made MMB pan instead of mouselook requested by plumiferos director.

This commit is contained in:
Campbell Barton 2007-01-07 01:44:16 +00:00
parent b4bd6cc9db
commit 275a5a94b9

@ -2111,7 +2111,8 @@ void fly(void)
double time_current, time_lastdraw;
short val, /* used for toets to see if a buttons pressed */
cent[2], /* view center */
cent_orig[2], /* view center */
cent[2], /* view center modified */
mval[2], /* mouse location */
action=0, /* while zero stay in fly mode and wait for action, also used to see if we accepted or canceled 1:ok 2:Cancel */
xmargin, ymargin; /* x and y margin are define the safe area where the mouses movement wont rotate the view */
@ -2120,8 +2121,8 @@ void fly(void)
unsigned char
apply_rotation= 1, /* if the user presses shift they can look about without movinf the direction there looking*/
axis= 2, /* Axis index to move allong by default Z to move allong the view */
persp_backup; /* remember if were ortho or not, only used for restoring the view if it was a ortho view */
persp_backup, /* remember if were ortho or not, only used for restoring the view if it was a ortho view */
pan_view=0; /* if true, pan the view instead of rotating */
/* relative view axis locking - xlock, zlock
0; disabled
@ -2193,10 +2194,10 @@ void fly(void)
xmargin= (short)((float)(curarea->winx)/20.0);
ymargin= (short)((float)(curarea->winy)/20.0);
cent[0]= curarea->winrct.xmin+(curarea->winx)/2;
cent[1]= curarea->winrct.ymin+(curarea->winy)/2;
cent_orig[0]= curarea->winrct.xmin+(curarea->winx)/2;
cent_orig[1]= curarea->winrct.ymin+(curarea->winy)/2;
warp_pointer(cent[0], cent[1]);
warp_pointer(cent_orig[0], cent_orig[1]);
/* we have to rely on events to give proper mousecoords after a warp_pointer */
mval[0]= cent[0]= (curarea->winx)/2;
@ -2234,7 +2235,9 @@ void fly(void)
} else if (toets==MIDDLEMOUSE) {
/* make it so the camera direction dosent follow the view
good for flying backwards! - Only when MMB is held */
apply_rotation=0;
/*apply_rotation=0;*/
pan_view= 1;
/* impliment WASD keys */
} else if(toets==WKEY) {
@ -2276,8 +2279,10 @@ void fly(void)
} else {
/* mouse buttons lifted */
if (toets==MIDDLEMOUSE) {
apply_rotation=1;
if (toets==MIDDLEMOUSE && pan_view) {
/*apply_rotation=1;*/
warp_pointer(cent_orig[0], cent_orig[1]);
pan_view= 0;
}
}
}
@ -2307,7 +2312,7 @@ void fly(void)
}
/* Should we redraw? */
if(speed!=0.0 || moffset[0] || moffset[1] || zlock || xlock ) {
if(speed!=0.0 || moffset[0] || moffset[1] || zlock || xlock || dvec[0] || dvec[1] || dvec[2] ) {
time_current= PIL_check_seconds_timer();
time_redraw= (float)(time_current-time_lastdraw);
@ -2321,102 +2326,114 @@ void fly(void)
speed= speed * (1-time_redraw_clamped);
Mat3CpyMat4(mat, G.vd->viewinv);
/* rotate about the X axis- look up/down */
if (moffset[1]) {
upvec[0]=1;
upvec[1]=0;
upvec[2]=0;
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, (float)moffset[1]*-time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
if (xlock) xlock = 2; /*check for rotation*/
if (zlock) zlock = 2;
xlock_momentum= 0.0;
}
/* rotate about the Y axis- look left/right */
if (moffset[0]) {
if (zlock) {
upvec[0]=0;
upvec[1]=0;
upvec[2]=1;
} else {
upvec[0]=0;
upvec[1]=1;
upvec[2]=0;
Mat3MulVecfl(mat, upvec);
}
VecRotToQuat( upvec, (float)moffset[0]*time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
if (xlock) xlock = 2;/*check for rotation*/
if (zlock) zlock = 2;
}
if (zlock==2) {
upvec[0]=1;
upvec[1]=0;
upvec[2]=0;
Mat3MulVecfl(mat, upvec);
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001) {
roll= upvec[2]*5;
upvec[0]=0; /*rotate the view about this axis*/
upvec[1]=0;
upvec[2]=1;
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, roll*time_redraw_clamped*zlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
zlock_momentum += 0.05;
} else {
zlock=1; /* dont check until the view rotates again */
zlock_momentum= 0.0;
}
}
if (xlock==2 && moffset[1]==0) { /*only apply xcorrect when mouse isnt applying x rot*/
upvec[0]=0;
upvec[1]=0;
upvec[2]=1;
Mat3MulVecfl(mat, upvec);
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001) {
roll= upvec[2]*-5;
upvec[0]=1; /*rotate the view about this axis*/
upvec[1]=0;
upvec[2]=0;
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, roll*time_redraw_clamped*xlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
xlock_momentum += 0.05;
} else {
xlock=1; /* see above */
xlock_momentum= 0.0;
}
}
if (apply_rotation) {
/* Normal operation */
/* define dvec, view direction vector */
dvec_tmp[0]= dvec_tmp[1]= dvec_tmp[2]= 0;
/* move along the current axis */
dvec_tmp[axis]= 1.0f;
if (pan_view) {
/* pan only */
dvec_tmp[0]= -moffset[0];
dvec_tmp[1]= -moffset[1];
dvec_tmp[2]= 0;
/* z axis can stay teh same, just keep costing */
Mat3MulVecfl(mat, dvec_tmp);
VecMulf(dvec_tmp, time_redraw*200.0 * G.vd->grid);
VecMulf(dvec_tmp, speed*time_redraw*0.5);
} else {
/* rotate about the X axis- look up/down */
if (moffset[1]) {
upvec[0]=1;
upvec[1]=0;
upvec[2]=0;
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, (float)moffset[1]*-time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
if (xlock) xlock = 2; /*check for rotation*/
if (zlock) zlock = 2;
xlock_momentum= 0.0;
}
/* rotate about the Y axis- look left/right */
if (moffset[0]) {
if (zlock) {
upvec[0]=0;
upvec[1]=0;
upvec[2]=1;
} else {
upvec[0]=0;
upvec[1]=1;
upvec[2]=0;
Mat3MulVecfl(mat, upvec);
}
VecRotToQuat( upvec, (float)moffset[0]*time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
if (xlock) xlock = 2;/*check for rotation*/
if (zlock) zlock = 2;
}
if (zlock==2) {
upvec[0]=1;
upvec[1]=0;
upvec[2]=0;
Mat3MulVecfl(mat, upvec);
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001) {
roll= upvec[2]*5;
upvec[0]=0; /*rotate the view about this axis*/
upvec[1]=0;
upvec[2]=1;
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, roll*time_redraw_clamped*zlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
zlock_momentum += 0.05;
} else {
zlock=1; /* dont check until the view rotates again */
zlock_momentum= 0.0;
}
}
if (xlock==2 && moffset[1]==0) { /*only apply xcorrect when mouse isnt applying x rot*/
upvec[0]=0;
upvec[1]=0;
upvec[2]=1;
Mat3MulVecfl(mat, upvec);
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001) {
roll= upvec[2]*-5;
upvec[0]=1; /*rotate the view about this axis*/
upvec[1]=0;
upvec[2]=0;
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, roll*time_redraw_clamped*xlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
xlock_momentum += 0.05;
} else {
xlock=1; /* see above */
xlock_momentum= 0.0;
}
}
if (apply_rotation) {
/* Normal operation */
/* define dvec, view direction vector */
dvec_tmp[0]= dvec_tmp[1]= dvec_tmp[2]= 0;
/* move along the current axis */
dvec_tmp[axis]= 1.0f;
Mat3MulVecfl(mat, dvec_tmp);
VecMulf(dvec_tmp, speed*time_redraw*0.5);
}
}
/* impose a directional lag */
@ -2426,7 +2443,7 @@ void fly(void)
dvec[2] = dvec_tmp[2]*(1-dvec_lag) + dvec_old[2]*dvec_lag;
VecAddf(G.vd->ofs, G.vd->ofs, dvec);
headerprint("FlyKeys Speed:(+/- | Wheel), Upright Axis:X/Z, Slow:Shift, Direction:WASDRF, Ok:LMB, MouseLook:MMB, Cancel:RMB");
headerprint("FlyKeys Speed:(+/- | Wheel), Upright Axis:X/Z, Slow:Shift, Direction:WASDRF, Ok:LMB, Pan:MMB, Cancel:RMB");
do_screenhandlers(G.curscreen); /* advance the next frame */
@ -2508,7 +2525,6 @@ void fly(void)
BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT); /* not working at the moment not sure why */
}
void view3d_edit_clipping(View3D *v3d)
{