Make transform axis constraint projection more robust (less flip).

It will still flip, but it now has a small buffer region before it does that which returns a really large positive or negative value. This still only happens in perspective cases, when moving along an axis that is nearly aligned with the view.
This commit is contained in:
2009-11-02 19:37:18 +00:00
parent 6bfcd5a811
commit eafd94e1bd

View File

@@ -218,25 +218,39 @@ static void axisProjection(TransInfo *t, float axis[3], float in[3], float out[3
VecMulf(out, -factor); /* -factor makes move down going backwards */
}
else {
float cb[3], ab[3];
float v[3], i1[3], i2[3];
float v2[3], v4[3];
float norm_center[3];
float plane[3];
VECCOPY(out, axis);
getViewVector(t, t->con.center, norm_center);
Crossf(plane, norm_center, axis);
/* Get view vector on axis to define a plane */
VecAddf(vec, t->con.center, in);
getViewVector(t, vec, norm);
Crossf(vec, norm, axis);
/* Project input vector on the plane passing on axis */
Projf(vec, in, vec);
Projf(vec, in, plane);
VecSubf(vec, in, vec);
VecAddf(v, vec, t->con.center);
getViewVector(t, v, norm);
/* intersect the two lines: axis and norm */
Crossf(cb, vec, norm);
Crossf(ab, axis, norm);
VecMulf(out, Inpf(cb, ab) / Inpf(ab, ab));
/* give arbitrary large value if projection is impossible */
factor = Inpf(axis, norm);
if (1 - fabs(factor) < 0.0002f) {
VECCOPY(out, axis);
if (factor > 0) {
VecMulf(out, 1000000000);
} else {
VecMulf(out, -1000000000);
}
} else {
VecAddf(v2, t->con.center, axis);
VecAddf(v4, v, norm);
LineIntersectLine(t->con.center, v2, v, v4, i1, i2);
VecSubf(v, i2, v);
VecSubf(out, i1, t->con.center);
}
}
}