Reworked the camera dolly/parallel axis constraint code a bit. Works pretty much like the Shrink/Fatten code, meaning pull the mouse toward you pulls the camera, push pushes it away.
Also added a T_CAMERA flag for camera grab, which gets set on TransData conversion.
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@@ -196,37 +196,29 @@ static void axisProjection(TransInfo *t, float axis[3], float in[3], float out[3
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Normalise(axis);
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VECCOPY(n, axis);
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Mat4MulVecfl(G.vd->viewmat, n);
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n[2] = G.vd->viewmat[3][2];
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Mat4MulVecfl(G.vd->viewinv, n);
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Mat4MulVecfl(t->viewmat, n);
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n[2] = t->viewmat[3][2];
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Mat4MulVecfl(t->viewinv, n);
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/* For when view is parallel to constraint... will cause NaNs otherwise
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So; we mix mouse motion with size of 'in' (unconstrainted motion),
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which gives a sorta exponentional effect, nice for camera grab + MMB */
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So we take vertical motion in 3D space and apply it to the
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constraint axis. Nice for camera grab + MMB */
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if(n[0]*n[0] + n[1]*n[1] + n[2]*n[2] < 0.000001) {
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short mval[2];
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getmouseco_areawin(mval);
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VECCOPY(vec, in);
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factor= Normalise(vec); // len original delta
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factor*= 0.05*(t->imval[1] - mval[1]); // 5% of vertical mouse motion
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Projf(vec, in, t->viewinv[1]);
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factor = Inpf(t->viewinv[1], vec) * 2.0f;
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VECCOPY(out, axis);
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Normalise(out);
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VecMulf(out, factor);
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}
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else {
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Projf(vec, in, n);
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factor = Normalise(vec);
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factor /= Inpf(axis, vec);
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if (Inpf(axis, norm) != 1.0f) {
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Projf(vec, in, n);
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factor = Normalise(vec);
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factor /= Inpf(axis, vec);
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VecMulf(axis, factor);
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VECCOPY(out, axis);
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}
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else {
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out[0] = out[1] = out[2] = 0.0f;
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}
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}
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VecMulf(axis, factor);
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VECCOPY(out, axis);
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}
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}
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static void planeProjection(TransInfo *t, float in[3], float out[3]) {
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