[#5743] Rotate dosnt work at high zoom

More precision added to previous fix through linear approximation of the angle at really small angle values.
This commit is contained in:
Martin Poirier 2008-05-16 13:13:20 +00:00
parent 58e6861aea
commit 952a0042ea

@ -245,12 +245,12 @@ float InputVerticalAbsolute(TransInfo *t, short mval[2]) {
float InputDeltaAngle(TransInfo *t, short mval[2])
{
double dx2 = t->center2d[0] - mval[0];
double dy2 = t->center2d[1] - mval[1];
double dx2 = mval[0] - t->center2d[0];
double dy2 = mval[1] - t->center2d[1];
double B = sqrt(dx2*dx2+dy2*dy2);
double dx1 = t->center2d[0] - t->imval[0];
double dy1 = t->center2d[1] - t->imval[1];
double dx1 = t->imval[0] - t->center2d[0];
double dy1 = t->imval[1] - t->center2d[1];
double A = sqrt(dx1*dx1+dy1*dy1);
double dx3 = mval[0] - t->imval[0];
@ -265,6 +265,28 @@ float InputDeltaAngle(TransInfo *t, short mval[2])
dphi = saacos((float)deler);
if( (dx1*dy2-dx2*dy1)>0.0 ) dphi= -dphi;
/* If the angle is zero, because of lack of precision close to the 1.0 value in acos
* approximate the angle with the oposite side of the normalized triangle
* This is a good approximation here since the smallest acos value seems to be around
* 0.02 degree and lower values don't even have a 0.01% error compared to the approximation
* */
if (dphi == 0)
{
double dx, dy;
dx2 /= A;
dy2 /= A;
dx1 /= B;
dy1 /= B;
dx = dx1 - dx2;
dy = dy1 - dy2;
dphi = sqrt(dx*dx + dy*dy);
if( (dx1*dy2-dx2*dy1)>0.0 ) dphi= -dphi;
}
if(t->flag & T_SHIFT_MOD) dphi = dphi/30.0f;