View3D: avoid jumping placing cursor /w lock on
The view would jump each time, now compensate by adjusting the cursor panning. Less jarring and helps avoid problems when the cursor gets outside the view, see: T40353
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@ -4607,7 +4607,7 @@ void ED_view3d_cursor3d_position(bContext *C, float fp[3], const int mval[2])
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Scene *scene = CTX_data_scene(C);
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ARegion *ar = CTX_wm_region(C);
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View3D *v3d = CTX_wm_view3d(C);
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RegionView3D *rv3d = CTX_wm_region_view3d(C);
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RegionView3D *rv3d = ar->regiondata;
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bool flip;
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bool depth_used = false;
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@ -4642,9 +4642,28 @@ void ED_view3d_cursor3d_update(bContext *C, const int mval[2])
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{
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Scene *scene = CTX_data_scene(C);
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View3D *v3d = CTX_wm_view3d(C);
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float *fp = ED_view3d_cursor3d_get(scene, v3d);
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ED_view3d_cursor3d_position(C, fp, mval);
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float *fp_curr = ED_view3d_cursor3d_get(scene, v3d);
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float fp_prev[3];
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copy_v3_v3(fp_prev, fp_curr);
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ED_view3d_cursor3d_position(C, fp_curr, mval);
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/* offset the cursor lock to avoid jumping to new offset */
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if (v3d->ob_centre_cursor) {
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ARegion *ar = CTX_wm_region(C);
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RegionView3D *rv3d = ar->regiondata;
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float co_curr[2], co_prev[2];
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if ((ED_view3d_project_float_global(ar, fp_prev, co_prev, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) &&
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(ED_view3d_project_float_global(ar, fp_curr, co_curr, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK))
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{
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rv3d->ofs_lock[0] += (co_curr[0] - co_prev[0]) / (ar->winx * 0.5f);
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rv3d->ofs_lock[1] += (co_curr[1] - co_prev[1]) / (ar->winy * 0.5f);
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}
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}
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if (v3d && v3d->localvd)
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WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);
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@ -4670,7 +4689,7 @@ void VIEW3D_OT_cursor3d(wmOperatorType *ot)
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/* api callbacks */
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ot->invoke = view3d_cursor3d_invoke;
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ot->poll = ED_operator_view3d_active;
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ot->poll = ED_operator_region_view3d_active;
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/* flags */
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// ot->flag = OPTYPE_REGISTER|OPTYPE_UNDO;
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