Fixed Constraint projection code in perspective mode. When using a planar constraints, it follows the movement of the mouse exactly instead of just casting on the plane.
In user terms: the motion on screen of the selection follows the motion of the mouse pointer. Gives some errors when the constraint plane is nearly perpendicular to the view port though. Added a debug print function for 4D vectors to arithb.c Optimised the 3D -> view projection functions in view.c (a bit).
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@@ -1285,17 +1285,20 @@ void Transform(int mode)
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else if (G.qual == LR_CTRLKEY)
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setConstraint(&Trans, mati, (APPLYCON|CONAXIS1|CONAXIS2));
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break;
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Trans.redraw = 1;
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case YKEY:
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if (G.qual == 0)
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setConstraint(&Trans, mati, (APPLYCON|CONAXIS1));
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else if (G.qual == LR_CTRLKEY)
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setConstraint(&Trans, mati, (APPLYCON|CONAXIS0|CONAXIS2));
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break;
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Trans.redraw = 1;
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case ZKEY:
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if (G.qual == 0)
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setConstraint(&Trans, mati, (APPLYCON|CONAXIS2));
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else if (G.qual == LR_CTRLKEY)
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setConstraint(&Trans, mati, (APPLYCON|CONAXIS0|CONAXIS1));
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Trans.redraw = 1;
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break;
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case OKEY:
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if (G.qual==LR_SHIFTKEY) {
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