copy_qt_qt(vod->oldquat, rv3d->viewquat);
vod->origx= vod->oldx= event->x;
vod->origy= vod->oldy= event->y;
- vod->origkey= event->type; /* the key that triggered the operator. */
+ vod->origkey= event->type; /* the key that triggered the operator. */
vod->use_dyn_ofs= (U.uiflag & USER_ORBIT_SELECTION) ? 1:0;
if (vod->use_dyn_ofs) {
sub_v3_v3v3(my_pivot, rv3d->ofs, upvec);
negate_v3(my_pivot); /* ofs is flipped */
- /* find a new ofs value that is allong the view axis (rather then the mouse location) */
+ /* find a new ofs value that is along the view axis (rather then the mouse location) */
closest_to_line_v3(dvec, vod->dyn_ofs, my_pivot, my_origin);
vod->dist0 = rv3d->dist = len_v3v3(my_pivot, dvec);
/* assign map to operators */
WM_modalkeymap_assign(keymap, "VIEW3D_OT_rotate");
-
}
static void viewrotate_apply(ViewOpsData *vod, int x, int y)
void VIEW3D_OT_rotate(wmOperatorType *ot)
{
-
/* identifiers */
ot->name= "Rotate view";
ot->description = "Rotate the view";
ot->flag= OPTYPE_BLOCKING|OPTYPE_GRAB_POINTER;
}
+// returns angular velocity (0..1), fills axis of rotation
+// (shouldn't live in this file!)
+float ndof_to_angle_axis(const float ndof[3], float axis[3])
+ {
+ const float x = ndof[0];
+ const float y = ndof[1];
+ const float z = ndof[2];
+
+ float angular_velocity = sqrtf(x*x + y*y + z*z);
+
+ float scale = 1.f / angular_velocity;
+
+ // normalize
+ axis[0] = scale * x;
+ axis[1] = scale * y;
+ axis[2] = scale * z;
+
+ return angular_velocity;
+ }
+
+static int viewndof_invoke(bContext *C, wmOperator *op, wmEvent *event)
+{
+ wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
+
+ float dt = ndof->dt;
+
+ RegionView3D* rv3d = CTX_wm_region_view3d(C);
+
+ if (dt > 0.25f)
+ /* this is probably the first event for this motion, so set dt to something reasonable */
+ dt = 0.0125f;
+
+ /* turntable view code by John Aughey, adapted for 3D mouse by [mce] */
+ float phi, q1[4];
+ float m[3][3];
+ float m_inv[3][3];
+ float xvec[3] = {1,0,0};
+
+ const float sensitivity = 0.035;
+
+ /* Get the 3x3 matrix and its inverse from the quaternion */
+ quat_to_mat3(m,rv3d->viewquat);
+ invert_m3_m3(m_inv,m);
+
+ /* Determine the direction of the x vector (for rotating up and down) */
+ /* This can likely be computed directly from the quaternion. */
+ mul_m3_v3(m_inv,xvec);
+
+ /* Perform the up/down rotation */
+ phi = sensitivity * -ndof->rx;
+ q1[0] = cos(phi);
+ mul_v3_v3fl(q1+1, xvec, sin(phi));
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
+
+ /* Perform the orbital rotation */
+ phi = sensitivity * ndof->rz;
+ q1[0] = cos(phi);
+ q1[1] = q1[2] = 0.0;
+ q1[3] = sin(phi);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
+
+ ED_region_tag_redraw(CTX_wm_region(C));
+ return OPERATOR_FINISHED;
+ }
+
+static int viewndof_invoke_1st_try(bContext *C, wmOperator *op, wmEvent *event)
+{
+ wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
+
+ float dt = ndof->dt;
+
+ RegionView3D *rv3d= CTX_wm_region_view3d(C);
+
+ if (dt > 0.25f)
+ /* this is probably the first event for this motion, so set dt to something reasonable */
+ dt = 0.0125f;
+
+ /* very simple for now, move viewpoint along world axes */
+ rv3d->ofs[0] += dt * ndof->tx;
+ rv3d->ofs[1] += dt * ndof->ty;
+ rv3d->ofs[2] += dt * ndof->tz;
+
+// request_depth_update(CTX_wm_region_view3d(C)); /* need this? */
+ ED_region_tag_redraw(CTX_wm_region(C));
+
+ return OPERATOR_FINISHED;
+}
+
+static int viewndof_invoke_2nd_try(bContext *C, wmOperator *op, wmEvent *event)
+{
+ wmNDOFMotionData* ndof = (wmNDOFMotionData*) event->customdata;
+
+ float dt = ndof->dt;
+
+ RegionView3D* rv3d = CTX_wm_region_view3d(C);
+
+ if (dt > 0.25f)
+ /* this is probably the first event for this motion, so set dt to something reasonable */
+ dt = 0.0125f;
+
+ float axis[3];
+ float angle = ndof_to_angle_axis(&(ndof->rx), axis);
+
+ float eyeball_q[4];// = {0.f};
+
+// float* eyeball_v = eyeball_q + 1;
+
+ axis_angle_to_quat(eyeball_q, axis, angle);
+
+ float eye_conj[4];
+ copy_qt_qt(eye_conj, eyeball_q);
+ conjugate_qt(eye_conj);
+
+// float mat[3][3];
+// quat_to_mat3(mat, rv3d->viewquat);
+/*
+ eyeball_v[0] = dt * ndof->tx;
+ eyeball_v[1] = dt * ndof->ty;
+ eyeball_v[2] = dt * ndof->tz;
+*/
+// mul_m3_v3(mat, eyeball_vector);
+// mul_qt_v3(rv3d->viewquat, eyeball_vector);
+
+ // doesn't this transform v?
+ // v' = (q)(v)(~q)
+
+ float view_q[4];
+ copy_qt_qt(view_q, rv3d->viewquat);
+
+// float q_conj[4];
+// copy_qt_qt(q_conj, q);
+// conjugate_qt(q_conj);
+
+ mul_qt_qtqt(view_q, eyeball_q, view_q);
+ mul_qt_qtqt(view_q, view_q, eye_conj);
+
+// mul_qt_qtqt(eyeball_q, q, eyeball_q);
+// mul_qt_qtqt(eyeball_q, eyeball_q, q_conj);
+
+// add_v3_v3(rv3d->ofs, eyeball_v);
+
+ copy_qt_qt(rv3d->viewquat, view_q);
+
+ ED_region_tag_redraw(CTX_wm_region(C));
+
+ return OPERATOR_FINISHED;
+}
+
+void VIEW3D_OT_ndof(struct wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Navigate view";
+ ot->description = "Navigate the view using a 3D mouse.";
+ ot->idname = "VIEW3D_OT_ndof";
+
+ /* api callbacks */
+ ot->invoke = viewndof_invoke;
+ ot->poll = ED_operator_view3d_active;
+
+ /* flags */
+ ot->flag = 0;
+}
+
/* ************************ viewmove ******************************** */
static int viewmove_modal(bContext *C, wmOperator *op, wmEvent *event)
{
-
ViewOpsData *vod= op->customdata;
short event_code= VIEW_PASS;
return (*depth==FLT_MAX) ? 0:1;
return 0;
}
-
-/* ********************* NDOF ************************ */
-/* note: this code is confusing and unclear... (ton) */
-/* **************************************************** */
-
-// ndof scaling will be moved to user setting.
-// In the mean time this is just a place holder.
-
-// Note: scaling in the plugin and ghostwinlay.c
-// should be removed. With driver default setting,
-// each axis returns approx. +-200 max deflection.
-
-// The values I selected are based on the older
-// polling i/f. With event i/f, the sensistivity
-// can be increased for improved response from
-// small deflections of the device input.
-
-
-// lukep notes : i disagree on the range.
-// the normal 3Dconnection driver give +/-400
-// on defaut range in other applications
-// and up to +/- 1000 if set to maximum
-// because i remove the scaling by delta,
-// which was a bad idea as it depend of the system
-// speed and os, i changed the scaling values, but
-// those are still not ok
-
-
-float ndof_axis_scale[6] = {
- +0.01, // Tx
- +0.01, // Tz
- +0.01, // Ty
- +0.0015, // Rx
- +0.0015, // Rz
- +0.0015 // Ry
-};
-
-void filterNDOFvalues(float *sbval)
-{
- int i=0;
- float max = 0.0;
-
- for (i =0; i<6;i++)
- if (fabs(sbval[i]) > max)
- max = fabs(sbval[i]);
- for (i =0; i<6;i++)
- if (fabs(sbval[i]) != max )
- sbval[i]=0.0;
-}
-
-// statics for controlling rv3d->dist corrections.
-// viewmoveNDOF zeros and adjusts rv3d->ofs.
-// viewmove restores based on dz_flag state.
-
-int dz_flag = 0;
-float m_dist;
-
-void viewmoveNDOFfly(ARegion *ar, View3D *v3d, int mode)
-{
- RegionView3D *rv3d= ar->regiondata;
- int i;
- float phi;
- float dval[7];
- // static fval[6] for low pass filter; device input vector is dval[6]
- static float fval[6];
- float tvec[3],rvec[3];
- float q1[4];
- float mat[3][3];
- float upvec[3];
-
-
- /*----------------------------------------------------
- * sometimes this routine is called from headerbuttons
- * viewmove needs to refresh the screen
- */
-// XXX areawinset(ar->win);
-
-
- // fetch the current state of the ndof device
-// XXX getndof(dval);
-
- if (v3d->ndoffilter)
- filterNDOFvalues(fval);
-
- // Scale input values
-
-// if(dval[6] == 0) return; // guard against divide by zero
-
- for(i=0;i<6;i++) {
-
- // user scaling
- dval[i] = dval[i] * ndof_axis_scale[i];
- }
-
-
- // low pass filter with zero crossing reset
-
- for(i=0;i<6;i++) {
- if((dval[i] * fval[i]) >= 0)
- dval[i] = (fval[i] * 15 + dval[i]) / 16;
- else
- fval[i] = 0;
- }
-
-
- // force perspective mode. This is a hack and is
- // incomplete. It doesn't actually effect the view
- // until the first draw and doesn't update the menu
- // to reflect persp mode.
-
- rv3d->persp = RV3D_PERSP;
-
-
- // Correct the distance jump if rv3d->dist != 0
-
- // This is due to a side effect of the original
- // mouse view rotation code. The rotation point is
- // set a distance in front of the viewport to
- // make rotating with the mouse look better.
- // The distance effect is written at a low level
- // in the view management instead of the mouse
- // view function. This means that all other view
- // movement devices must subtract this from their
- // view transformations.
-
- if(rv3d->dist != 0.0) {
- dz_flag = 1;
- m_dist = rv3d->dist;
- upvec[0] = upvec[1] = 0;
- upvec[2] = rv3d->dist;
- copy_m3_m4(mat, rv3d->viewinv);
- mul_m3_v3(mat, upvec);
- sub_v3_v3(rv3d->ofs, upvec);
- rv3d->dist = 0.0;
- }
-
-
- // Apply rotation
- // Rotations feel relatively faster than translations only in fly mode, so
- // we have no choice but to fix that here (not in the plugins)
- rvec[0] = -0.5 * dval[3];
- rvec[1] = -0.5 * dval[4];
- rvec[2] = -0.5 * dval[5];
-
- // rotate device x and y by view z
-
- copy_m3_m4(mat, rv3d->viewinv);
- mat[2][2] = 0.0f;
- mul_m3_v3(mat, rvec);
-
- // rotate the view
-
- phi = normalize_v3(rvec);
- if(phi != 0) {
- axis_angle_to_quat(q1,rvec,phi);
- mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
- }
-
-
- // Apply translation
-
- tvec[0] = dval[0];
- tvec[1] = dval[1];
- tvec[2] = -dval[2];
-
- // the next three lines rotate the x and y translation coordinates
- // by the current z axis angle
-
- copy_m3_m4(mat, rv3d->viewinv);
- mat[2][2] = 0.0f;
- mul_m3_v3(mat, tvec);
-
- // translate the view
-
- sub_v3_v3(rv3d->ofs, tvec);
-
-
- /*----------------------------------------------------
- * refresh the screen XXX
- */
-
- // update render preview window
-
-// XXX BIF_view3d_previewrender_signal(ar, PR_DBASE|PR_DISPRECT);
-}
-
-void viewmoveNDOF(Scene *scene, ARegion *ar, View3D *v3d, int mode)
-{
- RegionView3D *rv3d= ar->regiondata;
- float fval[7];
- float dvec[3];
- float sbadjust = 1.0f;
- float len;
- short use_sel = 0;
- Object *ob = OBACT;
- float m[3][3];
- float m_inv[3][3];
- float xvec[3] = {1,0,0};
- float yvec[3] = {0,-1,0};
- float zvec[3] = {0,0,1};
- float phi;
- float q1[4];
- float obofs[3];
- float reverse;
- //float diff[4];
- float d, curareaX, curareaY;
- float mat[3][3];
- float upvec[3];
-
- /* Sensitivity will control how fast the view rotates. The value was
- * obtained experimentally by tweaking until the author didn't get dizzy watching.
- * Perhaps this should be a configurable user parameter.
- */
- float psens = 0.005f * (float) U.ndof_pan; /* pan sensitivity */
- float rsens = 0.005f * (float) U.ndof_rotate; /* rotate sensitivity */
- float zsens = 0.3f; /* zoom sensitivity */
-
- const float minZoom = -30.0f;
- const float maxZoom = 300.0f;
-
- //reset view type
- rv3d->view = 0;
-//printf("passing here \n");
-//
- if (scene->obedit==NULL && ob && !(ob->mode & OB_MODE_POSE)) {
- use_sel = 1;
- }
-
- if((dz_flag)||rv3d->dist==0) {
- dz_flag = 0;
- rv3d->dist = m_dist;
- upvec[0] = upvec[1] = 0;
- upvec[2] = rv3d->dist;
- copy_m3_m4(mat, rv3d->viewinv);
- mul_m3_v3(mat, upvec);
- add_v3_v3(rv3d->ofs, upvec);
- }
-
- /*----------------------------------------------------
- * sometimes this routine is called from headerbuttons
- * viewmove needs to refresh the screen
- */
-// XXX areawinset(curarea->win);
-
- /*----------------------------------------------------
- * record how much time has passed. clamp at 10 Hz
- * pretend the previous frame occurred at the clamped time
- */
-// now = PIL_check_seconds_timer();
- // frametime = (now - prevTime);
- // if (frametime > 0.1f){ /* if more than 1/10s */
- // frametime = 1.0f/60.0; /* clamp at 1/60s so no jumps when starting to move */
-// }
-// prevTime = now;
- // sbadjust *= 60 * frametime; /* normalize ndof device adjustments to 100Hz for framerate independence */
-
- /* fetch the current state of the ndof device & enforce dominant mode if selected */
-// XXX getndof(fval);
- if (v3d->ndoffilter)
- filterNDOFvalues(fval);
-
-
- // put scaling back here, was previously in ghostwinlay
- fval[0] = fval[0] * (1.0f/600.0f);
- fval[1] = fval[1] * (1.0f/600.0f);
- fval[2] = fval[2] * (1.0f/1100.0f);
- fval[3] = fval[3] * 0.00005f;
- fval[4] =-fval[4] * 0.00005f;
- fval[5] = fval[5] * 0.00005f;
- fval[6] = fval[6] / 1000000.0f;
-
- // scale more if not in perspective mode
- if (rv3d->persp == RV3D_ORTHO) {
- fval[0] = fval[0] * 0.05f;
- fval[1] = fval[1] * 0.05f;
- fval[2] = fval[2] * 0.05f;
- fval[3] = fval[3] * 0.9f;
- fval[4] = fval[4] * 0.9f;
- fval[5] = fval[5] * 0.9f;
- zsens *= 8;
- }
-
- /* set object offset */
- if (ob) {
- obofs[0] = -ob->obmat[3][0];
- obofs[1] = -ob->obmat[3][1];
- obofs[2] = -ob->obmat[3][2];
- }
- else {
- copy_v3_v3(obofs, rv3d->ofs);
- }
-
- /* calc an adjustment based on distance from camera
- disabled per patch 14402 */
- d = 1.0f;
-
-/* if (ob) {
- sub_v3_v3v3(diff, obofs, rv3d->ofs);
- d = len_v3(diff);
- }
-*/
-
- reverse = (rv3d->persmat[2][1] < 0.0f) ? -1.0f : 1.0f;
-
- /*----------------------------------------------------
- * ndof device pan
- */
- psens *= 1.0f + d;
- curareaX = sbadjust * psens * fval[0];
- curareaY = sbadjust * psens * fval[1];
- dvec[0] = curareaX * rv3d->persinv[0][0] + curareaY * rv3d->persinv[1][0];
- dvec[1] = curareaX * rv3d->persinv[0][1] + curareaY * rv3d->persinv[1][1];
- dvec[2] = curareaX * rv3d->persinv[0][2] + curareaY * rv3d->persinv[1][2];
- add_v3_v3(rv3d->ofs, dvec);
-
- /*----------------------------------------------------
- * ndof device dolly
- */
- len = zsens * sbadjust * fval[2];
-
- if (rv3d->persp==RV3D_CAMOB) {
- if(rv3d->persp==RV3D_CAMOB) { /* This is stupid, please fix - TODO */
- rv3d->camzoom+= 10.0f * -len;
- }
- if (rv3d->camzoom < minZoom) rv3d->camzoom = minZoom;
- else if (rv3d->camzoom > maxZoom) rv3d->camzoom = maxZoom;
- }
- else if ((rv3d->dist> 0.001*v3d->grid) && (rv3d->dist<10.0*v3d->far)) {
- rv3d->dist*=(1.0 + len);
- }
-
-
- /*----------------------------------------------------
- * ndof device turntable
- * derived from the turntable code in viewmove
- */
-
- /* Get the 3x3 matrix and its inverse from the quaternion */
- quat_to_mat3( m,rv3d->viewquat);
- invert_m3_m3(m_inv,m);
-
- /* Determine the direction of the x vector (for rotating up and down) */
- /* This can likely be compuated directly from the quaternion. */
- mul_m3_v3(m_inv,xvec);
- mul_m3_v3(m_inv,yvec);
- mul_m3_v3(m_inv,zvec);
-
- /* Perform the up/down rotation */
- phi = sbadjust * rsens * /*0.5f * */ fval[3]; /* spin vertically half as fast as horizontally */
- q1[0] = cos(phi);
- mul_v3_v3fl(q1+1, xvec, sin(phi));
- mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
-
- if (use_sel) {
- conjugate_qt(q1); /* conj == inv for unit quat */
- sub_v3_v3(rv3d->ofs, obofs);
- mul_qt_v3(q1, rv3d->ofs);
- add_v3_v3(rv3d->ofs, obofs);
- }
-
- /* Perform the orbital rotation */
- /* Perform the orbital rotation
- If the seen Up axis is parallel to the zoom axis, rotation should be
- achieved with a pure Roll motion (no Spin) on the device. When you start
- to tilt, moving from Top to Side view, Spinning will increasingly become
- more relevant while the Roll component will decrease. When a full
- Side view is reached, rotations around the world's Up axis are achieved
- with a pure Spin-only motion. In other words the control of the spinning
- around the world's Up axis should move from the device's Spin axis to the
- device's Roll axis depending on the orientation of the world's Up axis
- relative to the screen. */
- //phi = sbadjust * rsens * reverse * fval[4]; /* spin the knob, y axis */
- phi = sbadjust * rsens * (yvec[2] * fval[4] + zvec[2] * fval[5]);
- q1[0] = cos(phi);
- q1[1] = q1[2] = 0.0;
- q1[3] = sin(phi);
- mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, q1);
-
- if (use_sel) {
- conjugate_qt(q1);
- sub_v3_v3(rv3d->ofs, obofs);
- mul_qt_v3(q1, rv3d->ofs);
- add_v3_v3(rv3d->ofs, obofs);
- }
-
- /*----------------------------------------------------
- * refresh the screen
- */
-// XXX scrarea_do_windraw(curarea);
-}
-
-
-
-