fix for not being able to select the camera while in the camera view, also draw the camera unscaled in the 3D view.

This commit is contained in:
2010-11-08 09:38:48 +00:00
parent 3ca44b5d16
commit cc395e4d2f

View File

@@ -1223,6 +1223,10 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
float drawsize;
const short is_view= (rv3d->persp==RV3D_CAMOB && ob==v3d->camera);
const float scax= 1.0f / len_v3(ob->obmat[0]);
const float scay= 1.0f / len_v3(ob->obmat[1]);
const float scaz= 1.0f / len_v3(ob->obmat[2]);
cam= ob->data;
aspx= (float) scene->r.xsch*scene->r.xasp;
aspy= (float) scene->r.ysch*scene->r.yasp;
@@ -1240,22 +1244,25 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
glDisable(GL_CULL_FACE);
if(cam->type==CAM_ORTHO) {
facx= 0.5f * cam->ortho_scale * caspx;
facy= 0.5f * cam->ortho_scale * caspy;
shx= cam->shiftx * cam->ortho_scale;
shy= cam->shifty * cam->ortho_scale;
depth= -(is_view ? cam->clipsta - 0.1f : MAX2(facx, facy));
facx= 0.5f * cam->ortho_scale * caspx * scax;
facy= 0.5f * cam->ortho_scale * caspy * scay;
shx= cam->shiftx * cam->ortho_scale * scax;
shy= cam->shifty * cam->ortho_scale * scay;
depth= is_view ? -((cam->clipsta * scaz) + 0.1f) : - cam->drawsize * cam->ortho_scale * scaz;
drawsize= 0.5f * cam->ortho_scale;
}
else {
/* that way it's always visible - clipsta+0.1 */
const float fac= is_view ? (cam->clipsta + 0.1f) : cam->drawsize;
depth= - fac*cam->lens/16.0;
facx= fac*caspx;
facy= fac*caspy;
shx= cam->shiftx*fac*2;
shy= cam->shifty*fac*2;
drawsize= cam->drawsize;
float fac;
drawsize= cam->drawsize / ((scax + scay + scaz) / 3.0f);
fac= is_view ? (cam->clipsta + 0.1f) : drawsize;
depth= - fac*cam->lens/16.0 * scaz;
facx= fac * caspx * scax;
facy= fac * caspy * scay;
shx= cam->shiftx*fac*2 * scax;
shy= cam->shifty*fac*2 * scay;
}
vec[0][0]= 0.0; vec[0][1]= 0.0; vec[0][2]= 0.0;
@@ -1289,7 +1296,7 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
/* arrow on top */
vec[0][2]= depth;
/* draw an outline arrow for inactive cameras and filled
* for active cameras. We actually draw both outline+filled
* for active cameras so the wire can be seen side-on */
@@ -1298,15 +1305,15 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob
else if (i==1 && (ob == v3d->camera)) glBegin(GL_TRIANGLES);
else break;
vec[0][0]= shx + (-0.7 * drawsize);
vec[0][1]= shy + (drawsize * (caspy + 0.1));
vec[0][0]= shx + ((-0.7 * drawsize) * scax);
vec[0][1]= shy + ((drawsize * (caspy + 0.1)) * scay);
glVertex3fv(vec[0]); /* left */
vec[0][0]= shx + (0.7 * drawsize);
vec[0][0]= shx + ((0.7 * drawsize) * scax);
glVertex3fv(vec[0]); /* right */
vec[0][0]= shx;
vec[0][1]= shy + (1.1 * drawsize * (caspy + 0.7));
vec[0][1]= shy + ((1.1 * drawsize * (caspy + 0.7)) * scay);
glVertex3fv(vec[0]); /* top */
glEnd();