Commit: 9210a4faf38f675582ea7a080d5fbaea0e90d493
Author: Campbell Barton
Date:   Fri Jun 30 10:33:42 2017 +1000
Branches: master
https://developer.blender.org/rB9210a4faf38f675582ea7a080d5fbaea0e90d493

Fix unpredictable trackball rotation

D2729 by @IgorNull

Currently, trackball rotation sequentially applies rotation across x axis and y 
axis,
which produces a strange/unusable result on diagonal pointer motion.

This change fixes the problem by using a single axis which is orthogonal
and proportional to mouse delta - matching view-port trackball.

===================================================================

M       source/blender/editors/transform/transform.c

===================================================================

diff --git a/source/blender/editors/transform/transform.c 
b/source/blender/editors/transform/transform.c
index 4686ff0523e..ca6e2267218 100644
--- a/source/blender/editors/transform/transform.c
+++ b/source/blender/editors/transform/transform.c
@@ -4067,13 +4067,15 @@ static void initTrackball(TransInfo *t)
 static void applyTrackballValue(TransInfo *t, const float axis1[3], const 
float axis2[3], float angles[2])
 {
        TransData *td = t->data;
-       float mat[3][3], smat[3][3], totmat[3][3];
+       float mat[3][3];
+       float axis[3];
+       float angle;
        int i;
 
-       axis_angle_normalized_to_mat3(smat, axis1, angles[0]);
-       axis_angle_normalized_to_mat3(totmat, axis2, angles[1]);
-
-       mul_m3_m3m3(mat, smat, totmat);
+       mul_v3_v3fl(axis, axis1, angles[0]);
+       madd_v3_v3fl(axis, axis2, angles[1]);
+       angle = normalize_v3(axis);
+       axis_angle_normalized_to_mat3(mat, axis, angle);
 
        for (i = 0; i < t->total; i++, td++) {
                if (td->flag & TD_NOACTION)
@@ -4083,10 +4085,7 @@ static void applyTrackballValue(TransInfo *t, const 
float axis1[3], const float
                        continue;
 
                if (t->flag & T_PROP_EDIT) {
-                       axis_angle_normalized_to_mat3(smat, axis1, td->factor * 
angles[0]);
-                       axis_angle_normalized_to_mat3(totmat, axis2, td->factor 
* angles[1]);
-
-                       mul_m3_m3m3(mat, smat, totmat);
+                       axis_angle_normalized_to_mat3(mat, axis, td->factor * 
angle);
                }
 
                ElementRotation(t, td, mat, t->around);

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