3D View: check view quaternion alignment which orbiting
This makes auto-perspective work as expected when orbiting out of a snapped view.
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@@ -624,6 +624,8 @@ void ED_view3d_update_viewmat(struct Depsgraph *depsgraph,
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bool offscreen);
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bool ED_view3d_quat_from_axis_view(const char view, float quat[4]);
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char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon);
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bool ED_view3d_quat_is_axis_aligned(const float viewquat[4]);
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char ED_view3d_lock_view_from_index(int index);
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char ED_view3d_axis_view_opposite(char view);
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bool ED_view3d_lock(struct RegionView3D *rv3d);
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@@ -470,7 +470,7 @@ bool ED_view3d_persp_ensure(const Depsgraph *depsgraph, View3D *v3d, ARegion *ar
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char persp = (autopersp && RV3D_VIEW_IS_AXIS(rv3d->lview)) ? RV3D_PERSP : rv3d->lpersp;
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ED_view3d_persp_switch_from_camera(depsgraph, v3d, rv3d, persp);
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}
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else if (autopersp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
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else if (autopersp && ED_view3d_quat_is_axis_aligned(rv3d->viewquat)) {
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rv3d->persp = RV3D_PERSP;
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}
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return true;
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@@ -1339,6 +1339,22 @@ char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon)
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return RV3D_VIEW_USER;
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}
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/**
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* Returns true if input view quaternion is aligned view axis in direction & angle.
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*/
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bool ED_view3d_quat_is_axis_aligned(const float viewquat[4])
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{
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float mat[3][3];
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quat_to_mat3(mat, viewquat);
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for (int row = 0; row < 3; row++) {
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int axis = axis_dominant_v3_single(mat[row]);
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if (fabsf(fabsf(mat[row][axis]) - 1.0f) > 1e-4f) {
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return false;
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}
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}
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return true;
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}
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char ED_view3d_lock_view_from_index(int index)
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{
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switch (index) {
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