mul_m3_v3(t->con.mtx, vec);
}
-static void viewAxisCorrectCenter(TransInfo *t, float t_con_center[3])
+static void viewAxisCorrectCenter(const TransInfo *t, float t_con_center[3])
{
if (t->spacetype == SPACE_VIEW3D) {
// View3D *v3d = t->sa->spacedata.first;
}
}
-static void axisProjection(TransInfo *t, const float axis[3], const float in[3], float out[3])
+/**
+ * Axis calculation taking the view into account, correcting view-aligned axis.
+ */
+static void axisProjection(const TransInfo *t, const float axis[3], const float in[3], float out[3])
{
float norm[3], vec[3], factor, angle;
float t_con_center[3];
if (angle > (float)M_PI_2) {
angle = (float)M_PI - angle;
}
- angle = RAD2DEGF(angle);
/* For when view is parallel to constraint... will cause NaNs otherwise
* So we take vertical motion in 3D space and apply it to the
* constraint axis. Nice for camera grab + MMB */
- if (angle < 5.0f) {
+ if (angle < DEG2RADF(5.0f)) {
project_v3_v3v3(vec, in, t->viewinv[1]);
factor = dot_v3v3(t->viewinv[1], vec) * 2.0f;
/* since camera distance is quite relative, use quadratic relationship. holding shift can compensate */
* Return true if the 2x axis are both aligned when projected into the view.
* In this case, we can't usefully project the cursor onto the plane.
*/
-static bool isPlaneProjectionViewAligned(TransInfo *t)
+static bool isPlaneProjectionViewAligned(const TransInfo *t)
{
const float eps = 0.001f;
const float *constraint_vector[2];
return fabsf(factor) < eps;
}
-static void planeProjection(TransInfo *t, const float in[3], float out[3])
+static void planeProjection(const TransInfo *t, const float in[3], float out[3])
{
float vec[3], factor, norm[3];