forked from bartvdbraak/blender
fixed crash when NDOF operators were called without an NDOF_MOTION event
This commit is contained in:
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79e359f92a
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5dd2b3e06f
@ -447,34 +447,41 @@ void IMAGE_OT_view_zoom(wmOperatorType *ot)
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static int view_ndof_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *event)
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{
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SpaceImage *sima= CTX_wm_space_image(C);
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ARegion *ar= CTX_wm_region(C);
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if (event->type != NDOF_MOTION)
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return OPERATOR_CANCELLED;
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else {
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SpaceImage *sima= CTX_wm_space_image(C);
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ARegion *ar= CTX_wm_region(C);
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wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
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wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
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float dt = ndof->dt;
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/* tune these until it feels right */
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const float zoom_sensitivity = 0.5f; // 50% per second (I think)
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const float pan_sensitivity = 300.f; // screen pixels per second
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float dt = ndof->dt;
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/* tune these until it feels right */
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const float zoom_sensitivity = 0.5f; // 50% per second (I think)
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const float pan_sensitivity = 300.f; // screen pixels per second
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float pan_x = pan_sensitivity * dt * ndof->tvec[0] / sima->zoom;
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float pan_y = pan_sensitivity * dt * ndof->tvec[1] / sima->zoom;
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float pan_x = pan_sensitivity * dt * ndof->tvec[0] / sima->zoom;
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float pan_y = pan_sensitivity * dt * ndof->tvec[1] / sima->zoom;
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/* "mouse zoom" factor = 1 + (dx + dy) / 300
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* what about "ndof zoom" factor? should behave like this:
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* at rest -> factor = 1
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* move forward -> factor > 1
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* move backward -> factor < 1
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*/
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float zoom_factor = 1.f + zoom_sensitivity * dt * -ndof->tvec[2];
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/* "mouse zoom" factor = 1 + (dx + dy) / 300
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* what about "ndof zoom" factor? should behave like this:
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* at rest -> factor = 1
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* move forward -> factor > 1
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* move backward -> factor < 1
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*/
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float zoom_factor = 1.f + zoom_sensitivity * dt * -ndof->tvec[2];
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sima_zoom_set_factor(sima, ar, zoom_factor);
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sima->xof += pan_x;
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sima->yof += pan_y;
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if (U.ndof_flag & NDOF_ZOOM_INVERT)
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zoom_factor = -zoom_factor;
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ED_region_tag_redraw(ar);
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sima_zoom_set_factor(sima, ar, zoom_factor);
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sima->xof += pan_x;
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sima->yof += pan_y;
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return OPERATOR_FINISHED;
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ED_region_tag_redraw(ar);
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return OPERATOR_FINISHED;
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}
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}
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void IMAGE_OT_view_ndof(wmOperatorType *ot)
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@ -949,134 +949,125 @@ static int ndof_orbit_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *event
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// -- zooming
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// -- panning in rotationally-locked views
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{
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RegionView3D* rv3d = CTX_wm_region_view3d(C);
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wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
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if (event->type != NDOF_MOTION)
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return OPERATOR_CANCELLED;
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else {
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RegionView3D* rv3d = CTX_wm_region_view3d(C);
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wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
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rv3d->rot_angle = 0.f; // off by default, until changed later this function
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rv3d->rot_angle = 0.f; // off by default, until changed later this function
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if (ndof->progress != P_FINISHING) {
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const float dt = ndof->dt;
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// tune these until everything feels right
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const float rot_sensitivity = 1.f;
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const float zoom_sensitivity = 1.f;
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const float pan_sensitivity = 1.f;
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// rather have bool, but...
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int has_rotation = rv3d->viewlock != RV3D_LOCKED && !is_zero_v3(ndof->rvec);
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float view_inv[4];
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invert_qt_qt(view_inv, rv3d->viewquat);
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//#define DEBUG_NDOF_MOTION
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#ifdef DEBUG_NDOF_MOTION
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printf("ndof: T=(%.2f,%.2f,%.2f) R=(%.2f,%.2f,%.2f) dt=%.3f delivered to 3D view\n",
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ndof->tx, ndof->ty, ndof->tz, ndof->rx, ndof->ry, ndof->rz, ndof->dt);
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#endif
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if (ndof->tvec[2]) {
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// Zoom!
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// velocity should be proportional to the linear velocity attained by rotational motion of same strength
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// [got that?]
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// proportional to arclength = radius * angle
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float zoom_distance = zoom_sensitivity * rv3d->dist * dt * ndof->tvec[2];
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rv3d->dist += zoom_distance;
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}
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if (rv3d->viewlock == RV3D_LOCKED) {
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/* rotation not allowed -- explore panning options instead */
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float pan_vec[3] = {ndof->tvec[0], ndof->tvec[1], 0.0f};
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mul_v3_fl(pan_vec, pan_sensitivity * rv3d->dist * dt);
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/* transform motion from view to world coordinates */
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if (ndof->progress != P_FINISHING) {
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const float dt = ndof->dt;
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// tune these until everything feels right
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const float rot_sensitivity = 1.f;
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const float zoom_sensitivity = 1.f;
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const float pan_sensitivity = 1.f;
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// rather have bool, but...
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int has_rotation = rv3d->viewlock != RV3D_LOCKED && !is_zero_v3(ndof->rvec);
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float view_inv[4];
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invert_qt_qt(view_inv, rv3d->viewquat);
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mul_qt_v3(view_inv, pan_vec);
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/* move center of view opposite of hand motion (this is camera mode, not object mode) */
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sub_v3_v3(rv3d->ofs, pan_vec);
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}
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if (has_rotation) {
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const int invert = U.ndof_flag & NDOF_ORBIT_INVERT_AXES;
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rv3d->view = RV3D_VIEW_USER;
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if (U.flag & USER_TRACKBALL) {
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float rot[4];
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#if 0 // -------------------------- Mike's nifty original version
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float view_inv_conj[4];
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ndof_to_quat(ndof, rot);
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// mul_qt_fl(rot, rot_sensitivity);
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// ^^ no apparent effect
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if (invert)
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invert_qt(rot);
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copy_qt_qt(view_inv_conj, view_inv);
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conjugate_qt(view_inv_conj);
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// transform rotation from view to world coordinates
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mul_qt_qtqt(rot, view_inv, rot);
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mul_qt_qtqt(rot, rot, view_inv_conj);
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#else // ---------------------------------------- Mike's revised version
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float axis[3];
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float angle = rot_sensitivity * ndof_to_axis_angle(ndof, axis);
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if (invert)
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angle = -angle;
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// transform rotation axis from view to world coordinates
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mul_qt_v3(view_inv, axis);
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// update the onscreen doo-dad
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rv3d->rot_angle = angle;
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copy_v3_v3(rv3d->rot_axis, axis);
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axis_angle_to_quat(rot, axis, angle);
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#endif // --------------------------------------------
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// apply rotation
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mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rot);
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} else {
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/* turntable view code by John Aughey, adapted for 3D mouse by [mce] */
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float angle, rot[4];
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float xvec[3] = {1,0,0};
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/* Determine the direction of the x vector (for rotating up and down) */
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mul_qt_v3(view_inv, xvec);
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/* Perform the up/down rotation */
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angle = rot_sensitivity * dt * ndof->rvec[0];
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if (invert)
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angle = -angle;
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rot[0] = cos(angle);
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mul_v3_v3fl(rot+1, xvec, sin(angle));
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mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rot);
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/* Perform the orbital rotation */
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angle = rot_sensitivity * dt * ndof->rvec[1];
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if (invert)
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angle = -angle;
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// update the onscreen doo-dad
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rv3d->rot_angle = angle;
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rv3d->rot_axis[0] = 0;
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rv3d->rot_axis[1] = 0;
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rv3d->rot_axis[2] = 1;
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rot[0] = cos(angle);
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rot[1] = rot[2] = 0.0;
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rot[3] = sin(angle);
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mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rot);
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//#define DEBUG_NDOF_MOTION
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#ifdef DEBUG_NDOF_MOTION
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printf("ndof: T=(%.2f,%.2f,%.2f) R=(%.2f,%.2f,%.2f) dt=%.3f delivered to 3D view\n",
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ndof->tx, ndof->ty, ndof->tz, ndof->rx, ndof->ry, ndof->rz, ndof->dt);
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#endif
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if (ndof->tvec[2]) {
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// Zoom!
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// velocity should be proportional to the linear velocity attained by rotational motion of same strength
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// [got that?]
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// proportional to arclength = radius * angle
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float zoom_distance = zoom_sensitivity * rv3d->dist * dt * ndof->tvec[2];
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if (U.ndof_flag & NDOF_ZOOM_INVERT)
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zoom_distance = -zoom_distance;
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rv3d->dist += zoom_distance;
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}
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if (rv3d->viewlock == RV3D_LOCKED) {
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/* rotation not allowed -- explore panning options instead */
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float pan_vec[3] = {ndof->tvec[0], ndof->tvec[1], 0.0f};
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mul_v3_fl(pan_vec, pan_sensitivity * rv3d->dist * dt);
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/* transform motion from view to world coordinates */
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invert_qt_qt(view_inv, rv3d->viewquat);
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mul_qt_v3(view_inv, pan_vec);
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/* move center of view opposite of hand motion (this is camera mode, not object mode) */
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sub_v3_v3(rv3d->ofs, pan_vec);
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}
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if (has_rotation) {
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const int invert = U.ndof_flag & NDOF_ORBIT_INVERT_AXES;
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rv3d->view = RV3D_VIEW_USER;
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if (U.flag & USER_TRACKBALL) {
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float rot[4];
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float axis[3];
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float angle = rot_sensitivity * ndof_to_axis_angle(ndof, axis);
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if (invert)
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angle = -angle;
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// transform rotation axis from view to world coordinates
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mul_qt_v3(view_inv, axis);
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// update the onscreen doo-dad
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rv3d->rot_angle = angle;
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copy_v3_v3(rv3d->rot_axis, axis);
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axis_angle_to_quat(rot, axis, angle);
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// apply rotation
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mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rot);
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} else {
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/* turntable view code by John Aughey, adapted for 3D mouse by [mce] */
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float angle, rot[4];
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float xvec[3] = {1,0,0};
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/* Determine the direction of the x vector (for rotating up and down) */
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mul_qt_v3(view_inv, xvec);
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/* Perform the up/down rotation */
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angle = rot_sensitivity * dt * ndof->rvec[0];
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if (invert)
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angle = -angle;
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rot[0] = cos(angle);
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mul_v3_v3fl(rot+1, xvec, sin(angle));
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mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rot);
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/* Perform the orbital rotation */
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angle = rot_sensitivity * dt * ndof->rvec[1];
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if (invert)
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angle = -angle;
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// update the onscreen doo-dad
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rv3d->rot_angle = angle;
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rv3d->rot_axis[0] = 0;
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rv3d->rot_axis[1] = 0;
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rv3d->rot_axis[2] = 1;
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rot[0] = cos(angle);
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rot[1] = rot[2] = 0.0;
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rot[3] = sin(angle);
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mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rot);
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}
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}
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}
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ED_region_tag_redraw(CTX_wm_region(C));
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return OPERATOR_FINISHED;
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}
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ED_region_tag_redraw(CTX_wm_region(C));
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return OPERATOR_FINISHED;
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}
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void VIEW3D_OT_ndof_orbit(struct wmOperatorType *ot)
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@ -1098,57 +1089,62 @@ static int ndof_pan_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *event)
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// -- "pan" navigation
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// -- zoom or dolly?
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{
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RegionView3D* rv3d = CTX_wm_region_view3d(C);
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wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
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if (event->type != NDOF_MOTION)
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return OPERATOR_CANCELLED;
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else {
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RegionView3D* rv3d = CTX_wm_region_view3d(C);
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wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
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rv3d->rot_angle = 0.f; // we're panning here! so erase any leftover rotation from other operators
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if (ndof->progress != P_FINISHING) {
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const float dt = ndof->dt;
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float view_inv[4];
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rv3d->rot_angle = 0.f; // we're panning here! so erase any leftover rotation from other operators
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if (ndof->progress != P_FINISHING) {
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const float dt = ndof->dt;
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float view_inv[4];
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#if 0 // ------------------------------------------- zoom with Z
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// tune these until everything feels right
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const float zoom_sensitivity = 1.f;
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const float pan_sensitivity = 1.f;
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// tune these until everything feels right
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const float zoom_sensitivity = 1.f;
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const float pan_sensitivity = 1.f;
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float pan_vec[3] = {
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ndof->tx, ndof->ty, 0
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};
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float pan_vec[3] = {
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ndof->tx, ndof->ty, 0
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};
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// "zoom in" or "translate"? depends on zoom mode in user settings?
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if (ndof->tz) {
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float zoom_distance = zoom_sensitivity * rv3d->dist * dt * ndof->tz;
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rv3d->dist += zoom_distance;
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}
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mul_v3_fl(pan_vec, pan_sensitivity * rv3d->dist * dt);
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// "zoom in" or "translate"? depends on zoom mode in user settings?
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if (ndof->tz) {
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float zoom_distance = zoom_sensitivity * rv3d->dist * dt * ndof->tz;
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rv3d->dist += zoom_distance;
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}
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mul_v3_fl(pan_vec, pan_sensitivity * rv3d->dist * dt);
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#else // ------------------------------------------------------- dolly with Z
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float speed = 10.f; // blender units per second
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// ^^ this is ok for default cube scene, but should scale with.. something
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float speed = 10.f; // blender units per second
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// ^^ this is ok for default cube scene, but should scale with.. something
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// tune these until everything feels right
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const float forward_sensitivity = 1.f;
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const float vertical_sensitivity = 0.4f;
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const float lateral_sensitivity = 0.6f;
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// tune these until everything feels right
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const float forward_sensitivity = 1.f;
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const float vertical_sensitivity = 0.4f;
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const float lateral_sensitivity = 0.6f;
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float pan_vec[3] = {lateral_sensitivity * ndof->tvec[0],
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vertical_sensitivity * ndof->tvec[1],
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forward_sensitivity * ndof->tvec[2]
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};
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float pan_vec[3] = {lateral_sensitivity * ndof->tvec[0],
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vertical_sensitivity * ndof->tvec[1],
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forward_sensitivity * ndof->tvec[2]
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};
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mul_v3_fl(pan_vec, speed * dt);
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mul_v3_fl(pan_vec, speed * dt);
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#endif
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/* transform motion from view to world coordinates */
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invert_qt_qt(view_inv, rv3d->viewquat);
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mul_qt_v3(view_inv, pan_vec);
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/* transform motion from view to world coordinates */
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invert_qt_qt(view_inv, rv3d->viewquat);
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mul_qt_v3(view_inv, pan_vec);
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/* move center of view opposite of hand motion (this is camera mode, not object mode) */
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sub_v3_v3(rv3d->ofs, pan_vec);
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/* move center of view opposite of hand motion (this is camera mode, not object mode) */
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sub_v3_v3(rv3d->ofs, pan_vec);
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}
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ED_region_tag_redraw(CTX_wm_region(C));
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return OPERATOR_FINISHED;
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}
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ED_region_tag_redraw(CTX_wm_region(C));
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return OPERATOR_FINISHED;
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}
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void VIEW3D_OT_ndof_pan(struct wmOperatorType *ot)
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