View3d: fix for ndof with quadview+box, missing sync.

also de-duplicate 3x pan-functions.
This commit is contained in:
Campbell Barton 2014-02-12 20:09:36 +11:00
parent be3a029d4c
commit dff15175a9
1 changed files with 80 additions and 122 deletions

View File

@ -1150,11 +1150,76 @@ void ndof_to_quat(const struct wmNDOFMotionData *ndof, float q[4])
axis_angle_to_quat(q, axis, angle);
}
static void view3d_ndof_orbit(const struct wmNDOFMotionData *ndof, RegionView3D *rv3d, const float view_inv[4],
static void view3d_ndof_pan(const struct wmNDOFMotionData *ndof, ScrArea *sa, ARegion *ar)
{
RegionView3D *rv3d = ar->regiondata;
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 = rv3d->dist; /* uses distance from pivot to define dolly */
/* 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];
if (U.ndof_flag & NDOF_PANX_INVERT_AXIS)
pan_vec[0] = -lateral_sensitivity * ndof->tvec[0];
else
pan_vec[0] = lateral_sensitivity * ndof->tvec[0];
if (U.ndof_flag & NDOF_PANZ_INVERT_AXIS)
pan_vec[1] = -vertical_sensitivity * ndof->tvec[1];
else
pan_vec[1] = vertical_sensitivity * ndof->tvec[1];
if (U.ndof_flag & NDOF_PANY_INVERT_AXIS)
pan_vec[2] = -forward_sensitivity * ndof->tvec[2];
else
pan_vec[2] = forward_sensitivity * ndof->tvec[2];
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);
if (rv3d->viewlock & RV3D_BOXVIEW) {
view3d_boxview_sync(sa, ar);
}
}
static void view3d_ndof_orbit(const struct wmNDOFMotionData *ndof, RegionView3D *rv3d,
const float rot_sensitivity, const float dt,
/* optional, can be NULL*/
ViewOpsData *vod)
{
float view_inv[4];
invert_qt_qt(view_inv, rv3d->viewquat);
if (U.ndof_flag & NDOF_TURNTABLE) {
/* turntable view code by John Aughey, adapted for 3D mouse by [mce] */
@ -1253,40 +1318,26 @@ static int ndof_orbit_invoke(bContext *C, wmOperator *op, const wmEvent *event)
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;
#if 0
const float zoom_sensitivity = 1.f;
#endif
const float pan_sensitivity = 1.f;
// const float pan_sensitivity = 1.f;
const bool has_rotation = ((rv3d->viewlock & RV3D_LOCKED) == 0) && !is_zero_v3(ndof->rvec);
float view_inv[4];
invert_qt_qt(view_inv, rv3d->viewquat);
#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 (rv3d->viewlock & RV3D_LOCKED) {
/* rotation not allowed -- explore panning options instead */
float pan_vec[3] = {ndof->tx, ndof->ty, 0.0f};
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);
view3d_ndof_pan(ndof, vod->sa, vod->ar);
}
if (has_rotation) {
rv3d->view = RV3D_VIEW_USER;
view3d_ndof_orbit(ndof, rv3d, view_inv, rot_sensitivity, dt, vod);
view3d_ndof_orbit(ndof, rv3d, rot_sensitivity, ndof->dt, vod);
}
}
@ -1315,7 +1366,6 @@ void VIEW3D_OT_ndof_orbit(struct wmOperatorType *ot)
ot->flag = 0;
}
static int ndof_orbit_zoom_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
@ -1337,19 +1387,14 @@ static int ndof_orbit_zoom_invoke(bContext *C, wmOperator *op, const wmEvent *ev
vod = op->customdata;
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;
// const float pan_sensitivity = 1.f;
const bool has_rotation = ((rv3d->viewlock & RV3D_LOCKED) == 0) && !is_zero_v3(ndof->rvec);
float view_inv[4];
invert_qt_qt(view_inv, rv3d->viewquat);
#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);
@ -1361,7 +1406,7 @@ static int ndof_orbit_zoom_invoke(bContext *C, wmOperator *op, const wmEvent *ev
* [got that?]
* proportional to arclength = radius * angle
*/
float zoom_distance = zoom_sensitivity * rv3d->dist * dt * ndof->tz;
float zoom_distance = zoom_sensitivity * rv3d->dist * ndof->dt * ndof->tz;
if (U.ndof_flag & NDOF_ZOOM_INVERT)
zoom_distance = -zoom_distance;
@ -1370,21 +1415,12 @@ static int ndof_orbit_zoom_invoke(bContext *C, wmOperator *op, const wmEvent *ev
}
if (rv3d->viewlock & RV3D_LOCKED) {
/* rotation not allowed -- explore panning options instead */
float pan_vec[3] = {ndof->tx, ndof->ty, 0.0f};
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);
view3d_ndof_pan(ndof, vod->sa, vod->ar);
}
if (has_rotation) {
rv3d->view = RV3D_VIEW_USER;
view3d_ndof_orbit(ndof, rv3d, view_inv, rot_sensitivity, dt, vod);
view3d_ndof_orbit(ndof, rv3d, rot_sensitivity, ndof->dt, vod);
}
}
@ -1434,57 +1470,13 @@ static int ndof_pan_invoke(bContext *C, wmOperator *op, const wmEvent *event)
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;
ScrArea *sa;
ARegion *ar;
float pan_vec[3] = {
ndof->tx, ndof->ty, 0
};
sa = CTX_wm_area(C);
ar = CTX_wm_region(C);
/* "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 = rv3d->dist; /* uses distance from pivot to define dolly */
/* 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];
if (U.ndof_flag & NDOF_PANX_INVERT_AXIS)
pan_vec[0] = -lateral_sensitivity * ndof->tvec[0];
else
pan_vec[0] = lateral_sensitivity * ndof->tvec[0];
if (U.ndof_flag & NDOF_PANZ_INVERT_AXIS)
pan_vec[1] = -vertical_sensitivity * ndof->tvec[1];
else
pan_vec[1] = vertical_sensitivity * ndof->tvec[1];
if (U.ndof_flag & NDOF_PANY_INVERT_AXIS)
pan_vec[2] = -forward_sensitivity * ndof->tvec[2];
else
pan_vec[2] = forward_sensitivity * ndof->tvec[2];
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);
view3d_ndof_pan(ndof, sa, ar);
}
ED_view3d_camera_lock_sync(v3d, rv3d);
@ -1534,46 +1526,12 @@ static int ndof_all_invoke(bContext *C, wmOperator *op, const wmEvent *event)
ED_view3d_camera_lock_init(v3d, rv3d);
if (ndof->progress != P_FINISHING) {
const float dt = ndof->dt;
float view_inv[4];
float speed = rv3d->dist; /* uses distance from pivot to define dolly */
/* 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];
const float rot_sensitivity = 1.f;
/* inverse view */
invert_qt_qt(view_inv, rv3d->viewquat);
if (U.ndof_flag & NDOF_PANX_INVERT_AXIS)
pan_vec[0] = -lateral_sensitivity * ndof->tvec[0];
else
pan_vec[0] = lateral_sensitivity * ndof->tvec[0];
view3d_ndof_pan(ndof, vod->sa, vod->ar);
if (U.ndof_flag & NDOF_PANZ_INVERT_AXIS)
pan_vec[1] = -vertical_sensitivity * ndof->tvec[1];
else
pan_vec[1] = vertical_sensitivity * ndof->tvec[1];
if (U.ndof_flag & NDOF_PANY_INVERT_AXIS)
pan_vec[2] = -forward_sensitivity * ndof->tvec[2];
else
pan_vec[2] = forward_sensitivity * ndof->tvec[2];
mul_v3_fl(pan_vec, speed * dt);
/* transform motion from view to world coordinates */
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);
view3d_ndof_orbit(ndof, rv3d, view_inv, rot_sensitivity, dt, vod);
view3d_ndof_orbit(ndof, rv3d, rot_sensitivity, ndof->dt, vod);
}
viewops_data_free(C, op);