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