, unused NDof code
-
-
/* Gets the view trasnformation from a camera
* currently dosnt take camzoom into account
*
diff --git a/source/blender/editors/space_view3d/view3d_fly.c b/source/blender/editors/space_view3d/view3d_fly.c
index ed1ed5b3881..38d93ab59f3 100644
--- a/source/blender/editors/space_view3d/view3d_fly.c
+++ b/source/blender/editors/space_view3d/view3d_fly.c
@@ -29,6 +29,8 @@
/* defines VIEW3D_OT_fly modal operator */
+//#define NDOF_FLY_DEBUG
+
#include "DNA_anim_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
@@ -143,7 +145,6 @@ void fly_modal_keymap(wmKeyConfig *keyconf)
/* assign map to operators */
WM_modalkeymap_assign(keymap, "VIEW3D_OT_fly");
-
}
typedef struct FlyInfo {
@@ -158,7 +159,9 @@ typedef struct FlyInfo {
short state;
short use_precision;
short redraw;
- int mval[2];
+
+ int mval[2]; /* latest 2D mouse values */
+ wmNDOFMotionData* ndof; /* latest 3D mouse values */
/* fly state state */
float speed; /* the speed the view is moving per redraw */
@@ -257,6 +260,10 @@ static int initFlyInfo (bContext *C, FlyInfo *fly, wmOperator *op, wmEvent *even
fly->ar = CTX_wm_region(C);
fly->scene= CTX_data_scene(C);
+ #ifdef NDOF_FLY_DEBUG
+ puts("\n-- fly begin --");
+ #endif
+
if(fly->rv3d->persp==RV3D_CAMOB && fly->v3d->camera->id.lib) {
BKE_report(op->reports, RPT_ERROR, "Cannot fly a camera from an external library");
return FALSE;
@@ -282,12 +289,14 @@ static int initFlyInfo (bContext *C, FlyInfo *fly, wmOperator *op, wmEvent *even
fly->zlock_momentum=0.0f;
fly->grid= 1.0f;
fly->use_precision= 0;
+ fly->redraw= 1;
fly->dvec_prev[0]= fly->dvec_prev[1]= fly->dvec_prev[2]= 0.0f;
fly->timer= WM_event_add_timer(CTX_wm_manager(C), CTX_wm_window(C), TIMER, 0.01f);
VECCOPY2D(fly->mval, event->mval)
+ fly->ndof = NULL;
fly->time_lastdraw= fly->time_lastwheel= PIL_check_seconds_timer();
@@ -329,8 +338,17 @@ static int initFlyInfo (bContext *C, FlyInfo *fly, wmOperator *op, wmEvent *even
/* perspective or ortho */
if (fly->rv3d->persp==RV3D_ORTHO)
fly->rv3d->persp= RV3D_PERSP; /*if ortho projection, make perspective */
+
copy_qt_qt(fly->rot_backup, fly->rv3d->viewquat);
copy_v3_v3(fly->ofs_backup, fly->rv3d->ofs);
+
+ /* the dist defines a vector that is infront of the offset
+ to rotate the view about.
+ this is no good for fly mode because we
+ want to rotate about the viewers center.
+ but to correct the dist removal we must
+ alter offset so the view doesn't jump. */
+
fly->rv3d->dist= 0.0f;
upvec[2]= fly->dist_backup; /*x and y are 0*/
@@ -338,7 +356,6 @@ static int initFlyInfo (bContext *C, FlyInfo *fly, wmOperator *op, wmEvent *even
sub_v3_v3(fly->rv3d->ofs, upvec);
/*Done with correcting for the dist*/
}
-
/* center the mouse, probably the UI mafia are against this but without its quite annoying */
WM_cursor_warp(CTX_wm_window(C), fly->ar->winrct.xmin + fly->ar->winx/2, fly->ar->winrct.ymin + fly->ar->winy/2);
@@ -356,6 +373,10 @@ static int flyEnd(bContext *C, FlyInfo *fly)
if(fly->state == FLY_RUNNING)
return OPERATOR_RUNNING_MODAL;
+ #ifdef NDOF_FLY_DEBUG
+ puts("\n-- fly end --");
+ #endif
+
WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), fly->timer);
ED_region_draw_cb_exit(fly->ar->type, fly->draw_handle_pixel);
@@ -401,6 +422,9 @@ static int flyEnd(bContext *C, FlyInfo *fly)
if(fly->obtfm)
MEM_freeN(fly->obtfm);
+ if(fly->ndof)
+ MEM_freeN(fly->ndof);
+
if(fly->state == FLY_CONFIRM) {
MEM_freeN(fly);
return OPERATOR_FINISHED;
@@ -412,12 +436,54 @@ static int flyEnd(bContext *C, FlyInfo *fly)
static void flyEvent(FlyInfo *fly, wmEvent *event)
{
- if (event->type == TIMER && event->customdata == fly->timer) {
- fly->redraw = 1;
- }
- else if (event->type == MOUSEMOVE) {
+ if (event->type == MOUSEMOVE) {
VECCOPY2D(fly->mval, event->mval);
- } /* handle modal keymap first */
+ }
+ else if (event->type == NDOF_MOTION) {
+ // do these automagically get delivered? yes.
+ // puts("ndof motion detected in fly mode!");
+ // static const char* tag_name = "3D mouse position";
+
+ wmNDOFMotionData* incoming_ndof = (wmNDOFMotionData*) event->customdata;
+ switch (incoming_ndof->progress)
+ {
+ case P_STARTING:
+ // start keeping track of 3D mouse position
+ #ifdef NDOF_FLY_DEBUG
+ puts("start keeping track of 3D mouse position");
+ #endif
+ // fall through...
+ case P_IN_PROGRESS:
+ // update 3D mouse position
+ #ifdef NDOF_FLY_DEBUG
+ putchar('.'); fflush(stdout);
+ #endif
+ if (fly->ndof == NULL)
+ // fly->ndof = MEM_mallocN(sizeof(wmNDOFMotionData), tag_name);
+ fly->ndof = MEM_dupallocN(incoming_ndof);
+ // fly->ndof = malloc(sizeof(wmNDOFMotionData));
+ else
+ memcpy(fly->ndof, incoming_ndof, sizeof(wmNDOFMotionData));
+ break;
+ case P_FINISHING:
+ // stop keeping track of 3D mouse position
+ #ifdef NDOF_FLY_DEBUG
+ puts("stop keeping track of 3D mouse position");
+ #endif
+ if (fly->ndof)
+ {
+ MEM_freeN(fly->ndof);
+ // free(fly->ndof);
+ fly->ndof = NULL;
+ }
+ /* update the time else the view will jump when 2D mouse/timer resume */
+ fly->time_lastdraw= PIL_check_seconds_timer();
+ break;
+ default:
+ ; // should always be one of the above 3
+ }
+ }
+ /* handle modal keymap first */
else if (event->type == EVT_MODAL_MAP) {
switch (event->val) {
case FLY_MODAL_CANCEL:
@@ -528,14 +594,81 @@ static void flyEvent(FlyInfo *fly, wmEvent *event)
case FLY_MODAL_PRECISION_DISABLE:
fly->use_precision= FALSE;
break;
+ }
+ }
+}
+
+
+static void move_camera(bContext* C, RegionView3D* rv3d, FlyInfo* fly, int orientationChanged, int positionChanged)
+{
+ /* we are in camera view so apply the view ofs and quat to the view matrix and set the camera to the view */
+ View3D* v3d = fly->v3d;
+ Scene *scene= fly->scene;
+ ID *id_key;
+
+ /* transform the parent or the camera? */
+ if(fly->root_parent) {
+ Object *ob_update;
+
+ float view_mat[4][4];
+ float prev_view_mat[4][4];
+ float prev_view_imat[4][4];
+ float diff_mat[4][4];
+ float parent_mat[4][4];
+
+ ED_view3d_to_m4(prev_view_mat, fly->rv3d->ofs, fly->rv3d->viewquat, fly->rv3d->dist);
+ invert_m4_m4(prev_view_imat, prev_view_mat);
+ ED_view3d_to_m4(view_mat, rv3d->ofs, rv3d->viewquat, rv3d->dist);
+ mul_m4_m4m4(diff_mat, prev_view_imat, view_mat);
+ mul_m4_m4m4(parent_mat, fly->root_parent->obmat, diff_mat);
+ object_apply_mat4(fly->root_parent, parent_mat, TRUE, FALSE);
+
+ // where_is_object(scene, fly->root_parent);
+
+ ob_update= v3d->camera->parent;
+ while(ob_update) {
+ DAG_id_tag_update(&ob_update->id, OB_RECALC_OB);
+ ob_update= ob_update->parent;
}
+
+ id_key= &fly->root_parent->id;
+ }
+ else {
+ float view_mat[4][4];
+ ED_view3d_to_m4(view_mat, rv3d->ofs, rv3d->viewquat, rv3d->dist);
+ object_apply_mat4(v3d->camera, view_mat, TRUE, FALSE);
+ id_key= &v3d->camera->id;
+ }
+
+ /* record the motion */
+ if (autokeyframe_cfra_can_key(scene, id_key)) {
+ ListBase dsources = {NULL, NULL};
+
+ /* add datasource override for the camera object */
+ ANIM_relative_keyingset_add_source(&dsources, id_key, NULL, NULL);
+
+ /* insert keyframes
+ * 1) on the first frame
+ * 2) on each subsequent frame
+ * TODO: need to check in future that frame changed before doing this
+ */
+ if (orientationChanged) {
+ KeyingSet *ks= ANIM_builtin_keyingset_get_named(NULL, "Rotation");
+ ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, (float)CFRA);
+ }
+ if (positionChanged) {
+ KeyingSet *ks= ANIM_builtin_keyingset_get_named(NULL, "Location");
+ ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, (float)CFRA);
+ }
+
+ /* free temp data */
+ BLI_freelistN(&dsources);
}
}
static int flyApply(bContext *C, FlyInfo *fly)
{
-
#define FLY_ROTATE_FAC 2.5f /* more is faster */
#define FLY_ZUP_CORRECT_FAC 0.1f /* amount to correct per step */
#define FLY_ZUP_CORRECT_ACCEL 0.05f /* increase upright momentum each step */
@@ -545,11 +678,7 @@ static int flyApply(bContext *C, FlyInfo *fly)
a fly loop where the user can move move the view as if they are flying
*/
RegionView3D *rv3d= fly->rv3d;
- View3D *v3d = fly->v3d;
ARegion *ar = fly->ar;
- Scene *scene= fly->scene;
-
- float prev_view_mat[4][4];
float 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 */
@@ -567,15 +696,11 @@ static int flyApply(bContext *C, FlyInfo *fly)
unsigned char
apply_rotation= 1; /* if the user presses shift they can look about without movinf the direction there looking*/
- if(fly->root_parent)
- ED_view3d_to_m4(prev_view_mat, fly->rv3d->ofs, fly->rv3d->viewquat, fly->rv3d->dist);
+ #ifdef NDOF_FLY_DEBUG
+ static unsigned int iteration = 1;
+ printf("fly timer %d\n", iteration++);
+ #endif
- /* the dist defines a vector that is infront of the offset
- to rotate the view about.
- this is no good for fly mode because we
- want to rotate about the viewers center.
- but to correct the dist removal we must
- alter offset so the view doesn't jump. */
xmargin= ar->winx/20.0f;
ymargin= ar->winy/20.0f;
@@ -622,6 +747,8 @@ static int flyApply(bContext *C, FlyInfo *fly)
float time_redraw;
float time_redraw_clamped;
+ fly->redraw= 1;
+
time_current= PIL_check_seconds_timer();
time_redraw= (float)(time_current - fly->time_lastdraw);
time_redraw_clamped= MIN2(0.05f, time_redraw); /* clamt the redraw time to avoid jitter in roll correction */
@@ -690,7 +817,7 @@ static int flyApply(bContext *C, FlyInfo *fly)
mul_m3_v3(mat, upvec);
}
- axis_angle_to_quat( tmp_quat, upvec, (float)moffset[0] * time_redraw * FLY_ROTATE_FAC); /* Rotate about the relative up vec */
+ axis_angle_to_quat(tmp_quat, upvec, (float)moffset[0] * time_redraw * FLY_ROTATE_FAC); /* Rotate about the relative up vec */
mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
if (fly->xlock) fly->xlock = 2;/*check for rotation*/
@@ -784,69 +911,9 @@ static int flyApply(bContext *C, FlyInfo *fly)
ED_area_headerprint(fly->ar, "FlyKeys Speed:(+/- | Wheel), Upright Axis:X off/Z off, Slow:Shift, Direction:WASDRF, Ok:LMB, Pan:MMB, Cancel:RMB");
#endif
- /* we are in camera view so apply the view ofs and quat to the view matrix and set the camera to the view */
- if (rv3d->persp==RV3D_CAMOB) {
- ID *id_key;
- /* transform the parent or the camera? */
- if(fly->root_parent) {
- Object *ob_update;
-
- float view_mat[4][4];
- float prev_view_imat[4][4];
- float diff_mat[4][4];
- float parent_mat[4][4];
-
- invert_m4_m4(prev_view_imat, prev_view_mat);
- ED_view3d_to_m4(view_mat, rv3d->ofs, rv3d->viewquat, rv3d->dist);
- mul_m4_m4m4(diff_mat, prev_view_imat, view_mat);
- mul_m4_m4m4(parent_mat, fly->root_parent->obmat, diff_mat);
- object_apply_mat4(fly->root_parent, parent_mat, TRUE, FALSE);
-
- // where_is_object(scene, fly->root_parent);
-
- ob_update= v3d->camera->parent;
- while(ob_update) {
- DAG_id_tag_update(&ob_update->id, OB_RECALC_OB);
- ob_update= ob_update->parent;
- }
-
- copy_m4_m4(prev_view_mat, view_mat);
-
- id_key= &fly->root_parent->id;
-
- }
- else {
- float view_mat[4][4];
- ED_view3d_to_m4(view_mat, rv3d->ofs, rv3d->viewquat, rv3d->dist);
- object_apply_mat4(v3d->camera, view_mat, TRUE, FALSE);
- id_key= &v3d->camera->id;
- }
+ if (rv3d->persp==RV3D_CAMOB)
+ move_camera(C, rv3d, fly, (fly->xlock || fly->zlock || moffset[0] || moffset[1]), fly->speed);
- /* record the motion */
- if (autokeyframe_cfra_can_key(scene, id_key)) {
- ListBase dsources = {NULL, NULL};
-
- /* add datasource override for the camera object */
- ANIM_relative_keyingset_add_source(&dsources, id_key, NULL, NULL);
-
- /* insert keyframes
- * 1) on the first frame
- * 2) on each subsequent frame
- * TODO: need to check in future that frame changed before doing this
- */
- if (fly->xlock || fly->zlock || moffset[0] || moffset[1]) {
- KeyingSet *ks= ANIM_builtin_keyingset_get_named(NULL, "Rotation");
- ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, (float)CFRA);
- }
- if (fly->speed) {
- KeyingSet *ks= ANIM_builtin_keyingset_get_named(NULL, "Location");
- ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, (float)CFRA);
- }
-
- /* free temp data */
- BLI_freelistN(&dsources);
- }
- }
} else
/*were not redrawing but we need to update the time else the view will jump */
fly->time_lastdraw= PIL_check_seconds_timer();
@@ -854,11 +921,141 @@ static int flyApply(bContext *C, FlyInfo *fly)
copy_v3_v3(fly->dvec_prev, dvec);
}
-/* moved to flyEnd() */
-
return OPERATOR_FINISHED;
}
+static int flyApply_ndof(bContext *C, FlyInfo *fly)
+{
+ // shorthand for oft-used variables
+ wmNDOFMotionData* ndof = fly->ndof;
+ const float dt = ndof->dt;
+ RegionView3D* rv3d = fly->rv3d;
+ const int flag = U.ndof_flag;
+
+// int shouldRotate = (flag & NDOF_SHOULD_ROTATE) && (fly->pan_view == FALSE),
+// shouldTranslate = (flag & (NDOF_SHOULD_PAN | NDOF_SHOULD_ZOOM));
+
+ int shouldRotate = (fly->pan_view == FALSE),
+ shouldTranslate = TRUE;
+
+ float view_inv[4];
+ invert_qt_qt(view_inv, rv3d->viewquat);
+
+ rv3d->rot_angle = 0.f; // disable onscreen rotation doo-dad
+
+ if (shouldTranslate)
+ {
+ const float forward_sensitivity = 1.f;
+ const float vertical_sensitivity = 0.4f;
+ const float lateral_sensitivity = 0.6f;
+
+ float speed = 10.f; // blender units per second
+ // ^^ this is ok for default cube scene, but should scale with.. something
+
+ float trans[3] = {
+ lateral_sensitivity * ndof->tx,
+ vertical_sensitivity * ndof->ty,
+ forward_sensitivity * ndof->tz
+ };
+
+ if (fly->use_precision)
+ speed *= 0.2f;
+
+ mul_v3_fl(trans, speed * dt);
+
+ // transform motion from view to world coordinates
+ mul_qt_v3(view_inv, trans);
+
+ if (flag & NDOF_FLY_HELICOPTER)
+ {
+ // replace world z component with device y (yes it makes sense)
+ trans[2] = speed * dt * vertical_sensitivity * ndof->ty;
+ }
+
+ if (rv3d->persp==RV3D_CAMOB) {
+ // respect camera position locks
+ Object *lock_ob= fly->root_parent ? fly->root_parent : fly->v3d->camera;
+ if (lock_ob->protectflag & OB_LOCK_LOCX) trans[0] = 0.f;
+ if (lock_ob->protectflag & OB_LOCK_LOCY) trans[1] = 0.f;
+ if (lock_ob->protectflag & OB_LOCK_LOCZ) trans[2] = 0.f;
+ }
+
+ if (trans[0] || trans[1] || trans[2])
+ {
+ // move center of view opposite of hand motion (this is camera mode, not object mode)
+ sub_v3_v3(rv3d->ofs, trans);
+ shouldTranslate = TRUE;
+ }
+ else
+ shouldTranslate = FALSE;
+ }
+
+ if (shouldRotate)
+ {
+ const float turn_sensitivity = 1.f;
+
+ float rotation[4];
+ float axis[3];
+ float angle = turn_sensitivity * ndof_to_angle_axis(ndof, axis);
+
+ if (fabsf(angle) > 0.0001f)
+ {
+ shouldRotate = TRUE;
+
+ if (fly->use_precision)
+ angle *= 0.2f;
+
+ // transform rotation axis from view to world coordinates
+ mul_qt_v3(view_inv, axis);
+
+ // apply rotation to view
+ axis_angle_to_quat(rotation, axis, angle);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rotation);
+
+ if (flag & NDOF_LOCK_HORIZON)
+ // force an upright viewpoint
+ // TODO: make this less... sudden
+ {
+ float view_horizon[3] = {1.f, 0.f, 0.f}; // view +x
+ float view_direction[3] = {0.f, 0.f, -1.f}; // view -z (into screen)
+
+ // find new inverse since viewquat has changed
+ invert_qt_qt(view_inv, rv3d->viewquat);
+ // could apply reverse rotation to existing view_inv to save a few cycles
+
+ // transform view vectors to world coordinates
+ mul_qt_v3(view_inv, view_horizon);
+ mul_qt_v3(view_inv, view_direction);
+
+ // find difference between view & world horizons
+ // true horizon lives in world xy plane, so look only at difference in z
+ angle = -asinf(view_horizon[2]);
+
+ #ifdef NDOF_FLY_DEBUG
+ printf("lock horizon: adjusting %.1f degrees\n\n", RAD2DEG(angle));
+ #endif
+
+ // rotate view so view horizon = world horizon
+ axis_angle_to_quat(rotation, view_direction, angle);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rotation);
+ }
+
+ rv3d->view = RV3D_VIEW_USER;
+ }
+ else
+ shouldRotate = FALSE;
+ }
+
+ if (shouldTranslate || shouldRotate)
+ {
+ fly->redraw = TRUE;
+
+ if (rv3d->persp==RV3D_CAMOB)
+ move_camera(C, rv3d, fly, shouldRotate, shouldTranslate);
+ }
+
+ return OPERATOR_FINISHED;
+}
static int fly_invoke(bContext *C, wmOperator *op, wmEvent *event)
@@ -908,7 +1105,12 @@ static int fly_modal(bContext *C, wmOperator *op, wmEvent *event)
flyEvent(fly, event);
- if(event->type==TIMER && event->customdata == fly->timer)
+ if (fly->ndof) // 3D mouse overrules [2D mouse + timer]
+ {
+ if (event->type==NDOF_MOTION)
+ flyApply_ndof(C, fly);
+ }
+ else if (event->type==TIMER && event->customdata == fly->timer)
flyApply(C, fly);
do_draw |= fly->redraw;
@@ -923,6 +1125,7 @@ static int fly_modal(bContext *C, wmOperator *op, wmEvent *event)
WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, fly_object);
}
+ // puts("redraw!"); // too frequent, fix tomorrow.
ED_region_tag_redraw(CTX_wm_region(C));
}
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index d3886d48873..c4207b0ce25 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -51,6 +51,7 @@ struct ARegionType;
struct bPoseChannel;
struct bAnimVizSettings;
struct bMotionPath;
+struct wmNDOFMotionData;
#define BL_NEAR_CLIP 0.001
@@ -72,6 +73,8 @@ void VIEW3D_OT_dolly(struct wmOperatorType *ot);
void VIEW3D_OT_zoom_camera_1_to_1(struct wmOperatorType *ot);
void VIEW3D_OT_move(struct wmOperatorType *ot);
void VIEW3D_OT_rotate(struct wmOperatorType *ot);
+void VIEW3D_OT_ndof_orbit(struct wmOperatorType *ot);
+void VIEW3D_OT_ndof_pan(struct wmOperatorType *ot);
void VIEW3D_OT_view_all(struct wmOperatorType *ot);
void VIEW3D_OT_viewnumpad(struct wmOperatorType *ot);
void VIEW3D_OT_view_selected(struct wmOperatorType *ot);
@@ -91,6 +94,8 @@ void VIEW3D_OT_zoom_border(struct wmOperatorType *ot);
void VIEW3D_OT_drawtype(struct wmOperatorType *ot);
void view3d_boxview_copy(ScrArea *sa, ARegion *ar);
+void ndof_to_quat(struct wmNDOFMotionData* ndof, float q[4]);
+float ndof_to_angle_axis(struct wmNDOFMotionData* ndof, float axis[3]);
/* view3d_fly.c */
void view3d_keymap(struct wmKeyConfig *keyconf);
diff --git a/source/blender/editors/space_view3d/view3d_ops.c b/source/blender/editors/space_view3d/view3d_ops.c
index 05ef79a9f29..e47cb1db753 100644
--- a/source/blender/editors/space_view3d/view3d_ops.c
+++ b/source/blender/editors/space_view3d/view3d_ops.c
@@ -64,6 +64,8 @@ void view3d_operatortypes(void)
WM_operatortype_append(VIEW3D_OT_zoom);
WM_operatortype_append(VIEW3D_OT_zoom_camera_1_to_1);
WM_operatortype_append(VIEW3D_OT_dolly);
+ WM_operatortype_append(VIEW3D_OT_ndof_orbit);
+ WM_operatortype_append(VIEW3D_OT_ndof_pan);
WM_operatortype_append(VIEW3D_OT_view_all);
WM_operatortype_append(VIEW3D_OT_viewnumpad);
WM_operatortype_append(VIEW3D_OT_view_orbit);
@@ -161,6 +163,17 @@ void view3d_keymap(wmKeyConfig *keyconf)
RNA_boolean_set(WM_keymap_add_item(keymap, "VIEW3D_OT_view_all", HOMEKEY, KM_PRESS, 0, 0)->ptr, "center", 0); /* only without camera view */
RNA_boolean_set(WM_keymap_add_item(keymap, "VIEW3D_OT_view_all", CKEY, KM_PRESS, KM_SHIFT, 0)->ptr, "center", 1);
+ /* 3D mouse */
+ WM_keymap_add_item(keymap, "VIEW3D_OT_ndof_orbit", NDOF_MOTION, 0, 0, 0);
+ WM_keymap_add_item(keymap, "VIEW3D_OT_ndof_pan", NDOF_MOTION, 0, KM_SHIFT, 0);
+ WM_keymap_add_item(keymap, "VIEW3D_OT_view_selected", NDOF_BUTTON_FIT, KM_PRESS, 0, 0);
+ RNA_enum_set(WM_keymap_add_item(keymap, "VIEW3D_OT_viewnumpad", NDOF_BUTTON_FRONT, KM_PRESS, 0, 0)->ptr, "type", RV3D_VIEW_FRONT);
+ RNA_enum_set(WM_keymap_add_item(keymap, "VIEW3D_OT_viewnumpad", NDOF_BUTTON_BACK, KM_PRESS, 0, 0)->ptr, "type", RV3D_VIEW_BACK);
+ RNA_enum_set(WM_keymap_add_item(keymap, "VIEW3D_OT_viewnumpad", NDOF_BUTTON_LEFT, KM_PRESS, 0, 0)->ptr, "type", RV3D_VIEW_LEFT);
+ RNA_enum_set(WM_keymap_add_item(keymap, "VIEW3D_OT_viewnumpad", NDOF_BUTTON_RIGHT, KM_PRESS, 0, 0)->ptr, "type", RV3D_VIEW_RIGHT);
+ RNA_enum_set(WM_keymap_add_item(keymap, "VIEW3D_OT_viewnumpad", NDOF_BUTTON_TOP, KM_PRESS, 0, 0)->ptr, "type", RV3D_VIEW_TOP);
+ RNA_enum_set(WM_keymap_add_item(keymap, "VIEW3D_OT_viewnumpad", NDOF_BUTTON_BOTTOM, KM_PRESS, 0, 0)->ptr, "type", RV3D_VIEW_BOTTOM);
+
/* numpad view hotkeys*/
RNA_enum_set(WM_keymap_add_item(keymap, "VIEW3D_OT_viewnumpad", PAD0, KM_PRESS, 0, 0)->ptr, "type", RV3D_VIEW_CAMERA);
RNA_enum_set(WM_keymap_add_item(keymap, "VIEW3D_OT_viewnumpad", PAD1, KM_PRESS, 0, 0)->ptr, "type", RV3D_VIEW_FRONT);
@@ -210,6 +223,17 @@ void view3d_keymap(wmKeyConfig *keyconf)
RNA_enum_set(kmi->ptr, "type", RV3D_VIEW_BOTTOM);
RNA_boolean_set(kmi->ptr, "align_active", TRUE);
+ /* 3D mouse align */
+ kmi= WM_keymap_add_item(keymap, "VIEW3D_OT_viewnumpad", NDOF_BUTTON_FRONT, KM_PRESS, KM_SHIFT, 0);
+ RNA_enum_set(kmi->ptr, "type", RV3D_VIEW_FRONT);
+ RNA_boolean_set(kmi->ptr, "align_active", TRUE);
+ kmi= WM_keymap_add_item(keymap, "VIEW3D_OT_viewnumpad", NDOF_BUTTON_RIGHT, KM_PRESS, KM_SHIFT, 0);
+ RNA_enum_set(kmi->ptr, "type", RV3D_VIEW_RIGHT);
+ RNA_boolean_set(kmi->ptr, "align_active", TRUE);
+ kmi= WM_keymap_add_item(keymap, "VIEW3D_OT_viewnumpad", NDOF_BUTTON_TOP, KM_PRESS, KM_SHIFT, 0);
+ RNA_enum_set(kmi->ptr, "type", RV3D_VIEW_TOP);
+ RNA_boolean_set(kmi->ptr, "align_active", TRUE);
+
WM_keymap_add_item(keymap, "VIEW3D_OT_localview", PADSLASHKEY, KM_PRESS, 0, 0);
/* layers, shift + alt are properties set in invoke() */