Fixed Constraint projection code in perspective mode. When using a planar constraints...
[blender.git] / source / blender / src / transform_constraints.c
index 8b717664347fb751ab16e295e28a0d33240a9285..01ff411d0e91175b16f54587e9d64ddab21e42f0 100755 (executable)
@@ -114,8 +114,36 @@ void recalcData();
 /* ************************** CONSTRAINTS ************************* */
 void getConstraintMatrix(TransInfo *t);
 
-void axisProjection(float axis[3], float in[3], float out[3]) {
-       float n[3], vec[3], factor;
+void getViewVector(TransInfo *t, float coord[3], float vec[3]) {
+       if (G.vd->persp)
+       {
+               float p1[4], p2[4];
+
+               VecAddf(p1, coord, t->con.center);
+               p1[3] = 1.0f;
+               VECCOPY(p2, p1);
+               p2[3] = 1.0f;
+               Mat4MulVec4fl(G.vd->viewmat, p2);
+
+               p2[0] = 2.0f * p2[0];
+               p2[1] = 2.0f * p2[1];
+               p2[2] = 2.0f * p2[2];
+
+               Mat4MulVec4fl(G.vd->viewinv, p2);
+
+               VecSubf(vec, p2, p1);
+               Normalise(vec);
+       }
+       else {
+               VECCOPY(vec, G.vd->viewinv[2]);
+       }
+}
+
+void axisProjection(TransInfo *t, float axis[3], float in[3], float out[3]) {
+       float norm[3], n[3], vec[3], factor;
+
+       getViewVector(t, in, norm);
+
        Normalise(axis);
 
        VECCOPY(n, axis);
@@ -123,31 +151,33 @@ void axisProjection(float axis[3], float in[3], float out[3]) {
        n[2] = G.vd->viewmat[3][2];
        Mat4MulVecfl(G.vd->viewinv, n);
 
-       if (Inpf(axis, G.vd->viewinv[2]) != 1.0f) {
+       if (Inpf(axis, norm) != 1.0f) {
                Projf(vec, in, n);
                factor = Normalise(vec);
                factor /= Inpf(axis, vec);
 
                VecMulf(axis, factor);
                VECCOPY(out, axis);
-
        }
        else {
                out[0] = out[1] = out[2] = 0.0f;
        }
 }
 
-void planeProjection(float in[3], float out[3]) {
-       float vec[3], factor, angle;
+void planeProjection(TransInfo *t, float in[3], float out[3]) {
+       float vec[3], factor, angle, norm[3];
+
+       getViewVector(t, in, norm);
 
        VecSubf(vec, out, in);
        factor = Normalise(vec);
-       angle = Inpf(vec, G.vd->viewinv[2]);
+       angle = Inpf(vec, norm);
+
 
        if (angle * angle >= 0.000001f) {
                factor /= angle;
 
-               VECCOPY(vec, G.vd->viewinv[2]);
+               VECCOPY(vec, norm);
                VecMulf(vec, factor);
 
                VecAddf(out, in, vec);
@@ -161,7 +191,7 @@ void applyAxisConstraintVec(TransInfo *t, TransData *td, float in[3], float out[
                Mat3MulVecfl(t->con.imtx, out);
                if (!(out[0] == out[1] == out[2] == 0.0f)) {
                        if (getConstraintSpaceDimension(t) == 2) {
-                               planeProjection(in, out);
+                               planeProjection(t, in, out);
                        }
                        else if (getConstraintSpaceDimension(t) == 1) {
                                float c[3];
@@ -175,7 +205,7 @@ void applyAxisConstraintVec(TransInfo *t, TransData *td, float in[3], float out[
                                else if (t->con.mode & CONAXIS2) {
                                        VECCOPY(c, t->con.mtx[2]);
                                }
-                               axisProjection(c, in, out);
+                               axisProjection(t, c, in, out);
                        }
                }