Fix T49872: 3D cursor places with camera shift in ortographic mode

This commit is contained in:
Julian Eisel
2016-12-08 12:41:27 +01:00
parent d5708fdad6
commit 0a26904a75
14 changed files with 49 additions and 27 deletions

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@@ -231,7 +231,7 @@ static int armature_click_extrude_invoke(bContext *C, wmOperator *op, const wmEv
copy_v3_v3(oldcurs, fp);
VECCOPY2D(mval_f, event->mval);
ED_view3d_win_to_3d(ar, fp, mval_f, tvec);
ED_view3d_win_to_3d(v3d, ar, fp, mval_f, tvec);
copy_v3_v3(fp, tvec);
/* extrude to the where new cursor is and store the operation result */

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@@ -4993,7 +4993,7 @@ static int add_vertex_invoke(bContext *C, wmOperator *op, const wmEvent *event)
copy_v3_v3(location, ED_view3d_cursor3d_get(vc.scene, vc.v3d));
}
ED_view3d_win_to_3d_int(vc.ar, location, event->mval, location);
ED_view3d_win_to_3d_int(vc.v3d, vc.ar, location, event->mval, location);
if (use_proj) {
const float mval[2] = {UNPACK2(event->mval)};

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@@ -353,7 +353,7 @@ static bool stroke_elem_project_fallback(
surface_offset, radius,
r_location_world, r_normal_world);
if (is_depth_found == false) {
ED_view3d_win_to_3d(cdd->vc.ar, location_fallback_depth, mval_fl, r_location_world);
ED_view3d_win_to_3d(cdd->vc.v3d, cdd->vc.ar, location_fallback_depth, mval_fl, r_location_world);
zero_v3(r_normal_local);
}
mul_v3_m4v3(r_location_local, cdd->vc.obedit->imat, r_location_world);
@@ -1135,7 +1135,7 @@ static int curve_draw_invoke(bContext *C, wmOperator *op, const wmEvent *event)
const float mval_fl[2] = {UNPACK2(event->mval)};
float center[3];
negate_v3_v3(center, cdd->vc.rv3d->ofs);
ED_view3d_win_to_3d(cdd->vc.ar, center, mval_fl, cdd->prev.location_world);
ED_view3d_win_to_3d(cdd->vc.v3d, cdd->vc.ar, center, mval_fl, cdd->prev.location_world);
copy_v3_v3(cdd->prev.location_world_valid, cdd->prev.location_world);
}

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@@ -191,7 +191,7 @@ static void gp_strokepoint_convertcoords(
}
}
ED_view3d_win_to_3d(ar, fp, mvalf, p3d);
ED_view3d_win_to_3d(v3d, ar, fp, mvalf, p3d);
}
}

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@@ -216,8 +216,14 @@ bool ED_view3d_win_to_ray_ex(
const struct ARegion *ar, const struct View3D *v3d, const float mval[2],
float r_ray_co[3], float r_ray_normal[3], float r_ray_start[3], bool do_clip);
void ED_view3d_global_to_vector(const struct RegionView3D *rv3d, const float coord[3], float vec[3]);
void ED_view3d_win_to_3d(const struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);
void ED_view3d_win_to_3d_int(const struct ARegion *ar, const float depth_pt[3], const int mval[2], float out[3]);
void ED_view3d_win_to_3d(
const struct View3D *v3d, const struct ARegion *ar,
const float depth_pt[3], const float mval[2],
float r_out[3]);
void ED_view3d_win_to_3d_int(
const struct View3D *v3d, const struct ARegion *ar,
const float depth_pt[3], const int mval[2],
float r_out[3]);
void ED_view3d_win_to_delta(const struct ARegion *ar, const float mval[2], float out[3], const float zfac);
void ED_view3d_win_to_origin(const struct ARegion *ar, const float mval[2], float out[3]);
void ED_view3d_win_to_vector(const struct ARegion *ar, const float mval[2], float out[3]);

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@@ -882,7 +882,6 @@ static void depthdropper_exit(bContext *C, wmOperator *op)
*/
static void depthdropper_depth_sample_pt(bContext *C, DepthDropper *ddr, int mx, int my, float *r_depth)
{
/* we could use some clever */
wmWindow *win = CTX_wm_window(C);
ScrArea *sa = BKE_screen_find_area_xy(win->screen, SPACE_TYPE_ANY, mx, my);
@@ -923,7 +922,7 @@ static void depthdropper_depth_sample_pt(bContext *C, DepthDropper *ddr, int mx,
float co_align[3];
/* quick way to get view-center aligned point */
ED_view3d_win_to_3d(ar, co, mval_center_fl, co_align);
ED_view3d_win_to_3d(v3d, ar, co, mval_center_fl, co_align);
*r_depth = len_v3v3(view_co, co_align);

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@@ -73,6 +73,7 @@ static bool mesh_bisect_interactive_calc(
wmGesture *gesture = op->customdata;
BisectData *opdata;
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
RegionView3D *rv3d = ar->regiondata;
@@ -101,7 +102,7 @@ static bool mesh_bisect_interactive_calc(
normalize_v3(plane_no); /* not needed but nicer for user */
/* point on plane, can use either start or endpoint */
ED_view3d_win_to_3d(ar, co_ref, co_a_ss, plane_co);
ED_view3d_win_to_3d(v3d, ar, co_ref, co_a_ss, plane_co);
if (opdata->is_first == false)
EDBM_redo_state_restore(opdata->mesh_backup, em, false);

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@@ -584,7 +584,7 @@ static int edbm_dupli_extrude_cursor_invoke(bContext *C, wmOperator *op, const w
copy_v3_v3(min, cent);
mul_m4_v3(vc.obedit->obmat, min); /* view space */
ED_view3d_win_to_3d_int(vc.ar, min, event->mval, min);
ED_view3d_win_to_3d_int(vc.v3d, vc.ar, min, event->mval, min);
mul_m4_v3(vc.obedit->imat, min); // back in object space
sub_v3_v3(min, cent);
@@ -633,7 +633,7 @@ static int edbm_dupli_extrude_cursor_invoke(bContext *C, wmOperator *op, const w
BMOIter oiter;
copy_v3_v3(min, curs);
ED_view3d_win_to_3d_int(vc.ar, min, event->mval, min);
ED_view3d_win_to_3d_int(vc.v3d, vc.ar, min, event->mval, min);
invert_m4_m4(vc.obedit->imat, vc.obedit->obmat);
mul_m4_v3(vc.obedit->imat, min); // back in object space

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@@ -971,7 +971,7 @@ static void knifetool_draw_angle_snapping(const KnifeTool_OpData *kcd)
copy_v3_v3(co_depth, kcd->prev.cage);
mul_m4_v3(kcd->ob->obmat, co_depth);
ED_view3d_win_to_3d(kcd->ar, co_depth, kcd->curr.mval, curr_cage_adjust);
ED_view3d_win_to_3d(kcd->vc.v3d, kcd->ar, co_depth, kcd->curr.mval, curr_cage_adjust);
mul_m4_v3(kcd->ob->imat, curr_cage_adjust);
sub_v3_v3v3(ray_dir, curr_cage_adjust, kcd->prev.cage);

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@@ -4187,7 +4187,7 @@ static void sculpt_update_brush_delta(UnifiedPaintSettings *ups, Object *ob, Bru
/* compute 3d coordinate at same z from original location + mouse */
mul_v3_m4v3(loc, ob->obmat, cache->orig_grab_location);
ED_view3d_win_to_3d(cache->vc->ar, loc, mouse, grab_location);
ED_view3d_win_to_3d(cache->vc->v3d, cache->vc->ar, loc, mouse, grab_location);
/* compute delta to move verts by */
if (!cache->first_time) {

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@@ -789,7 +789,7 @@ static void viewops_data_create_ex(bContext *C, wmOperator *op, const wmEvent *e
(float)vod->ar->winx / 2.0f,
(float)vod->ar->winy / 2.0f};
ED_view3d_win_to_3d(vod->ar, vod->dyn_ofs, mval_ar_mid, rv3d->ofs);
ED_view3d_win_to_3d(vod->v3d, vod->ar, vod->dyn_ofs, mval_ar_mid, rv3d->ofs);
negate_v3(rv3d->ofs);
}
negate_v3(vod->dyn_ofs);
@@ -3289,7 +3289,7 @@ static int viewcenter_pick_invoke(bContext *C, wmOperator *op, const wmEvent *ev
else {
/* fallback to simple pan */
negate_v3_v3(new_ofs, rv3d->ofs);
ED_view3d_win_to_3d_int(ar, new_ofs, event->mval, new_ofs);
ED_view3d_win_to_3d_int(v3d, ar, new_ofs, event->mval, new_ofs);
}
negate_v3(new_ofs);
ED_view3d_smooth_view(
@@ -4708,7 +4708,7 @@ void ED_view3d_cursor3d_position(bContext *C, float fp[3], const int mval[2])
if (depth_used == false) {
float depth_pt[3];
copy_v3_v3(depth_pt, fp);
ED_view3d_win_to_3d_int(ar, depth_pt, mval, fp);
ED_view3d_win_to_3d_int(v3d, ar, depth_pt, mval, fp);
}
}
@@ -4957,7 +4957,7 @@ bool ED_view3d_autodist(
}
if (fallback_depth_pt) {
ED_view3d_win_to_3d_int(ar, fallback_depth_pt, mval, mouse_worldloc);
ED_view3d_win_to_3d_int(v3d, ar, fallback_depth_pt, mval, mouse_worldloc);
return true;
}
else {

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@@ -28,6 +28,7 @@
* \ingroup spview3d
*/
#include "DNA_camera_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
@@ -40,6 +41,7 @@
#include "BLI_math_vector.h"
#include "BKE_camera.h"
#include "BKE_screen.h"
#include "ED_view3d.h" /* own include */
@@ -462,9 +464,12 @@ bool view3d_get_view_aligned_coordinate(ARegion *ar, float fp[3], const int mval
* \param ar The region (used for the window width and height).
* \param depth_pt The reference location used to calculate the Z depth.
* \param mval The area relative location (such as event->mval converted to floats).
* \param out The resulting world-space location.
* \param r_out The resulting world-space location.
*/
void ED_view3d_win_to_3d(const ARegion *ar, const float depth_pt[3], const float mval[2], float out[3])
void ED_view3d_win_to_3d(
const View3D *v3d, const ARegion *ar,
const float depth_pt[3], const float mval[2],
float r_out[3])
{
RegionView3D *rv3d = ar->regiondata;
@@ -488,11 +493,19 @@ void ED_view3d_win_to_3d(const ARegion *ar, const float depth_pt[3], const float
else {
float dx = (2.0f * mval[0] / (float)ar->winx) - 1.0f;
float dy = (2.0f * mval[1] / (float)ar->winy) - 1.0f;
if (rv3d->persp == RV3D_CAMOB) {
/* ortho camera needs offset applied */
const Camera *cam = v3d->camera->data;
const int sensor_fit = BKE_camera_sensor_fit(cam->sensor_fit, ar->winx, ar->winy);
const float zoomfac = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom) * 4.0f;
dx += rv3d->camdx * zoomfac;
dy += rv3d->camdy * zoomfac;
const float aspx = ar->winx / (float)ar->winy;
const float aspy = ar->winy / (float)ar->winx;
const float shiftx = cam->shiftx * 0.5f * (sensor_fit == CAMERA_SENSOR_FIT_HOR ? 1.0f : aspy);
const float shifty = cam->shifty * 0.5f * (sensor_fit == CAMERA_SENSOR_FIT_HOR ? aspx : 1.0f);
dx += (rv3d->camdx + shiftx) * zoomfac;
dy += (rv3d->camdy + shifty) * zoomfac;
}
ray_origin[0] = (rv3d->persinv[0][0] * dx) + (rv3d->persinv[1][0] * dy) + rv3d->viewinv[3][0];
ray_origin[1] = (rv3d->persinv[0][1] * dx) + (rv3d->persinv[1][1] * dy) + rv3d->viewinv[3][1];
@@ -502,13 +515,16 @@ void ED_view3d_win_to_3d(const ARegion *ar, const float depth_pt[3], const float
lambda = ray_point_factor_v3(depth_pt, ray_origin, ray_direction);
}
madd_v3_v3v3fl(out, ray_origin, ray_direction, lambda);
madd_v3_v3v3fl(r_out, ray_origin, ray_direction, lambda);
}
void ED_view3d_win_to_3d_int(const ARegion *ar, const float depth_pt[3], const int mval[2], float out[3])
void ED_view3d_win_to_3d_int(
const View3D *v3d, const ARegion *ar,
const float depth_pt[3], const int mval[2],
float r_out[3])
{
const float mval_fl[2] = {mval[0], mval[1]};
ED_view3d_win_to_3d(ar, depth_pt, mval_fl, out);
ED_view3d_win_to_3d(v3d, ar, depth_pt, mval_fl, r_out);
}
/**

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@@ -700,7 +700,7 @@ static void view3d_ruler_free(RulerInfo *ruler_info)
static void view3d_ruler_item_project(RulerInfo *ruler_info, float r_co[3],
const int xy[2])
{
ED_view3d_win_to_3d_int(ruler_info->ar, r_co, xy, r_co);
ED_view3d_win_to_3d_int(ruler_info->sa->spacedata.first, ruler_info->ar, r_co, xy, r_co);
}
/* use for mousemove events */

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@@ -2880,7 +2880,7 @@ static void initBend(TransInfo *t)
curs = ED_view3d_cursor3d_get(t->scene, t->view);
copy_v3_v3(data->warp_sta, curs);
ED_view3d_win_to_3d(t->ar, curs, mval_fl, data->warp_end);
ED_view3d_win_to_3d(t->sa->spacedata.first, t->ar, curs, mval_fl, data->warp_end);
copy_v3_v3(data->warp_nor, t->viewinv[2]);
if (t->flag & T_EDIT) {