tidy up ndof handling code -- whitespace, comments, ndof->rvec[0] to ndof->rx, etc. no functional changes

This commit is contained in:
Mike Erwin 2012-01-21 03:37:44 +00:00
parent a98a75346c
commit e6d81c2c44

@ -961,8 +961,9 @@ void VIEW3D_OT_rotate(wmOperatorType *ot)
ot->flag= OPTYPE_BLOCKING|OPTYPE_GRAB_POINTER;
}
// NDOF utility functions
// (should these functions live in this file?)
/* NDOF utility functions
* (should these functions live in this file?)
*/
float ndof_to_axis_angle(struct wmNDOFMotionData* ndof, float axis[3])
{
return ndof->dt * normalize_v3_v3(axis, ndof->rvec);
@ -973,7 +974,7 @@ void ndof_to_quat(struct wmNDOFMotionData* ndof, float q[4])
float axis[3];
float angle;
angle= ndof_to_axis_angle(ndof, axis);
angle = ndof_to_axis_angle(ndof, axis);
axis_angle_to_quat(q, axis, angle);
}
@ -983,69 +984,67 @@ void ndof_to_quat(struct wmNDOFMotionData* ndof, float q[4])
*/
static int ndof_orbit_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *event)
{
if (event->type != NDOF_MOTION) {
if (event->type != NDOF_MOTION)
return OPERATOR_CANCELLED;
}
else {
View3D *v3d= CTX_wm_view3d(C);
View3D *v3d = CTX_wm_view3d(C);
RegionView3D* rv3d = CTX_wm_region_view3d(C);
wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
ED_view3d_camera_lock_init(v3d, rv3d);
rv3d->rot_angle = 0.f; // off by default, until changed later this function
rv3d->rot_angle = 0.f; /* off by default, until changed later this function */
if (ndof->progress != P_FINISHING) {
const float dt = ndof->dt;
// tune these until everything feels right
/* tune these until everything feels right */
const float rot_sensitivity = 1.f;
const float zoom_sensitivity = 1.f;
const float pan_sensitivity = 1.f;
// rather have bool, but...
int has_rotation = rv3d->viewlock != RV3D_LOCKED && !is_zero_v3(ndof->rvec);
const int has_rotation = rv3d->viewlock != RV3D_LOCKED && !is_zero_v3(ndof->rvec);
float view_inv[4];
invert_qt_qt(view_inv, rv3d->viewquat);
//#define DEBUG_NDOF_MOTION
/* #define DEBUG_NDOF_MOTION */
#ifdef DEBUG_NDOF_MOTION
printf("ndof: T=(%.2f,%.2f,%.2f) R=(%.2f,%.2f,%.2f) dt=%.3f delivered to 3D view\n",
ndof->tx, ndof->ty, ndof->tz, ndof->rx, ndof->ry, ndof->rz, ndof->dt);
#endif
if (ndof->tvec[2]) {
// Zoom!
// velocity should be proportional to the linear velocity attained by rotational motion of same strength
// [got that?]
// proportional to arclength = radius * angle
float zoom_distance = zoom_sensitivity * rv3d->dist * dt * ndof->tvec[2];
if (ndof->tz) {
/* Zoom!
* velocity should be proportional to the linear velocity attained by rotational motion of same strength
* [got that?]
* proportional to arclength = radius * angle
*/
float zoom_distance = zoom_sensitivity * rv3d->dist * dt * ndof->tz;
if (U.ndof_flag & NDOF_ZOOM_INVERT)
zoom_distance = -zoom_distance;
rv3d->dist += zoom_distance;
}
if (rv3d->viewlock == RV3D_LOCKED) {
/* rotation not allowed -- explore panning options instead */
float pan_vec[3] = {ndof->tvec[0], ndof->tvec[1], 0.0f};
float pan_vec[3] = {ndof->tx, ndof->ty, 0.0f};
mul_v3_fl(pan_vec, pan_sensitivity * rv3d->dist * dt);
/* transform motion from view to world coordinates */
invert_qt_qt(view_inv, rv3d->viewquat);
mul_qt_v3(view_inv, pan_vec);
/* move center of view opposite of hand motion (this is camera mode, not object mode) */
sub_v3_v3(rv3d->ofs, pan_vec);
}
if (has_rotation) {
rv3d->view = RV3D_VIEW_USER;
if (U.flag & USER_TRACKBALL) {
float rot[4];
float axis[3];
@ -1060,44 +1059,46 @@ static int ndof_orbit_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *event
if (U.ndof_flag & NDOF_ROTATE_INVERT_AXIS)
axis[1] = -axis[1];
// transform rotation axis from view to world coordinates
/* transform rotation axis from view to world coordinates */
mul_qt_v3(view_inv, axis);
// update the onscreen doo-dad
/* update the onscreen doo-dad */
rv3d->rot_angle = angle;
copy_v3_v3(rv3d->rot_axis, axis);
axis_angle_to_quat(rot, axis, angle);
// apply rotation
/* apply rotation */
mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rot);
} else {
/* turntable view code by John Aughey, adapted for 3D mouse by [mce] */
float angle, rot[4];
float xvec[3] = {1,0,0};
/* Determine the direction of the x vector (for rotating up and down) */
mul_qt_v3(view_inv, xvec);
/* Perform the up/down rotation */
angle = rot_sensitivity * dt * ndof->rvec[0];
angle = rot_sensitivity * dt * ndof->rx;
if (U.ndof_flag & NDOF_TILT_INVERT_AXIS)
angle = -angle;
rot[0] = cos(angle);
mul_v3_v3fl(rot+1, xvec, sin(angle));
mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rot);
/* Perform the orbital rotation */
angle = rot_sensitivity * dt * ndof->rvec[1];
angle = rot_sensitivity * dt * ndof->ry;
if (U.ndof_flag & NDOF_ROTATE_INVERT_AXIS)
angle = -angle;
// update the onscreen doo-dad
/* update the onscreen doo-dad */
rv3d->rot_angle = angle;
rv3d->rot_axis[0] = 0;
rv3d->rot_axis[1] = 0;
rv3d->rot_axis[2] = 1;
rot[0] = cos(angle);
rot[1] = rot[2] = 0.0;
rot[3] = sin(angle);
@ -1134,9 +1135,8 @@ void VIEW3D_OT_ndof_orbit(struct wmOperatorType *ot)
*/
static int ndof_pan_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *event)
{
if (event->type != NDOF_MOTION) {
if (event->type != NDOF_MOTION)
return OPERATOR_CANCELLED;
}
else {
View3D *v3d= CTX_wm_view3d(C);
RegionView3D* rv3d = CTX_wm_region_view3d(C);
@ -1144,13 +1144,13 @@ static int ndof_pan_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *event)
ED_view3d_camera_lock_init(v3d, rv3d);
rv3d->rot_angle = 0.f; // we're panning here! so erase any leftover rotation from other operators
rv3d->rot_angle = 0.f; /* we're panning here! so erase any leftover rotation from other operators */
if (ndof->progress != P_FINISHING) {
const float dt = ndof->dt;
float view_inv[4];
#if 0 // ------------------------------------------- zoom with Z
// tune these until everything feels right
#if 0 /* ------------------------------------------- zoom with Z */
/* tune these until everything feels right */
const float zoom_sensitivity = 1.f;
const float pan_sensitivity = 1.f;
@ -1158,18 +1158,18 @@ static int ndof_pan_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *event)
ndof->tx, ndof->ty, 0
};
// "zoom in" or "translate"? depends on zoom mode in user settings?
/* "zoom in" or "translate"? depends on zoom mode in user settings? */
if (ndof->tz) {
float zoom_distance = zoom_sensitivity * rv3d->dist * dt * ndof->tz;
rv3d->dist += zoom_distance;
}
mul_v3_fl(pan_vec, pan_sensitivity * rv3d->dist * dt);
#else // ------------------------------------------------------- dolly with Z
float speed = 10.f; // blender units per second
// ^^ this is ok for default cube scene, but should scale with.. something
// tune these until everything feels right
mul_v3_fl(pan_vec, pan_sensitivity * rv3d->dist * dt);
#else /* ------------------------------------------------------- dolly with Z */
float speed = 10.f; /* blender units per second */
/* ^^ this is ok for default cube scene, but should scale with.. something */
/* tune these until everything feels right */
const float forward_sensitivity = 1.f;
const float vertical_sensitivity = 0.4f;
const float lateral_sensitivity = 0.6f;