Three fixes in 1 commit. :)

- Bug #2530
  The MMB Transform constraint 'chooser' used projection code that didnt
  work when zoomed in extreme. Needed a correction to scale projected
  coordinate according zoomlevel.

- NKEY panel for objects: click on left/right side of scale button now
  goes with increments of 0.1 (was 1.0)

- Moving window edges in Screen: prevented top header from becoming too
  small due to grid-snapping. Was visible now with using Texture Font.
This commit is contained in:
2005-05-13 09:22:37 +00:00
parent d4b2824b24
commit 49dbf781de
3 changed files with 29 additions and 16 deletions

View File

@@ -1347,9 +1347,9 @@ static void v3d_posearmature_buts(uiBlock *block, Object *ob, float lim)
uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocY:", 10, 50, 140, 19, bone->loc+1, -lim, lim, 100, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocY:", 10, 50, 140, 19, bone->loc+1, -lim, lim, 100, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "locZ:", 10, 30, 140, 19, bone->loc+2, -lim, lim, 100, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL2, "locZ:", 10, 30, 140, 19, bone->loc+2, -lim, lim, 100, 3, "");
uiBlockBeginAlign(block); uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeX:", 160, 70, 140, 19, bone->size, -lim, lim, 100, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeX:", 160, 70, 140, 19, bone->size, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeY:", 160, 50, 140, 19, bone->size+1, -lim, lim, 100, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeY:", 160, 50, 140, 19, bone->size+1, -lim, lim, 10, 3, "");
uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeZ:", 160, 30, 140, 19, bone->size+2, -lim, lim, 100, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeZ:", 160, 30, 140, 19, bone->size+2, -lim, lim, 10, 3, "");
uiBlockEndAlign(block); uiBlockEndAlign(block);
} }
@@ -1607,9 +1607,9 @@ static void view3d_panel_object(short cntrl) // VIEW3D_HANDLER_OBJECT
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotY:", 10, 50, 140, 19, &(ob_eul[1]), -lim, lim, 1000, 3, ""); uiDefButF(block, NUM, B_OBJECTPANELROT, "RotY:", 10, 50, 140, 19, &(ob_eul[1]), -lim, lim, 1000, 3, "");
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotZ:", 10, 30, 140, 19, &(ob_eul[2]), -lim, lim, 1000, 3, ""); uiDefButF(block, NUM, B_OBJECTPANELROT, "RotZ:", 10, 30, 140, 19, &(ob_eul[2]), -lim, lim, 1000, 3, "");
uiBlockBeginAlign(block); uiBlockBeginAlign(block);
uiDefButF(block, NUM, REDRAWVIEW3D, "SizeX:", 160, 70, 140, 19, &(ob->size[0]), -lim, lim, 100, 3, ""); uiDefButF(block, NUM, REDRAWVIEW3D, "SizeX:", 160, 70, 140, 19, &(ob->size[0]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, REDRAWVIEW3D, "SizeY:", 160, 50, 140, 19, &(ob->size[1]), -lim, lim, 100, 3, ""); uiDefButF(block, NUM, REDRAWVIEW3D, "SizeY:", 160, 50, 140, 19, &(ob->size[1]), -lim, lim, 10, 3, "");
uiDefButF(block, NUM, REDRAWVIEW3D, "SizeZ:", 160, 30, 140, 19, &(ob->size[2]), -lim, lim, 100, 3, ""); uiDefButF(block, NUM, REDRAWVIEW3D, "SizeZ:", 160, 30, 140, 19, &(ob->size[2]), -lim, lim, 10, 3, "");
uiBlockEndAlign(block); uiBlockEndAlign(block);
} }
uiClearButLock(); uiClearButLock();

View File

@@ -3020,12 +3020,12 @@ static void moveareas(ScrEdge *edge)
if((dir=='h') && v1->vec.y>0 && v1->vec.y<G.curscreen->sizey-1) { if((dir=='h') && v1->vec.y>0 && v1->vec.y<G.curscreen->sizey-1) {
v1->vec.y+= delta; v1->vec.y+= delta;
/* with these lines commented out you can pull the top bar exact to the screen border. */ v1->vec.y+= AREAGRID-1;
/* if(delta != bigger && delta != -smaller) { */ v1->vec.y-= (v1->vec.y % AREAGRID);
v1->vec.y+= AREAGRID-1;
v1->vec.y-= (v1->vec.y % AREAGRID);
/* } */ /* prevent too small top header */
if(v1->vec.y > G.curscreen->sizey-HEADERY)
v1->vec.y= G.curscreen->sizey-HEADERY;
} }
} }
v1->flag= 0; v1->flag= 0;

View File

@@ -824,24 +824,37 @@ void postSelectConstraint(TransInfo *t)
void setNearestAxis(TransInfo *t) void setNearestAxis(TransInfo *t)
{ {
short coord[2]; float zfac, coord[2];
float mvec[3], axis[3], proj[3]; float mvec[3], axis[3], proj[3];
float len[3]; float len[3];
short mval[2];
int i; int i;
t->con.mode &= ~CON_AXIS0; t->con.mode &= ~CON_AXIS0;
t->con.mode &= ~CON_AXIS1; t->con.mode &= ~CON_AXIS1;
t->con.mode &= ~CON_AXIS2; t->con.mode &= ~CON_AXIS2;
getmouseco_areawin(coord); getmouseco_areawin(mval);
mvec[0] = (float)(coord[0] - t->con.imval[0]); mvec[0] = (float)(mval[0] - t->con.imval[0]);
mvec[1] = (float)(coord[1] - t->con.imval[1]); mvec[1] = (float)(mval[1] - t->con.imval[1]);
mvec[2] = 0.0f; mvec[2] = 0.0f;
for (i = 0; i<3; i++) { for (i = 0; i<3; i++) {
VECCOPY(axis, t->con.mtx[i]); VECCOPY(axis, t->con.mtx[i]);
/* we need to correct axis length for the current zoomlevel of view,
this to prevent projected values to be clipped behind the camera.
code is actually a copy of initgrabz() in view.c.
Vector is made 30 pixels long, which is fine for accurate axis choosing. (ton)
*/
zfac= G.vd->persmat[0][3]*axis[0]+ G.vd->persmat[1][3]*axis[1]+ G.vd->persmat[2][3]*axis[2]+ G.vd->persmat[3][3];
zfac= 30.0*zfac/(float)curarea->winx;
VecMulf(axis, zfac);
/* now we can project to get window coordinate */
VecAddf(axis, axis, t->con.center); VecAddf(axis, axis, t->con.center);
project_short_noclip(axis, coord); project_float(axis, coord);
axis[0] = (float)(coord[0] - t->center2d[0]); axis[0] = (float)(coord[0] - t->center2d[0]);
axis[1] = (float)(coord[1] - t->center2d[1]); axis[1] = (float)(coord[1] - t->center2d[1]);
axis[2] = 0.0f; axis[2] = 0.0f;