[Bf-blender-cvs] [a8f4affb2ea] master: Add Object Tool: use the closest view-aligned axis as a fallback
Campbell Barton
noreply at git.blender.org
Fri Nov 20 07:20:30 CET 2020
Commit: a8f4affb2ead7f49996f54a8e6a14be5a48db785
Author: Campbell Barton
Date: Fri Nov 20 16:45:06 2020 +1100
Branches: master
https://developer.blender.org/rBa8f4affb2ead7f49996f54a8e6a14be5a48db785
Add Object Tool: use the closest view-aligned axis as a fallback
When using surface orientation and nothing is under the mouse-cursor,
pick the axis that's closest to the view's Z axis.
Now by default default, drawing into empty spaces wont use a plane
orthogonal to the view.
===================================================================
M source/blender/editors/space_view3d/view3d_placement.c
===================================================================
diff --git a/source/blender/editors/space_view3d/view3d_placement.c b/source/blender/editors/space_view3d/view3d_placement.c
index 85388819f29..bdf795a33a1 100644
--- a/source/blender/editors/space_view3d/view3d_placement.c
+++ b/source/blender/editors/space_view3d/view3d_placement.c
@@ -152,6 +152,33 @@ struct InteractivePlaceData {
/** \name Internal Utilities
* \{ */
+/**
+ * Re-order \a mat so \a axis_align uses it's own axis which is closest to \a v.
+ */
+static bool mat3_align_axis_to_v3(float mat[3][3], const int axis_align, const float v[3])
+{
+ float dot_best = -1.0f;
+ int axis_found = axis_align;
+ for (int i = 0; i < 3; i++) {
+ const float dot_test = fabsf(dot_v3v3(mat[i], v));
+ if (dot_test > dot_best) {
+ dot_best = dot_test;
+ axis_found = i;
+ }
+ }
+
+ if (axis_align != axis_found) {
+ float tmat[3][3];
+ copy_m3_m3(tmat, mat);
+ const int offset = mod_i(axis_found - axis_align, 3);
+ for (int i = 0; i < 3; i++) {
+ copy_v3_v3(mat[i], tmat[(i + offset) % 3]);
+ }
+ return true;
+ }
+ return false;
+}
+
/* On-screen snap distance. */
#define MVAL_MAX_PX_DIST 12.0f
@@ -656,6 +683,7 @@ static void view3d_interactive_add_calc_plane(bContext *C,
}
if (plane_orient == PLACE_ORIENT_SURFACE) {
+ bool found_surface_or_normal = false;
float matrix_orient_surface[3][3];
/* Use the snap normal as a fallback in case the cursor isn't over a surface
@@ -673,6 +701,12 @@ static void view3d_interactive_add_calc_plane(bContext *C,
use_normal_fallback ? normal_fallback : NULL,
matrix_orient_surface)) {
copy_m3_m3(r_matrix_orient, matrix_orient_surface);
+ found_surface_or_normal = true;
+ }
+
+ if (!found_surface_or_normal) {
+ /* Drawing into empty mspace, draw onto the plane most aligned to the view direction. */
+ mat3_align_axis_to_v3(r_matrix_orient, plane_axis, rv3d->viewinv[2]);
}
}
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