forked from bartvdbraak/blender
made MMB pan instead of mouselook requested by plumiferos director.
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b4bd6cc9db
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275a5a94b9
@ -2111,7 +2111,8 @@ void fly(void)
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double time_current, time_lastdraw;
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short val, /* used for toets to see if a buttons pressed */
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cent[2], /* view center */
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cent_orig[2], /* view center */
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cent[2], /* view center modified */
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mval[2], /* mouse location */
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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 */
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xmargin, ymargin; /* x and y margin are define the safe area where the mouses movement wont rotate the view */
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@ -2120,8 +2121,8 @@ void fly(void)
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unsigned char
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apply_rotation= 1, /* if the user presses shift they can look about without movinf the direction there looking*/
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axis= 2, /* Axis index to move allong by default Z to move allong the view */
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persp_backup; /* remember if were ortho or not, only used for restoring the view if it was a ortho view */
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persp_backup, /* remember if were ortho or not, only used for restoring the view if it was a ortho view */
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pan_view=0; /* if true, pan the view instead of rotating */
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/* relative view axis locking - xlock, zlock
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0; disabled
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@ -2193,10 +2194,10 @@ void fly(void)
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xmargin= (short)((float)(curarea->winx)/20.0);
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ymargin= (short)((float)(curarea->winy)/20.0);
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cent[0]= curarea->winrct.xmin+(curarea->winx)/2;
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cent[1]= curarea->winrct.ymin+(curarea->winy)/2;
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cent_orig[0]= curarea->winrct.xmin+(curarea->winx)/2;
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cent_orig[1]= curarea->winrct.ymin+(curarea->winy)/2;
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warp_pointer(cent[0], cent[1]);
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warp_pointer(cent_orig[0], cent_orig[1]);
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/* we have to rely on events to give proper mousecoords after a warp_pointer */
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mval[0]= cent[0]= (curarea->winx)/2;
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@ -2234,7 +2235,9 @@ void fly(void)
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} else if (toets==MIDDLEMOUSE) {
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/* make it so the camera direction dosent follow the view
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good for flying backwards! - Only when MMB is held */
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apply_rotation=0;
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/*apply_rotation=0;*/
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pan_view= 1;
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/* impliment WASD keys */
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} else if(toets==WKEY) {
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@ -2276,8 +2279,10 @@ void fly(void)
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} else {
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/* mouse buttons lifted */
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if (toets==MIDDLEMOUSE) {
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apply_rotation=1;
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if (toets==MIDDLEMOUSE && pan_view) {
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/*apply_rotation=1;*/
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warp_pointer(cent_orig[0], cent_orig[1]);
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pan_view= 0;
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}
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}
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}
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@ -2307,7 +2312,7 @@ void fly(void)
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}
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/* Should we redraw? */
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if(speed!=0.0 || moffset[0] || moffset[1] || zlock || xlock ) {
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if(speed!=0.0 || moffset[0] || moffset[1] || zlock || xlock || dvec[0] || dvec[1] || dvec[2] ) {
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time_current= PIL_check_seconds_timer();
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time_redraw= (float)(time_current-time_lastdraw);
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@ -2321,102 +2326,114 @@ void fly(void)
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speed= speed * (1-time_redraw_clamped);
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Mat3CpyMat4(mat, G.vd->viewinv);
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/* rotate about the X axis- look up/down */
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if (moffset[1]) {
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upvec[0]=1;
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upvec[1]=0;
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upvec[2]=0;
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Mat3MulVecfl(mat, upvec);
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VecRotToQuat( upvec, (float)moffset[1]*-time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
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QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
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if (xlock) xlock = 2; /*check for rotation*/
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if (zlock) zlock = 2;
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xlock_momentum= 0.0;
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}
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/* rotate about the Y axis- look left/right */
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if (moffset[0]) {
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if (zlock) {
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upvec[0]=0;
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upvec[1]=0;
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upvec[2]=1;
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} else {
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upvec[0]=0;
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upvec[1]=1;
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upvec[2]=0;
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Mat3MulVecfl(mat, upvec);
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}
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VecRotToQuat( upvec, (float)moffset[0]*time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
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QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
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if (xlock) xlock = 2;/*check for rotation*/
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if (zlock) zlock = 2;
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}
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if (zlock==2) {
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upvec[0]=1;
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upvec[1]=0;
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upvec[2]=0;
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Mat3MulVecfl(mat, upvec);
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/*make sure we have some z rolling*/
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if (fabs(upvec[2]) > 0.00001) {
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roll= upvec[2]*5;
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upvec[0]=0; /*rotate the view about this axis*/
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upvec[1]=0;
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upvec[2]=1;
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Mat3MulVecfl(mat, upvec);
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VecRotToQuat( upvec, roll*time_redraw_clamped*zlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
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QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
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zlock_momentum += 0.05;
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} else {
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zlock=1; /* dont check until the view rotates again */
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zlock_momentum= 0.0;
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}
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}
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if (xlock==2 && moffset[1]==0) { /*only apply xcorrect when mouse isnt applying x rot*/
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upvec[0]=0;
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upvec[1]=0;
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upvec[2]=1;
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Mat3MulVecfl(mat, upvec);
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/*make sure we have some z rolling*/
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if (fabs(upvec[2]) > 0.00001) {
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roll= upvec[2]*-5;
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upvec[0]=1; /*rotate the view about this axis*/
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upvec[1]=0;
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upvec[2]=0;
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Mat3MulVecfl(mat, upvec);
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VecRotToQuat( upvec, roll*time_redraw_clamped*xlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
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QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
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xlock_momentum += 0.05;
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} else {
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xlock=1; /* see above */
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xlock_momentum= 0.0;
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}
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}
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if (apply_rotation) {
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/* Normal operation */
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/* define dvec, view direction vector */
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dvec_tmp[0]= dvec_tmp[1]= dvec_tmp[2]= 0;
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/* move along the current axis */
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dvec_tmp[axis]= 1.0f;
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if (pan_view) {
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/* pan only */
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dvec_tmp[0]= -moffset[0];
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dvec_tmp[1]= -moffset[1];
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dvec_tmp[2]= 0;
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/* z axis can stay teh same, just keep costing */
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Mat3MulVecfl(mat, dvec_tmp);
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VecMulf(dvec_tmp, time_redraw*200.0 * G.vd->grid);
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VecMulf(dvec_tmp, speed*time_redraw*0.5);
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} else {
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/* rotate about the X axis- look up/down */
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if (moffset[1]) {
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upvec[0]=1;
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upvec[1]=0;
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upvec[2]=0;
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Mat3MulVecfl(mat, upvec);
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VecRotToQuat( upvec, (float)moffset[1]*-time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
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QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
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if (xlock) xlock = 2; /*check for rotation*/
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if (zlock) zlock = 2;
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xlock_momentum= 0.0;
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}
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/* rotate about the Y axis- look left/right */
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if (moffset[0]) {
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if (zlock) {
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upvec[0]=0;
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upvec[1]=0;
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upvec[2]=1;
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} else {
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upvec[0]=0;
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upvec[1]=1;
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upvec[2]=0;
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Mat3MulVecfl(mat, upvec);
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}
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VecRotToQuat( upvec, (float)moffset[0]*time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
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QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
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if (xlock) xlock = 2;/*check for rotation*/
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if (zlock) zlock = 2;
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}
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if (zlock==2) {
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upvec[0]=1;
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upvec[1]=0;
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upvec[2]=0;
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Mat3MulVecfl(mat, upvec);
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/*make sure we have some z rolling*/
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if (fabs(upvec[2]) > 0.00001) {
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roll= upvec[2]*5;
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upvec[0]=0; /*rotate the view about this axis*/
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upvec[1]=0;
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upvec[2]=1;
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Mat3MulVecfl(mat, upvec);
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VecRotToQuat( upvec, roll*time_redraw_clamped*zlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
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QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
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zlock_momentum += 0.05;
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} else {
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zlock=1; /* dont check until the view rotates again */
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zlock_momentum= 0.0;
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}
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}
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if (xlock==2 && moffset[1]==0) { /*only apply xcorrect when mouse isnt applying x rot*/
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upvec[0]=0;
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upvec[1]=0;
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upvec[2]=1;
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Mat3MulVecfl(mat, upvec);
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/*make sure we have some z rolling*/
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if (fabs(upvec[2]) > 0.00001) {
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roll= upvec[2]*-5;
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upvec[0]=1; /*rotate the view about this axis*/
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upvec[1]=0;
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upvec[2]=0;
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Mat3MulVecfl(mat, upvec);
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VecRotToQuat( upvec, roll*time_redraw_clamped*xlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
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QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
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xlock_momentum += 0.05;
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} else {
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xlock=1; /* see above */
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xlock_momentum= 0.0;
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}
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}
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if (apply_rotation) {
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/* Normal operation */
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/* define dvec, view direction vector */
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dvec_tmp[0]= dvec_tmp[1]= dvec_tmp[2]= 0;
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/* move along the current axis */
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dvec_tmp[axis]= 1.0f;
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Mat3MulVecfl(mat, dvec_tmp);
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VecMulf(dvec_tmp, speed*time_redraw*0.5);
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}
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}
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/* impose a directional lag */
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@ -2426,7 +2443,7 @@ void fly(void)
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dvec[2] = dvec_tmp[2]*(1-dvec_lag) + dvec_old[2]*dvec_lag;
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VecAddf(G.vd->ofs, G.vd->ofs, dvec);
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headerprint("FlyKeys Speed:(+/- | Wheel), Upright Axis:X/Z, Slow:Shift, Direction:WASDRF, Ok:LMB, MouseLook:MMB, Cancel:RMB");
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headerprint("FlyKeys Speed:(+/- | Wheel), Upright Axis:X/Z, Slow:Shift, Direction:WASDRF, Ok:LMB, Pan:MMB, Cancel:RMB");
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do_screenhandlers(G.curscreen); /* advance the next frame */
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@ -2508,7 +2525,6 @@ void fly(void)
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BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT); /* not working at the moment not sure why */
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}
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void view3d_edit_clipping(View3D *v3d)
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{
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