window_to_3d_vector was incorrect but dolly view operator was accounting for it. fixed so result isnt negated and mouse coords dont need to be adjusted.

This commit is contained in:
Campbell Barton 2011-05-12 06:52:24 +00:00
parent a131ce066a
commit 2f08309ffe
3 changed files with 12 additions and 10 deletions

@ -65,7 +65,7 @@ def region_2d_to_location_3d(region, rv3d, coord, depth_location):
from mathutils.geometry import intersect_point_line
origin_start = rv3d.view_matrix.inverted()[3].to_3d()
origin_end = origin_start + region_2d_to_vector_3d(region, rv3d, coord)
return intersect_point_line(depth_vector, origin_start, origin_end)[0]
return intersect_point_line(depth_location, origin_start, origin_end)[0]
def location_3d_to_region_2d(region, rv3d, coord):

@ -396,7 +396,7 @@ static void viewops_data_create(bContext *C, wmOperator *op, wmEvent *event)
}
/* for dolly */
window_to_3d_vector(vod->ar, vod->mousevec, (vod->oldx - vod->ar->winrct.xmin)-(vod->ar->winx)/2, (vod->oldy - vod->ar->winrct.ymin)-(vod->ar->winy)/2);
window_to_3d_vector(vod->ar, vod->mousevec, vod->oldx - vod->ar->winrct.xmin, vod->oldy - vod->ar->winrct.ymin);
/* lookup, we dont pass on v3d to prevent confusement */
vod->grid= v3d->grid;
@ -1349,7 +1349,7 @@ void VIEW3D_OT_zoom(wmOperatorType *ot)
static void view_dolly_mouseloc(ARegion *ar, float orig_ofs[3], float dvec[3], float dfac)
{
RegionView3D *rv3d= ar->regiondata;
madd_v3_v3v3fl(rv3d->ofs, orig_ofs, dvec, 1.0 - dfac);
madd_v3_v3v3fl(rv3d->ofs, orig_ofs, dvec, -(1.0 - dfac));
}
static void viewdolly_apply(ViewOpsData *vod, int x, int y, const short zoom_invert)
@ -1444,7 +1444,8 @@ static int viewdolly_exec(bContext *C, wmOperator *op)
else {
sa= CTX_wm_area(C);
ar= CTX_wm_region(C);
normalize_v3_v3(mousevec, ((RegionView3D *)ar->regiondata)->viewinv[2]);
negate_v3_v3(mousevec, ((RegionView3D *)ar->regiondata)->viewinv[2]);
normalize_v3(mousevec);
}
/* v3d= sa->spacedata.first; */ /* UNUSED */
@ -1498,7 +1499,8 @@ static int viewdolly_invoke(bContext *C, wmOperator *op, wmEvent *event)
/* overwrite the mouse vector with the view direction (zoom into the center) */
if((U.uiflag & USER_ZOOM_TO_MOUSEPOS) == 0) {
normalize_v3_v3(vod->mousevec, vod->rv3d->viewinv[2]);
negate_v3_v3(vod->mousevec, vod->rv3d->viewinv[2]);
normalize_v3(vod->mousevec);
}
if (event->type == MOUSEZOOM) {

@ -687,15 +687,15 @@ void window_to_3d_vector(ARegion *ar, float out[3], short mx, short my)
float dx, dy;
float viewvec[3];
dx= 2.0f*mx/ar->winx;
dy= 2.0f*my/ar->winy;
dx= (2.0f * mx / ar->winx) - 1.0f;
dy= (2.0f * my / ar->winy) - 1.0f;
/* normalize here so vecs are proportional to eachother */
normalize_v3_v3(viewvec, rv3d->viewinv[2]);
out[0]= viewvec[0] - (rv3d->persinv[0][0]*dx + rv3d->persinv[1][0]*dy);
out[1]= viewvec[1] - (rv3d->persinv[0][1]*dx + rv3d->persinv[1][1]*dy);
out[2]= viewvec[2] - (rv3d->persinv[0][2]*dx + rv3d->persinv[1][2]*dy);
out[0]= (rv3d->persinv[0][0]*dx + rv3d->persinv[1][0]*dy) - viewvec[0];
out[1]= (rv3d->persinv[0][1]*dx + rv3d->persinv[1][1]*dy) - viewvec[1];
out[2]= (rv3d->persinv[0][2]*dx + rv3d->persinv[1][2]*dy) - viewvec[2];
normalize_v3(out);
}