Manipulator: fix arrow offset in perspective view

Use 3D calculations instead of projecting into 2D space.
This commit is contained in:
Campbell Barton 2018-01-16 23:37:11 +11:00
parent 7df1983bf9
commit 379a752ee7
1 changed files with 42 additions and 68 deletions

View File

@ -236,90 +236,64 @@ static int manipulator_arrow_modal(
{
ArrowManipulator3D *arrow = (ArrowManipulator3D *)mpr;
ManipulatorInteraction *inter = mpr->interaction_data;
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
RegionView3D *rv3d = ar->regiondata;
float orig_origin[4];
float viewvec[3], tangent[3], plane[3];
float offset[4];
float m_diff[2];
float dir_2d[2], dir2d_final[2];
float offset[3];
float facdir = 1.0f;
bool use_vertical = false;
/* (src, dst) */
struct {
float mval[2];
float ray_origin[3], ray_direction[3];
float location[3];
} proj[2] = {
{.mval = {UNPACK2(inter->init_mval)}},
{.mval = {UNPACK2(event->mval)}},
};
copy_v3_v3(orig_origin, inter->init_matrix_basis[3]);
orig_origin[3] = 1.0f;
add_v3_v3v3(offset, orig_origin, arrow->manipulator.matrix_basis[2]);
offset[3] = 1.0f;
float arrow_co[3];
float arrow_no[3];
copy_v3_v3(arrow_co, inter->init_matrix_basis[3]);
normalize_v3_v3(arrow_no, arrow->manipulator.matrix_basis[2]);
/* calculate view vector */
if (rv3d->is_persp) {
sub_v3_v3v3(viewvec, orig_origin, rv3d->viewinv[3]);
}
else {
copy_v3_v3(viewvec, rv3d->viewinv[2]);
}
normalize_v3(viewvec);
int ok = 0;
/* first determine if view vector is really close to the direction. If it is, we use
* vertical movement to determine offset, just like transform system does */
if (RAD2DEGF(acosf(dot_v3v3(viewvec, arrow->manipulator.matrix_basis[2]))) > 5.0f) {
/* multiply to projection space */
mul_m4_v4(rv3d->persmat, orig_origin);
mul_v4_fl(orig_origin, 1.0f / orig_origin[3]);
mul_m4_v4(rv3d->persmat, offset);
mul_v4_fl(offset, 1.0f / offset[3]);
for (int j = 0; j < 2; j++) {
if (ED_view3d_win_to_ray(
ar, v3d, proj[j].mval,
proj[j].ray_origin, proj[j].ray_direction, false))
{
/* Force Y axis if we're view aligned */
if (j == 0) {
if (RAD2DEGF(acosf(dot_v3v3(proj[j].ray_direction, arrow->manipulator.matrix_basis[2]))) < 5.0f) {
normalize_v3_v3(arrow_no, rv3d->viewinv[1]);
}
}
sub_v2_v2v2(dir_2d, offset, orig_origin);
dir_2d[0] *= ar->winx;
dir_2d[1] *= ar->winy;
normalize_v2(dir_2d);
}
else {
dir_2d[0] = 0.0f;
dir_2d[1] = 1.0f;
use_vertical = true;
}
float arrow_no_proj[3];
project_plane_v3_v3v3(arrow_no_proj, arrow_no, proj[j].ray_direction);
/* find mouse difference */
m_diff[0] = event->mval[0] - inter->init_mval[0];
m_diff[1] = event->mval[1] - inter->init_mval[1];
normalize_v3(arrow_no_proj);
/* project the displacement on the screen space arrow direction */
project_v2_v2v2(dir2d_final, m_diff, dir_2d);
float plane[4];
plane_from_point_normal_v3(plane, proj[j].ray_origin, arrow_no_proj);
float zfac = ED_view3d_calc_zfac(rv3d, orig_origin, NULL);
ED_view3d_win_to_delta(ar, dir2d_final, offset, zfac);
add_v3_v3v3(orig_origin, offset, inter->init_matrix_basis[3]);
/* calculate view vector for the new position */
if (rv3d->is_persp) {
sub_v3_v3v3(viewvec, orig_origin, rv3d->viewinv[3]);
}
else {
copy_v3_v3(viewvec, rv3d->viewinv[2]);
}
normalize_v3(viewvec);
if (!use_vertical) {
/* now find a plane parallel to the view vector so we can intersect with the arrow direction */
cross_v3_v3v3(tangent, viewvec, offset);
cross_v3_v3v3(plane, tangent, viewvec);
const float plane_offset = dot_v3v3(plane, offset);
const float plane_dir = dot_v3v3(plane, arrow->manipulator.matrix_basis[2]);
const float fac = (plane_dir != 0.0f) ? (plane_offset / plane_dir) : 0.0f;
facdir = (fac < 0.0f) ? -1.0f : 1.0f;
if (isfinite(fac)) {
mul_v3_v3fl(offset, arrow->manipulator.matrix_basis[2], fac);
float lambda;
if (isect_ray_plane_v3(arrow_co, arrow_no, plane, &lambda, false)) {
madd_v3_v3v3fl(proj[j].location, arrow_co, arrow_no, lambda);
ok++;
}
}
}
else {
facdir = (m_diff[1] < 0.0f) ? -1.0f : 1.0f;
if (ok != 2) {
return OPERATOR_RUNNING_MODAL;
}
sub_v3_v3v3(offset, proj[1].location, proj[0].location);
facdir = dot_v3v3(arrow_no, offset) < 0.0f ? -1 : 1;
ManipulatorCommonData *data = &arrow->data;
const float ofs_new = facdir * len_v3(offset);