bugfix for #5552, please check this is as you expect (argunda)

Also added ease in/out for roll correction and a small lag for directional changes to motion shouldnt be jurky.

If people are serious about using this to record camera path IPOs then we should have a panel for motion settings (roll correction speed x and z and motion lag for eg.)
This commit is contained in:
Campbell Barton
2007-01-01 15:27:47 +00:00
parent 6f5512c3a6
commit e07a76ea3f

View File

@@ -2088,6 +2088,9 @@ void fly(void)
float speed=0.0, /* the speed the view is moving per redraw */
mat[3][3], /* 3x3 copy of the view matrix so we can move allong the view axis */
dvec[3]={0,0,0}, /* this is the direction thast added to the view offset per redraw */
dvec_old[3]={0,0,0}, /* old for some lag */
dvec_tmp[3]={0,0,0}, /* old for some lag */
dvec_lag=0.0, /* old for some lag */
/* Camera Uprighting variables */
roll, /* similar to the angle between the camera's up and the Z-up, but its very rough so just roll*/
@@ -2115,10 +2118,19 @@ void fly(void)
apply_rotation= 1, /* if the user presses shift they can look about without movinf the direction there looking*/
axis= 2, /* Axis index to move allong by default Z to move allong the view */
persp_backup; /* remember if were ortho or not, only used for restoring the view if it was a ortho view */
/* relative view axis locking - xlock, zlock
0; disabled
1; enabled but not checking because mouse hasnt moved outside the margin since locking was checked an not needed
when the mouse moves, locking is set to 2 so checks are done.
2; mouse moved and checking needed, if no view altering is donem its changed back to 1 */
short xlock=0, zlock=0;
float xlock_momentum=0.0f, zlock_momentum=0.0f; /* nicer dynamics */
/* for recording */
int cfra = G.scene->r.cfra;
int playing_anim = has_screenhandler(G.curscreen, SCREEN_HANDLER_ANIM);
int cfra = -1; /*so the first frame always has a key added */
char *actname="";
@@ -2183,7 +2195,7 @@ void fly(void)
time_lastdraw= PIL_check_seconds_timer();
G.vd->flag2 |= V3D_FLYMODE;
G.vd->flag2 |= V3D_FLYMODE; /* so we draw the corner margins */
scrarea_do_windraw(curarea);
screen_swapbuffers();
@@ -2206,6 +2218,11 @@ void fly(void)
if (speed>0) speed=0;
else speed-= G.vd->grid;
} else if (toets==MIDDLEMOUSE) {
/* make it so the camera direction dosent follow the view
good for flying backwards! - Only when MMB is held */
apply_rotation=0;
/* impliment WASD keys */
} else if(toets==WKEY) {
if (speed<0) speed=-speed; /* flip speed rather then stopping, game like motion */
@@ -2231,11 +2248,24 @@ void fly(void)
/* axis locking */
} else if(toets==XKEY) {
xlock= !xlock;
if (xlock) xlock=0;
else {
xlock = 2;
xlock_momentum = 0.0;
}
} else if(toets==ZKEY) {
zlock= !zlock;
if (zlock) zlock=0;
else {
zlock = 2;
zlock_momentum = 0.0;
}
}
} else {
/* mouse buttons lifted */
if (toets==MIDDLEMOUSE) {
apply_rotation=1;
}
}
}
if(action != 0) break;
@@ -2266,23 +2296,6 @@ void fly(void)
/* Should we redraw? */
if(speed!=0.0 || moffset[0] || moffset[1] || zlock || xlock ) {
/* Set the view direction usine the current axis */
if ((G.qual & LR_ALTKEY) && speed!=0.0 && (moffset[0]||moffset[1]))
/* make it so the camera direction dosent follow the view
good for flying backwards! - Only when Alt is held */
/*(Above IF) We need to make sure we have some mouse offset
and are moving before we ignore the rotation code, otherwise the view spins out */
apply_rotation=0;
else {
/* Normal operation */
apply_rotation=1;
/* define dvec, view direction vector */
dvec[0]= dvec[1]= dvec[2]= 0;
/* move along the current axis */
dvec[axis]= 1.0f;
}
time_current= PIL_check_seconds_timer();
time_redraw= (float)(time_current-time_lastdraw);
time_redraw_clamped= MIN2(0.05, time_redraw); /* clamt the redraw time to avoid jitter in roll correction */
@@ -2295,10 +2308,7 @@ void fly(void)
speed= speed * (1-time_redraw_clamped);
Mat3CpyMat4(mat, G.vd->viewinv);
if (apply_rotation) {
Normalise(dvec);
Mat3MulVecfl(mat, dvec);
}
/* rotate about the X axis- look up/down */
if (moffset[1]) {
upvec[0]=1;
@@ -2307,6 +2317,10 @@ void fly(void)
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, (float)moffset[1]*-time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
if (xlock) xlock = 2; /*check for rotation*/
if (zlock) zlock = 2;
xlock_momentum= 0.0;
}
/* rotate about the Y axis- look left/right */
@@ -2317,9 +2331,12 @@ void fly(void)
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, (float)moffset[0]*time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
if (xlock) xlock = 2;/*check for rotation*/
if (zlock) zlock = 2;
}
if (zlock) {
if (zlock==2) {
upvec[0]=1;
upvec[1]=0;
upvec[2]=0;
@@ -2327,53 +2344,68 @@ void fly(void)
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001) {
roll= upvec[2]*180;
roll= upvec[2]*5;
upvec[0]=0; /*rotate the view about this axis*/
upvec[1]=0;
upvec[2]=1;
/*clamp teh max roll speed - hides the fact that the roll calculation
only realy detects if we're rolling, but not by how much */
if (roll>4) roll= 4;
else if (roll<-4) roll= -4;
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, roll*time_redraw_clamped*0.1, tmp_quat); /* Rotate about the relative up vec */
VecRotToQuat( upvec, roll*time_redraw_clamped*zlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
zlock_momentum += 0.05;
} else {
zlock=1; /* dont check until the view rotates again */
zlock_momentum= 0.0;
}
}
if (xlock && moffset[1]==0) { /*only apply xcorrect when mouse isnt applying x rot*/
if (xlock==2 && moffset[1]==0) { /*only apply xcorrect when mouse isnt applying x rot*/
upvec[0]=0;
upvec[1]=0;
upvec[2]=1;
Mat3MulVecfl(mat, upvec);
/*make sure we have some z rolling*/
if (fabs(upvec[2]) > 0.00001) {
roll= upvec[2]*-360;
roll= upvec[2]*-5;
upvec[0]=1; /*rotate the view about this axis*/
upvec[1]=0;
upvec[2]=0;
/*clamp teh max roll speed - hides the fact that the roll calculation
only realy detects if we're rolling, but not by how much */
if (roll>4) roll= 4;
else if (roll<-4) roll= -4;
Mat3MulVecfl(mat, upvec);
VecRotToQuat( upvec, roll*time_redraw_clamped*0.1, tmp_quat); /* Rotate about the relative up vec */
VecRotToQuat( upvec, roll*time_redraw_clamped*xlock_momentum*0.1, tmp_quat); /* Rotate about the relative up vec */
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
xlock_momentum += 0.05;
} else {
xlock=1; /* see above */
xlock_momentum= 0.0;
}
}
if (apply_rotation)
VecMulf(dvec, speed*time_redraw*0.5);
if (apply_rotation) {
/* Normal operation */
/* define dvec, view direction vector */
dvec_tmp[0]= dvec_tmp[1]= dvec_tmp[2]= 0;
/* move along the current axis */
dvec_tmp[axis]= 1.0f;
Mat3MulVecfl(mat, dvec_tmp);
VecMulf(dvec_tmp, speed*time_redraw*0.5);
}
/* impose a directional lag */
dvec_lag = 1.0/(1+(time_redraw*5));
dvec[0] = dvec_tmp[0]*(1-dvec_lag) + dvec_old[0]*dvec_lag;
dvec[1] = dvec_tmp[1]*(1-dvec_lag) + dvec_old[1]*dvec_lag;
dvec[2] = dvec_tmp[2]*(1-dvec_lag) + dvec_old[2]*dvec_lag;
VecAddf(G.vd->ofs, G.vd->ofs, dvec);
headerprint("FlyKeys Speed:(+/- | Wheel), MouseLook:Alt, Upright Axis:X/Z, Slow:Shift, Direction:WASDRF, Ok:LMB, Cancel:RMB");
headerprint("FlyKeys Speed:(+/- | Wheel), Upright Axis:X/Z, Slow:Shift, Direction:WASDRF, Ok:LMB, MouseLook:MMB, Cancel:RMB");
do_screenhandlers(G.curscreen); /* advance the next frame */
@@ -2385,7 +2417,7 @@ void fly(void)
G.vd->persp= 2;
/* record the motion */
if (G.flags & G_RECORDKEYS && G.vd->camera->ipo && cfra != G.scene->r.cfra) {
if (G.flags & G_RECORDKEYS && (!playing_anim || cfra != G.scene->r.cfra)) {
cfra = G.scene->r.cfra;
if (xlock || zlock || moffset[0] || moffset[1]) {
@@ -2407,6 +2439,7 @@ void fly(void)
/*were not redrawing but we need to update the time else the view will jump */
time_lastdraw= PIL_check_seconds_timer();
/* end drawing */
VECCOPY(dvec_old, dvec);
}
G.vd->dist= dist_backup;
@@ -2430,7 +2463,7 @@ void fly(void)
Mat3CpyMat4(mat3, G.vd->camera->obmat);
Mat3ToCompatibleEul(mat3, G.vd->camera->rot, rot_backup);
if (G.flags & G_RECORDKEYS && G.vd->camera->ipo) {
if (G.flags & G_RECORDKEYS) {
allqueue(REDRAWIPO, 0);
allspace(REMAKEIPO, 0);
allqueue(REDRAWNLA, 0);