Setting the 3d cursor in perspective mode would keep the cursor behind the viewport,
now check if the cursor is begind the viewport and use the orbit location to set the cursor depth rather then the existing plane.
float *give_cursor(struct Scene *scene, struct View3D *v3d);
-void initgrabz(struct RegionView3D *rv3d, float x, float y, float z);
+int initgrabz(struct RegionView3D *rv3d, float x, float y, float z);
void window_to_3d(struct ARegion *ar, float *vec, short mx, short my);
void window_to_3d_delta(struct ARegion *ar, float *vec, short mx, short my);
void view3d_unproject(struct bglMats *mats, float out[3], const short x, const short y, const float z);
float dx, dy, fz, *fp = NULL, dvec[3], oldcurs[3];
short mx, my, mval[2];
// short ctrl= 0; // XXX
-
+ int flip;
fp= give_cursor(scene, v3d);
// if(obedit && ctrl) lr_click= 1;
mx= event->x - ar->winrct.xmin;
my= event->y - ar->winrct.ymin;
+
project_short_noclip(ar, fp, mval);
+ flip= initgrabz(rv3d, fp[0], fp[1], fp[2]);
+
+ /* reset the depth based on the view offset */
+ if(flip) {
+ negate_v3_v3(fp, rv3d->ofs);
- initgrabz(rv3d, fp[0], fp[1], fp[2]);
+ /* re initialize */
+ project_short_noclip(ar, fp, mval);
+ flip= initgrabz(rv3d, fp[0], fp[1], fp[2]);
+ }
if(mval[0]!=IS_CLIPPED) {
short depth_used = 0;
normalize_v3(vec);
}
-void initgrabz(RegionView3D *rv3d, float x, float y, float z)
+int initgrabz(RegionView3D *rv3d, float x, float y, float z)
{
- if(rv3d==NULL) return;
+ int flip= FALSE;
+ if(rv3d==NULL) return flip;
rv3d->zfac= rv3d->persmat[0][3]*x+ rv3d->persmat[1][3]*y+ rv3d->persmat[2][3]*z+ rv3d->persmat[3][3];
-
+ if (rv3d->zfac < 0.0f)
+ flip= TRUE;
/* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that
* (accounting for near zero values)
* */
// -- Aligorith, 2009Aug31
//if (rv3d->zfac < 0.0f) rv3d->zfac = 1.0f;
if (rv3d->zfac < 0.0f) rv3d->zfac= -rv3d->zfac;
+
+ return flip;
}
/* always call initgrabz */