[Bf-blender-cvs] [9210a4faf38] master: Fix unpredictable trackball rotation
Campbell Barton
noreply at git.blender.org
Fri Jun 30 03:04:07 CEST 2017
Commit: 9210a4faf38f675582ea7a080d5fbaea0e90d493
Author: Campbell Barton
Date: Fri Jun 30 10:33:42 2017 +1000
Branches: master
https://developer.blender.org/rB9210a4faf38f675582ea7a080d5fbaea0e90d493
Fix unpredictable trackball rotation
D2729 by @IgorNull
Currently, trackball rotation sequentially applies rotation across x axis and y axis,
which produces a strange/unusable result on diagonal pointer motion.
This change fixes the problem by using a single axis which is orthogonal
and proportional to mouse delta - matching view-port trackball.
===================================================================
M source/blender/editors/transform/transform.c
===================================================================
diff --git a/source/blender/editors/transform/transform.c b/source/blender/editors/transform/transform.c
index 4686ff0523e..ca6e2267218 100644
--- a/source/blender/editors/transform/transform.c
+++ b/source/blender/editors/transform/transform.c
@@ -4067,13 +4067,15 @@ static void initTrackball(TransInfo *t)
static void applyTrackballValue(TransInfo *t, const float axis1[3], const float axis2[3], float angles[2])
{
TransData *td = t->data;
- float mat[3][3], smat[3][3], totmat[3][3];
+ float mat[3][3];
+ float axis[3];
+ float angle;
int i;
- axis_angle_normalized_to_mat3(smat, axis1, angles[0]);
- axis_angle_normalized_to_mat3(totmat, axis2, angles[1]);
-
- mul_m3_m3m3(mat, smat, totmat);
+ mul_v3_v3fl(axis, axis1, angles[0]);
+ madd_v3_v3fl(axis, axis2, angles[1]);
+ angle = normalize_v3(axis);
+ axis_angle_normalized_to_mat3(mat, axis, angle);
for (i = 0; i < t->total; i++, td++) {
if (td->flag & TD_NOACTION)
@@ -4083,10 +4085,7 @@ static void applyTrackballValue(TransInfo *t, const float axis1[3], const float
continue;
if (t->flag & T_PROP_EDIT) {
- axis_angle_normalized_to_mat3(smat, axis1, td->factor * angles[0]);
- axis_angle_normalized_to_mat3(totmat, axis2, td->factor * angles[1]);
-
- mul_m3_m3m3(mat, smat, totmat);
+ axis_angle_normalized_to_mat3(mat, axis, td->factor * angle);
}
ElementRotation(t, td, mat, t->around);
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