onscreen ndof rotation guide (center + axis)

This commit is contained in:
Mike Erwin 2011-07-26 16:17:00 +00:00
parent 72f70874bb
commit 37aa6a5e3d
2 changed files with 15 additions and 7 deletions

@ -690,10 +690,13 @@ static void draw_rotation_guide(RegionView3D *rv3d)
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];
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, 3.f);
const float scale = rv3d->dist;
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
glBegin(GL_LINE_STRIP);
color[3] = 0; // more transparent toward the ends
@ -701,7 +704,10 @@ static void draw_rotation_guide(RegionView3D *rv3d)
add_v3_v3v3(end, o, scaled_axis);
glVertex3fv(end);
color[3] = 0.2f + rv3d->rot_angle; // more opaque toward the center
// 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);
@ -716,6 +722,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
else
color[3] = 0.5; // see-through dot
// -- draw rotation center --
glColor4fv(color);
glBegin(GL_POINTS);
glVertex3fv(o);
@ -728,6 +735,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
glDisable(GL_BLEND);
glDisable(GL_POINT_SMOOTH);
glDepthMask(1);
}
static void draw_view_icon(RegionView3D *rv3d)
@ -2672,10 +2680,10 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
BDR_drawSketch(C);
}
#if 0 // not yet...
//#if 0 // not yet...
if (U.ndof_flag & NDOF_SHOW_GUIDE)
draw_rotation_guide(rv3d);
#endif
//#endif
ED_region_pixelspace(ar);

@ -1053,13 +1053,13 @@ static int ndof_orbit_invoke(bContext *C, wmOperator *op, wmEvent *event)
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);
// transform rotation axis from view to world coordinates
mul_qt_v3(view_inv, axis);
axis_angle_to_quat(rot, axis, angle);
#endif // --------------------------------------------
// apply rotation