data.changed = 1;
data.delta = xcme.data.s[8] - data.time;
data.time = xcme.data.s[8];
- data.tx = xcme.data.s[2];
- data.ty = xcme.data.s[3];
- data.tz = xcme.data.s[4];
+ data.tx = xcme.data.s[2] >> 2;
+ data.ty = xcme.data.s[3] >> 2;
+ data.tz = xcme.data.s[4] >> 2;
data.rx = xcme.data.s[5];
data.ry = xcme.data.s[6];
- data.rz = xcme.data.s[7];
+ data.rz =-xcme.data.s[7];
g_event = new GHOST_EventNDOF(getMilliSeconds(),
GHOST_kEventNDOFMotion,
window, data);
// Apply rotation
-
- rvec[0] = -dval[3];
- rvec[1] = -dval[4];
- rvec[2] = dval[5];
+ // 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
return;
}
- // dist correction from other movement devices
-
+ // dist correction from other movement devices
if((dz_flag)||G.vd->dist==0) {
dz_flag = 0;
G.vd->dist = m_dist;
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.
use_sel = 1;
}
+ if((dz_flag)||G.vd->dist==0) {
+ dz_flag = 0;
+ G.vd->dist = m_dist;
+ upvec[0] = upvec[1] = 0;
+ upvec[2] = G.vd->dist;
+ Mat3CpyMat4(mat, G.vd->viewinv);
+ Mat3MulVecfl(mat, upvec);
+ VecAddf(G.vd->ofs, G.vd->ofs, upvec);
+ }
+
/*----------------------------------------------------
* sometimes this routine is called from headerbuttons
* viewmove needs to refresh the screen
filterNDOFvalues(fval);
- // put scaling back here, was previously in ghostwinlay
- fval[0] = fval[0] * (1.0f/800.0f);
- fval[1] = fval[1] * (1.0f/800.0f);
- fval[2] = fval[2] * (1.0f/800.0f);
- fval[3] = fval[3] * 0.00005f;
- fval[4] = fval[4] * 0.00005f;
- fval[5] = fval[5] * 0.00005f;
- fval[6] = fval[6] / 1000000.0f;
+ // put scaling back here, was previously in ghostwinlay
+ fval[0] = fval[0] * (1.0f/1200.0f);
+ fval[1] = fval[1] * (1.0f/1200.0f);
+ fval[2] = fval[2] * (1.0f/1200.0f);
+ 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 (G.vd->persp == V3D_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;
- }
+ // scale more if not in perspective mode
+ if (G.vd->persp == V3D_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 */