Transform: calculate initial depth for axis-target
authorCampbell Barton <ideasman42@gmail.com>
Tue, 18 Dec 2018 11:30:21 +0000 (22:30 +1100)
committerCampbell Barton <ideasman42@gmail.com>
Tue, 18 Dec 2018 11:43:35 +0000 (22:43 +1100)
While the operator needs a depth to work as intended,
it feels buggy if the initial drag does nothing until a depth is found.

If the cursor isn't over any geometry calculate an initial depth.

source/blender/editors/object/object_transform.c

index 76453171a5498760fdffd00cf41ed8e55f610a0f..4ef0f62db728736051a67f02bb83ffb124b1ee7c 100644 (file)
@@ -1288,7 +1288,10 @@ void OBJECT_OT_origin_set(wmOperatorType *ot)
 
 /* When using multiple objects, apply their relative rotational offset to the active object. */
 #define USE_RELATIVE_ROTATION
+/* Disable overlays, ignoring user setting (lamp wire gets in the way). */
 #define USE_RENDER_OVERRIDE
+/* Calculate a depth if the cursor isn't already over a depth (not essential but feels buggy without). */
+#define USE_FAKE_DEPTH_INIT
 
 struct XFormAxisItem {
        Object *ob;
@@ -1318,6 +1321,37 @@ struct XFormAxisData {
        int init_event;
 };
 
+#ifdef USE_FAKE_DEPTH_INIT
+static void object_transform_axis_target_calc_depth_init(struct XFormAxisData *xfd, const int mval[2])
+{
+       struct XFormAxisItem *item = xfd->object_data;
+       float view_co_a[3], view_co_b[3];
+       const float mval_fl[2] = {UNPACK2(mval)};
+       ED_view3d_win_to_ray(xfd->vc.ar, mval_fl, view_co_a, view_co_b);
+       add_v3_v3(view_co_b, view_co_a);
+       float center[3] = {0.0f};
+       int   center_tot = 0;
+       for (int i = 0; i < xfd->object_data_len; i++, item++) {
+               const Object *ob = item->ob;
+               const float *ob_co_a = ob->obmat[3];
+               float        ob_co_b[3];
+               add_v3_v3v3(ob_co_b, ob->obmat[3], ob->obmat[2]);
+               float view_isect[3], ob_isect[3];
+               if (isect_line_line_v3(view_co_a, view_co_b, ob_co_a, ob_co_b, view_isect, ob_isect)) {
+                       add_v3_v3(center, view_isect);
+                       center_tot += 1;
+               }
+       }
+       if (center_tot) {
+               mul_v3_fl(center, 1.0f / center_tot);
+               float center_proj[3];
+               ED_view3d_project(xfd->vc.ar, center, center_proj);
+               xfd->prev.depth = center_proj[2];
+               xfd->prev.is_depth_valid = true;
+       }
+}
+#endif  /* USE_FAKE_DEPTH_INIT */
+
 static bool object_is_target_compat(const Object *ob)
 {
        if (ob->type == OB_LAMP) {
@@ -1524,6 +1558,19 @@ static int object_transform_axis_target_modal(bContext *C, wmOperator *op, const
                                        depth = (double)xfd->prev.depth;
                                }
                        }
+
+#ifdef USE_FAKE_DEPTH_INIT
+                       /* First time only. */
+                       if (depth == 1.0f) {
+                               if (xfd->prev.is_depth_valid == false) {
+                                       object_transform_axis_target_calc_depth_init(xfd, event->mval);
+                                       if (xfd->prev.is_depth_valid) {
+                                               depth = (double)xfd->prev.depth;
+                                       }
+                               }
+                       }
+#endif
+
                        if ((depth > depths->depth_range[0]) && (depth < depths->depth_range[1])) {
                                xfd->prev.depth = depth;
                                xfd->prev.is_depth_valid = true;