Cleanup: trackball logic

Used SQRT2 and SQRT1_2 to calculate the same value,
harmless but a little confusing, set once and check instead.
This commit is contained in:
Campbell Barton 2016-12-17 19:12:07 +11:00
parent 2e15618f49
commit 6c3d8fbeb3
Notes: blender-bot 2023-02-14 07:19:59 +01:00
Referenced by issue #50276, intersect fails sometime depending on the shapekey
1 changed files with 4 additions and 6 deletions

View File

@ -566,22 +566,20 @@ typedef struct ViewOpsData {
static void calctrackballvec(const rcti *rect, int mx, int my, float vec[3])
{
float x, y, radius, d, z, t;
radius = TRACKBALLSIZE;
const float radius = TRACKBALLSIZE;
const float t = radius / (float)M_SQRT2;
float x, y, z, d;
/* normalize x and y */
x = BLI_rcti_cent_x(rect) - mx;
x /= (float)(BLI_rcti_size_x(rect) / 4);
y = BLI_rcti_cent_y(rect) - my;
y /= (float)(BLI_rcti_size_y(rect) / 2);
d = sqrtf(x * x + y * y);
if (d < radius * (float)M_SQRT1_2) { /* Inside sphere */
if (d < t) { /* Inside sphere */
z = sqrtf(radius * radius - d * d);
}
else { /* On hyperbola */
t = radius / (float)M_SQRT2;
z = t * t / d;
}