Fixed Constraint projection code in perspective mode. When using a planar constraints, it follows the movement of the mouse exactly instead of just casting on the plane.
In user terms: the motion on screen of the selection follows the motion of the mouse pointer. Gives some errors when the constraint plane is nearly perpendicular to the view port though. Added a debug print function for 4D vectors to arithb.c Optimised the 3D -> view projection functions in view.c (a bit).
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db892de35f
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@ -478,6 +478,11 @@ sasqrt(
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printvecf(
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char *str,
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float v[3]
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);
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void
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printvec4f(
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char *str,
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float v[4]
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);
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float
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Inpf(
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@ -961,6 +961,14 @@ void printvecf( char *str, float v[3])
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}
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void printvec4f( char *str, float v[4])
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{
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printf("%s\n", str);
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printf("%f %f %f %f\n",v[0],v[1],v[2], v[3]);
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printf("\n");
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}
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void printmatrix4( char *str, float m[][4])
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{
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printf("%s\n", str);
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@ -1285,17 +1285,20 @@ void Transform(int mode)
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else if (G.qual == LR_CTRLKEY)
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setConstraint(&Trans, mati, (APPLYCON|CONAXIS1|CONAXIS2));
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break;
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Trans.redraw = 1;
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case YKEY:
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if (G.qual == 0)
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setConstraint(&Trans, mati, (APPLYCON|CONAXIS1));
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else if (G.qual == LR_CTRLKEY)
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setConstraint(&Trans, mati, (APPLYCON|CONAXIS0|CONAXIS2));
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break;
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Trans.redraw = 1;
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case ZKEY:
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if (G.qual == 0)
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setConstraint(&Trans, mati, (APPLYCON|CONAXIS2));
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else if (G.qual == LR_CTRLKEY)
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setConstraint(&Trans, mati, (APPLYCON|CONAXIS0|CONAXIS1));
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Trans.redraw = 1;
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break;
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case OKEY:
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if (G.qual==LR_SHIFTKEY) {
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@ -114,8 +114,36 @@ void recalcData();
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/* ************************** CONSTRAINTS ************************* */
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void getConstraintMatrix(TransInfo *t);
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void axisProjection(float axis[3], float in[3], float out[3]) {
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float n[3], vec[3], factor;
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void getViewVector(TransInfo *t, float coord[3], float vec[3]) {
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if (G.vd->persp)
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{
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float p1[4], p2[4];
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VecAddf(p1, coord, t->con.center);
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p1[3] = 1.0f;
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VECCOPY(p2, p1);
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p2[3] = 1.0f;
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Mat4MulVec4fl(G.vd->viewmat, p2);
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p2[0] = 2.0f * p2[0];
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p2[1] = 2.0f * p2[1];
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p2[2] = 2.0f * p2[2];
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Mat4MulVec4fl(G.vd->viewinv, p2);
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VecSubf(vec, p2, p1);
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Normalise(vec);
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}
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else {
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VECCOPY(vec, G.vd->viewinv[2]);
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}
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}
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void axisProjection(TransInfo *t, float axis[3], float in[3], float out[3]) {
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float norm[3], n[3], vec[3], factor;
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getViewVector(t, in, norm);
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Normalise(axis);
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VECCOPY(n, axis);
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@ -123,31 +151,33 @@ void axisProjection(float axis[3], float in[3], float out[3]) {
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n[2] = G.vd->viewmat[3][2];
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Mat4MulVecfl(G.vd->viewinv, n);
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if (Inpf(axis, G.vd->viewinv[2]) != 1.0f) {
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if (Inpf(axis, norm) != 1.0f) {
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Projf(vec, in, n);
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factor = Normalise(vec);
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factor /= Inpf(axis, vec);
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VecMulf(axis, factor);
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VECCOPY(out, axis);
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}
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else {
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out[0] = out[1] = out[2] = 0.0f;
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}
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}
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void planeProjection(float in[3], float out[3]) {
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float vec[3], factor, angle;
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void planeProjection(TransInfo *t, float in[3], float out[3]) {
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float vec[3], factor, angle, norm[3];
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getViewVector(t, in, norm);
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VecSubf(vec, out, in);
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factor = Normalise(vec);
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angle = Inpf(vec, G.vd->viewinv[2]);
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angle = Inpf(vec, norm);
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if (angle * angle >= 0.000001f) {
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factor /= angle;
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VECCOPY(vec, G.vd->viewinv[2]);
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VECCOPY(vec, norm);
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VecMulf(vec, factor);
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VecAddf(out, in, vec);
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@ -161,7 +191,7 @@ void applyAxisConstraintVec(TransInfo *t, TransData *td, float in[3], float out[
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Mat3MulVecfl(t->con.imtx, out);
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if (!(out[0] == out[1] == out[2] == 0.0f)) {
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if (getConstraintSpaceDimension(t) == 2) {
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planeProjection(in, out);
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planeProjection(t, in, out);
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}
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else if (getConstraintSpaceDimension(t) == 1) {
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float c[3];
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@ -175,7 +205,7 @@ void applyAxisConstraintVec(TransInfo *t, TransData *td, float in[3], float out[
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else if (t->con.mode & CONAXIS2) {
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VECCOPY(c, t->con.mtx[2]);
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}
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axisProjection(c, in, out);
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axisProjection(t, c, in, out);
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}
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}
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@ -174,11 +174,11 @@ void project_short(float *vec, short *adr) /* clips */
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Mat4MulVec4fl(G.vd->persmat, vec4);
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if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
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fx= (curarea->winx/2)+(curarea->winx/2)*vec4[0]/vec4[3];
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fx= (curarea->winx/2)*(1 + vec4[0]/vec4[3]);
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if( fx>0 && fx<curarea->winx) {
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fy= (curarea->winy/2)+(curarea->winy/2)*vec4[1]/vec4[3];
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fy= (curarea->winy/2)*(1 + vec4[1]/vec4[3]);
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if(fy>0.0 && fy< (float)curarea->winy) {
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adr[0]= floor(fx);
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@ -199,11 +199,11 @@ void project_short_noclip(float *vec, short *adr)
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Mat4MulVec4fl(G.vd->persmat, vec4);
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if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
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fx= (curarea->winx/2)+(curarea->winx/2)*vec4[0]/vec4[3];
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fx= (curarea->winx/2)*(1 + vec4[0]/vec4[3]);
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if( fx>-32700 && fx<32700) {
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fy= (curarea->winy/2)+(curarea->winy/2)*vec4[1]/vec4[3];
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fy= (curarea->winy/2)*(1 + vec4[1]/vec4[3]);
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if(fy>-32700.0 && fy<32700.0) {
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adr[0]= floor(fx);
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