Revision: 36759 http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=36759 Author: campbellbarton Date: 2011-05-19 03:49:57 +0000 (Thu, 19 May 2011) Log Message: ----------- added math function isect_line_plane_v3(), use for window_to_3d rather then having it inline.
Modified Paths: -------------- trunk/blender/source/blender/blenlib/BLI_math_geom.h trunk/blender/source/blender/blenlib/intern/math_geom.c trunk/blender/source/blender/editors/space_view3d/view3d_view.c Modified: trunk/blender/source/blender/blenlib/BLI_math_geom.h =================================================================== --- trunk/blender/source/blender/blenlib/BLI_math_geom.h 2011-05-19 01:40:37 UTC (rev 36758) +++ trunk/blender/source/blender/blenlib/BLI_math_geom.h 2011-05-19 03:49:57 UTC (rev 36759) @@ -96,6 +96,18 @@ int isect_ray_plane_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, int clip); +/** + * Definition of a callback routine that receives events. + * @param out The intersection point. + * @param l1 The first point of the line. + * @param l2 The second point of the line. + * @param plane_co A point on the plane to intersect with. + * @param plane_no The direction of the plane (does not need to be normalized). + * @param no_flip When true, the intersection point will always be from l1 to l2, even if this is not on the plane. + */ +int isect_line_plane_v3(float out[3], const float l1[3], const float l2[3], + const float plane_co[3], const float plane_no[3], const short no_flip); + /* line/ray triangle */ int isect_line_tri_v3(const float p1[3], const float p2[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2]); Modified: trunk/blender/source/blender/blenlib/intern/math_geom.c =================================================================== --- trunk/blender/source/blender/blenlib/intern/math_geom.c 2011-05-19 01:40:37 UTC (rev 36758) +++ trunk/blender/source/blender/blenlib/intern/math_geom.c 2011-05-19 03:49:57 UTC (rev 36759) @@ -37,8 +37,8 @@ #include "BLI_memarena.h" #include "BLI_utildefines.h" +static float lambda_cp_line(const float p[3], const float l1[3], const float l2[3]); - /********************************** Polygons *********************************/ void cent_tri_v3(float cent[3], const float v1[3], const float v2[3], const float v3[3]) @@ -640,7 +640,46 @@ return 1; } +int isect_line_plane_v3(float out[3], const float l1[3], const float l2[3], const float plane_co[3], const float plane_no[3], const short no_flip) +{ + float l_vec[3]; /* line vector */ + float p_no[3]; + float dot; + sub_v3_v3v3(l_vec, l2, l1); + + normalize_v3(l_vec); + normalize_v3_v3(p_no, plane_no); + + /* for pradictable flipping */ + dot= dot_v3v3(l_vec, p_no); + if(dot == 0.0f) { + return 0; + } + else { + float l1_plane[3]; /* line point aligne with the plane */ + float dist; + + if(dot < 0.0f) { + dot= -dot; + negate_v3(p_no); + } + + add_v3_v3v3(l1_plane, l1, p_no); + + dist = lambda_cp_line(plane_co, l1, l1_plane); + if(no_flip && dist < 0.0f) { + dist= -dist; + } + + mul_v3_fl(l_vec, dist / dot); + + add_v3_v3v3(out, l1, l_vec); + + return 1; + } +} + /* Adapted from the paper by Kasper Fauerby */ /* "Improved Collision detection and Response" */ static int getLowestRoot(const float a, const float b, const float c, const float maxR, float *root) @@ -1075,16 +1114,14 @@ return lambda; } -#if 0 /* little sister we only need to know lambda */ -static float lambda_cp_line(float p[3], float l1[3], float l2[3]) +static float lambda_cp_line(const float p[3], const float l1[3], const float l2[3]) { float h[3],u[3]; sub_v3_v3v3(u, l2, l1); sub_v3_v3v3(h, p, l1); return(dot_v3v3(u,h)/dot_v3v3(u,u)); } -#endif /* Similar to LineIntersectsTriangleUV, except it operates on a quad and in 2d, assumes point is in quad */ void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2], const float pt[2], float *uv) Modified: trunk/blender/source/blender/editors/space_view3d/view3d_view.c =================================================================== --- trunk/blender/source/blender/editors/space_view3d/view3d_view.c 2011-05-19 01:40:37 UTC (rev 36758) +++ trunk/blender/source/blender/editors/space_view3d/view3d_view.c 2011-05-19 03:49:57 UTC (rev 36759) @@ -607,17 +607,14 @@ if(rv3d->is_persp) { float mousevec[3]; - float view_z[3]; - float pt_mid[3]; - + copy_v3_v3(line_sta, rv3d->viewinv[3]); window_to_3d_vector(ar, mousevec, mx, my); + add_v3_v3v3(line_end, line_sta, mousevec); - copy_v3_v3(line_sta, rv3d->viewinv[3]); - normalize_v3_v3(view_z, rv3d->viewinv[2]); - add_v3_v3v3(line_end, line_sta, view_z); - closest_to_line_v3(pt_mid, depth_pt, line_sta, line_end); - mul_v3_fl(mousevec, shell_angle_to_dist(angle_normalized_v3v3(view_z, mousevec)) * len_v3v3(line_sta, pt_mid)); - add_v3_v3v3(out, line_sta, mousevec); + if(isect_line_plane_v3(out, line_sta, line_end, depth_pt, rv3d->viewinv[2], TRUE) == 0) { + /* highly unlikely to ever happen, mouse vec paralelle with view plane */ + zero_v3(out); + } } else { const float dx= (2.0f * (float)mx / (float)ar->winx) - 1.0f; _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs