something like this should do the trick. pseudo code: camPos = `xform -q -t "yourShotCam" ` vertPos = "your vertext point position" distToVert = mag(vertPos - camPos)
HTH, -d On Thu, Jul 7, 2011 at 8:09 AM, Sebastian Schoellhammer < [email protected]> wrote: > Hello .. again! :) > > I have a new problem! > I'm trying to get the depth of a vertex from the camera and I am .. > confused. > > My attempt is getting the world position and multiplying it by the > inclusiveMatrixInverse() of the camera. > (Btw this gives the same result as multiplying with modelViewMatrix() from > the current view, which makes sense I suppose.) > > What I don't understand now is that the z value of the transformed position > does not change at all when I move the camera towards or away from the > object. > It does change however when I tumble around the object. > > What I am trying to achieve is a selection tool that ignores elements that > are not actually visible. (or I'll go slowly crazy constantly picking the > wrong things!!) > > So my plan is to read the depthbuffer of the viewport to check the depth of > my verts against it - and ignore .those with a higher depth. > (reading the depthbuffer is easier as worldToView conveniently does the > job, properly, but sadly doesn't give me a z value :( ) > > MPoint pos = iterVtx.position(MSpace::kWorld); > pos = camera.inclusiveMatrixInverse()*pos; > > this at least is correct I hope? > > Thanks for any hints!! > Seb > > > > -- > view archives: http://groups.google.com/group/python_inside_maya > change your subscription settings: > http://groups.google.com/group/python_inside_maya/subscribe > -- view archives: http://groups.google.com/group/python_inside_maya change your subscription settings: http://groups.google.com/group/python_inside_maya/subscribe
