[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [36759] trunk/blender/source/blender: added math function isect_line_plane_v3(), use for window_to_3d rather then having it inline.
Daniel Salazar - 3Developer.com
zanqdo at gmail.com
Thu May 19 05:59:20 CEST 2011
insect_line? is that something similar to this?
http://www.australian-insects.com/imguploads/Ctenomorpha_chronus.jpg
Daniel Salazar
3Developer.com
On Wed, May 18, 2011 at 9:49 PM, Campbell Barton <ideasman42 at gmail.com> wrote:
> 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 at blender.org
> http://lists.blender.org/mailman/listinfo/bf-blender-cvs
>
More information about the Bf-committers
mailing list