- added helper lines in rotation widget

- switched to Local mode for widgets by default, will be a key/button later
This commit is contained in:
2005-03-19 22:03:14 +00:00
parent c0ebb826fa
commit 52417aeb6e
3 changed files with 135 additions and 202 deletions

View File

@@ -2176,6 +2176,102 @@ int ToSphere(TransInfo *t, short mval[2])
/* ************************** ROTATION *************************** */
static void ApplyRotation(TransInfo *t, float mat[][3])
{
TransData *td = t->data;
float vec[3], totmat[3][3], smat[3][3];
int i;
for(i = 0 ; i < t->total; i++, td++) {
if (td->flag & TD_NOACTION)
break;
if (G.vd->around == V3D_LOCAL) {
VECCOPY(t->center, td->center);
}
if (t->flag & T_EDIT) {
Mat3MulMat3(totmat, mat, td->mtx);
Mat3MulMat3(smat, td->smtx, totmat);
VecSubf(vec, td->iloc, t->center);
Mat3MulVecfl(smat, vec);
VecAddf(td->loc, vec, t->center);
}
else {
float eul[3], fmat[3][3];
/* translation */
VecSubf(vec, td->center, t->center);
Mat3MulVecfl(mat, vec);
VecAddf(vec, vec, t->center);
/* vec now is the location where the object has to be */
VecSubf(vec, vec, td->center);
Mat3MulVecfl(td->smtx, vec);
VecAddf(td->loc, td->iloc, vec);
if(td->flag & TD_USEQUAT) {
float quat[4];
Mat3MulSerie(fmat, td->mtx, mat, td->smtx, 0, 0, 0, 0, 0);
Mat3ToQuat(fmat, quat); // Actual transform
QuatMul(td->ext->quat, quat, td->ext->iquat);
}
else if ((G.vd->flag & V3D_ALIGN)==0) { // align mode doesn't rotate objects itself
float obmat[3][3];
/* are there ipo keys? */
if(td->tdi) {
TransDataIpokey *tdi= td->tdi;
float rot[3];
/* calculate the total rotatation in eulers */
VecAddf(eul, td->ext->irot, td->ext->drot);
EulToMat3(eul, obmat);
/* mat = transform, obmat = object rotation */
Mat3MulMat3(fmat, mat, obmat);
Mat3ToEul(fmat, eul);
compatible_eul(eul, td->ext->irot);
/* correct back for delta rot */
if(tdi->flag & TOB_IPODROT) {
VecSubf(rot, eul, td->ext->irot);
}
else {
VecSubf(rot, eul, td->ext->drot);
}
VecMulf(rot, (float)(9.0/M_PI_2));
VecSubf(rot, rot, tdi->oldrot);
add_tdi_poin(tdi->rotx, tdi->oldrot, rot[0]);
add_tdi_poin(tdi->roty, tdi->oldrot+1, rot[1]);
add_tdi_poin(tdi->rotz, tdi->oldrot+2, rot[2]);
}
else {
/* calculate the total rotatation in eulers */
VecAddf(eul, td->ext->irot, td->ext->drot); /* we have to correct for delta rot */
EulToMat3(eul, obmat);
/* mat = transform, obmat = object rotation */
Mat3MulMat3(fmat, mat, obmat);
Mat3ToEul(fmat, eul);
compatible_eul(eul, td->ext->irot);
/* correct back for delta rot */
VecSubf(eul, eul, td->ext->drot);
/* and apply */
VECCOPY(td->ext->rot, eul);
}
}
}
}
}
void initRotation(TransInfo *t)
{
t->idx_max = 0;
@@ -2190,7 +2286,6 @@ void initRotation(TransInfo *t)
int Rotation(TransInfo *t, short mval[2])
{
TransData *td = t->data;
int i;
char str[50];
float final;
@@ -2211,8 +2306,8 @@ int Rotation(TransInfo *t, short mval[2])
float dphi;
float vec[3], axis[3];
float mat[3][3], totmat[3][3], smat[3][3];
float axis[3];
float mat[3][3];
VECCOPY(axis, G.vd->persinv[2]);
Normalise(axis);
@@ -2262,103 +2357,8 @@ int Rotation(TransInfo *t, short mval[2])
Mat3CpyMat3(t->mat, mat); // used in manipulator
for(i = 0 ; i < t->total; i++, td++) {
if (td->flag & TD_NOACTION)
break;
if (t->con.applyRot) {
t->con.applyRot(t, td, axis);
VecRotToMat3(axis, final * td->factor, mat);
}
else if (G.f & G_PROPORTIONAL) {
VecRotToMat3(axis, final * td->factor, mat);
}
if (G.vd->around == V3D_LOCAL) {
VECCOPY(t->center, td->center);
}
if (t->flag & T_EDIT) {
Mat3MulMat3(totmat, mat, td->mtx);
Mat3MulMat3(smat, td->smtx, totmat);
VecSubf(vec, td->iloc, t->center);
Mat3MulVecfl(smat, vec);
VecAddf(td->loc, vec, t->center);
}
else {
float eul[3], fmat[3][3];
/* translation */
VecSubf(vec, td->center, t->center);
Mat3MulVecfl(mat, vec);
VecAddf(vec, vec, t->center);
/* vec now is the location where the object has to be */
VecSubf(vec, vec, td->center);
Mat3MulVecfl(td->smtx, vec);
VecAddf(td->loc, td->iloc, vec);
if(td->flag & TD_USEQUAT) {
float quat[4];
Mat3MulSerie(fmat, td->mtx, mat, td->smtx, 0, 0, 0, 0, 0);
Mat3ToQuat(fmat, quat); // Actual transform
QuatMul(td->ext->quat, quat, td->ext->iquat);
}
else if ((G.vd->flag & V3D_ALIGN)==0) { // align mode doesn't rotate objects itself
float obmat[3][3];
/* are there ipo keys? */
if(td->tdi) {
TransDataIpokey *tdi= td->tdi;
float rot[3];
/* calculate the total rotatation in eulers */
VecAddf(eul, td->ext->irot, td->ext->drot);
EulToMat3(eul, obmat);
/* mat = transform, obmat = object rotation */
Mat3MulMat3(fmat, mat, obmat);
Mat3ToEul(fmat, eul);
compatible_eul(eul, td->ext->irot);
/* correct back for delta rot */
if(tdi->flag & TOB_IPODROT) {
VecSubf(rot, eul, td->ext->irot);
}
else {
VecSubf(rot, eul, td->ext->drot);
}
VecMulf(rot, (float)(9.0/M_PI_2));
VecSubf(rot, rot, tdi->oldrot);
add_tdi_poin(tdi->rotx, tdi->oldrot, rot[0]);
add_tdi_poin(tdi->roty, tdi->oldrot+1, rot[1]);
add_tdi_poin(tdi->rotz, tdi->oldrot+2, rot[2]);
}
else {
/* calculate the total rotatation in eulers */
VecAddf(eul, td->ext->irot, td->ext->drot); /* we have to correct for delta rot */
EulToMat3(eul, obmat);
/* mat = transform, obmat = object rotation */
Mat3MulMat3(fmat, mat, obmat);
Mat3ToEul(fmat, eul);
compatible_eul(eul, td->ext->irot);
/* correct back for delta rot */
VecSubf(eul, eul, td->ext->drot);
/* and apply */
VECCOPY(td->ext->rot, eul);
}
}
}
}
ApplyRotation(t, mat);
recalcData(t);
headerprint(str);
@@ -2386,10 +2386,8 @@ void initTrackball(TransInfo *t)
int Trackball(TransInfo *t, short mval[2])
{
TransData *td = t->data;
int i;
char str[50];
float vec[3], axis1[3], axis2[3];
float axis1[3], axis2[3];
float mat[3][3], totmat[3][3], smat[3][3];
float phi[2];
@@ -2429,94 +2427,7 @@ int Trackball(TransInfo *t, short mval[2])
Mat3CpyMat3(t->mat, mat); // used in manipulator
for(i = 0 ; i < t->total; i++, td++) {
if (td->flag & TD_NOACTION)
break;
if (G.vd->around == V3D_LOCAL) {
VECCOPY(t->center, td->center);
}
if (t->flag & T_EDIT) {
Mat3MulMat3(totmat, mat, td->mtx);
Mat3MulMat3(smat, td->smtx, totmat);
VecSubf(vec, td->iloc, t->center);
Mat3MulVecfl(smat, vec);
VecAddf(td->loc, vec, t->center);
}
else {
float eul[3], fmat[3][3];
/* translation */
VecSubf(vec, td->center, t->center);
Mat3MulVecfl(mat, vec);
VecAddf(vec, vec, t->center);
/* vec now is the location where the object has to be */
VecSubf(vec, vec, td->center);
Mat3MulVecfl(td->smtx, vec);
VecAddf(td->loc, td->iloc, vec);
if(td->flag & TD_USEQUAT) {
float quat[4];
Mat3MulSerie(fmat, td->mtx, mat, td->smtx, 0, 0, 0, 0, 0);
Mat3ToQuat(fmat, quat); // Actual transform
QuatMul(td->ext->quat, quat, td->ext->iquat);
}
else if ((G.vd->flag & V3D_ALIGN)==0) { // align mode doesn't rotate objects itself
float obmat[3][3];
/* are there ipo keys? */
if(td->tdi) {
TransDataIpokey *tdi= td->tdi;
float rot[3];
/* calculate the total rotatation in eulers */
VecAddf(eul, td->ext->irot, td->ext->drot);
EulToMat3(eul, obmat);
/* mat = transform, obmat = object rotation */
Mat3MulMat3(fmat, mat, obmat);
Mat3ToEul(fmat, eul);
compatible_eul(eul, td->ext->irot);
/* correct back for delta rot */
if(tdi->flag & TOB_IPODROT) {
VecSubf(rot, eul, td->ext->irot);
}
else {
VecSubf(rot, eul, td->ext->drot);
}
VecMulf(rot, (float)(9.0/M_PI_2));
VecSubf(rot, rot, tdi->oldrot);
add_tdi_poin(tdi->rotx, tdi->oldrot, rot[0]);
add_tdi_poin(tdi->roty, tdi->oldrot+1, rot[1]);
add_tdi_poin(tdi->rotz, tdi->oldrot+2, rot[2]);
}
else {
/* calculate the total rotatation in eulers */
VecAddf(eul, td->ext->irot, td->ext->drot); /* we have to correct for delta rot */
EulToMat3(eul, obmat);
/* mat = transform, obmat = object rotation */
Mat3MulMat3(fmat, mat, obmat);
Mat3ToEul(fmat, eul);
compatible_eul(eul, td->ext->irot);
/* correct back for delta rot */
VecSubf(eul, eul, td->ext->drot);
/* and apply */
VECCOPY(td->ext->rot, eul);
}
}
}
}
ApplyRotation(t, mat);
recalcData(t);