3D View: check view quaternion alignment which orbiting

This makes auto-perspective work as expected
when orbiting out of a snapped view.
This commit is contained in:
Bataev Artem
2020-02-09 11:32:08 +11:00
committed by Campbell Barton
parent 2be20e9ece
commit cebd025e02
2 changed files with 19 additions and 1 deletions

View File

@@ -624,6 +624,8 @@ void ED_view3d_update_viewmat(struct Depsgraph *depsgraph,
bool offscreen);
bool ED_view3d_quat_from_axis_view(const char view, float quat[4]);
char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon);
bool ED_view3d_quat_is_axis_aligned(const float viewquat[4]);
char ED_view3d_lock_view_from_index(int index);
char ED_view3d_axis_view_opposite(char view);
bool ED_view3d_lock(struct RegionView3D *rv3d);

View File

@@ -470,7 +470,7 @@ bool ED_view3d_persp_ensure(const Depsgraph *depsgraph, View3D *v3d, ARegion *ar
char persp = (autopersp && RV3D_VIEW_IS_AXIS(rv3d->lview)) ? RV3D_PERSP : rv3d->lpersp;
ED_view3d_persp_switch_from_camera(depsgraph, v3d, rv3d, persp);
}
else if (autopersp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
else if (autopersp && ED_view3d_quat_is_axis_aligned(rv3d->viewquat)) {
rv3d->persp = RV3D_PERSP;
}
return true;
@@ -1339,6 +1339,22 @@ char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon)
return RV3D_VIEW_USER;
}
/**
* Returns true if input view quaternion is aligned view axis in direction & angle.
*/
bool ED_view3d_quat_is_axis_aligned(const float viewquat[4])
{
float mat[3][3];
quat_to_mat3(mat, viewquat);
for (int row = 0; row < 3; row++) {
int axis = axis_dominant_v3_single(mat[row]);
if (fabsf(fabsf(mat[row][axis]) - 1.0f) > 1e-4f) {
return false;
}
}
return true;
}
char ED_view3d_lock_view_from_index(int index)
{
switch (index) {