3D cursor with orientation by geometry projects on object displays as bounds box / wire #70606
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Reference: blender/blender#70606
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System Information
Operating system: Linux-4.15.0-62-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116
Blender Version
Broken: version: 2.81 (sub 14), branch: master, commit date: 2019-10-06 14:05, hash:
54a9649e26
Worked: nope
Short description of error
3D cursor with orientation by geometry projects on object displays as bounds box / wire.
Looks weird, that changing orientation changes depth culling behavior
Exact steps for others to reproduce the error
3d cursor test.blend
{F7794696, size=full}
orientation by view:
{F7794698, size=full}
orientation by geometry:
{F7794700, size=full}
Added subscriber: @crantisz
Added subscriber: @lichtwerk
Cannot reproduce here (file works the same here in 2.8 official release and
7a1847f0e9
)Two things to check:
Geometry
set as option for the Orientation? [I get some "off-the-surface" results then as well...]@lichtwerk , yes, it's orientation by geometry. It's looks weird.. Did that behavior design that way?
3D cursor projects on object displays as bounds box / wireto 3D cursor with orientation by geometry projects on object displays as bounds box / wireChanged status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Added subscribers: @mano-wii, @ideasman42
Coming back to this it seems we have a little inconsistency:
Surface Project
option (VIEW3D_OT_cursor3d.use_depth
), blender will usually determine the new position using OpenGL (seeED_view3d_cursor3d_position
)Orientation
toGeometry
(VIEW3D_OT_cursor3d.orientation
), this will end up using an entirely different system under the hood (instead of OpenGL it uses the snapping system)If you look at your file (and have a look at how the geometry really is -- set Viewport Display to Wire instead of Bounds), then it turns out snapping is actually fine (both position and orientation).
Not quite sure how to handle this, there are following questions:
copy_v3_v3(cursor_co, ray_co)
inED_view3d_cursor3d_position_rotation
], question remains if we should use the rotation of non-visible geometry?@mano-wii: is there something in place that will let us skip "unsuiting" objects? (I would count objects set to
Bounds
into this category, maybe others as well? Wire (optionally)?)@ideasman42 : opinions?
Having said all this, this still doesnt really look like a bug, more like an improvement of the current implementation... [have to admit though that it is inconsistent...], still hesitating to close, waiting for opinions of devs above...
I noted a similar issue then trying to set view center using Alt + MMB. Instead setting it on surface of visible mesh, it sets on object with bounding box\ wireframe viewport display
There is a param in the snap API called
use_occlusion_test
.It simulates OpenGL behavior as it considers only visible geometry.
I think it is justifiable to set this parameter to
true
in the cursor projection (since it matches its other types of projections).tested, LGTM, thx checking on this.
This issue was referenced by
0187735eea
This issue was referenced by
6d74775a47
Changed status from 'Needs Developer To Reproduce' to: 'Resolved'
Added subscriber: @tem
Hello, I think this is related: the 3D cursor is being positioned on hidden faces* when I have enabled Surface Projection & Orientation: Geometry.
{F12776349, size=full}
Blender 3.0
Hi, Tem. This report has been being closed for several years. It's better to open a new one, even if it may be related.
Okay, thank you for your advice. 🙏 (two minutes, please)