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authorCampbell Barton <ideasman42@gmail.com>2016-04-14 04:45:37 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-04-14 05:00:16 +0300
commit416064cd5b6d3df577e71e301599fba36264f19b (patch)
tree38ee7e3b6dd5da0d3d283fc986d3bb58f68c43b1
parentbbcb9c68c938980b780e92f8dcc68d5fc5359e10 (diff)
Math Lib: ray_point_factor_v3 functions
Gives a bit better precision than creating a line in some cases, use for ED_view3d_win_to_3d.
-rw-r--r--source/blender/blenlib/BLI_math_geom.h6
-rw-r--r--source/blender/blenlib/intern/math_geom.c16
-rw-r--r--source/blender/editors/space_view3d/view3d_project.c31
3 files changed, 40 insertions, 13 deletions
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index 7836f12a03e..45edaca544d 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -127,6 +127,12 @@ void closest_to_plane3_v3(float r_close[3], const float plane[3], const float pt
/* Set 'r' to the point in triangle (t1, t2, t3) closest to point 'p' */
void closest_on_tri_to_point_v3(float r[3], const float p[3], const float t1[3], const float t2[3], const float t3[3]);
+float ray_point_factor_v3_ex(
+ const float p[3], const float ray_origin[3], const float ray_direction[3],
+ const float epsilon, const float fallback);
+float ray_point_factor_v3(
+ const float p[3], const float ray_origin[3], const float ray_direction[3]);
+
float line_point_factor_v3_ex(
const float p[3], const float l1[3], const float l2[3],
const float epsilon, const float fallback);
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 482709e572f..49b52690a5b 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -2506,6 +2506,22 @@ float closest_to_line_v2(float r_close[2], const float p[2], const float l1[2],
return lambda;
}
+float ray_point_factor_v3_ex(
+ const float p[3], const float ray_origin[3], const float ray_direction[3],
+ const float epsilon, const float fallback)
+{
+ float p_relative[3];
+ sub_v3_v3v3(p_relative, p, ray_origin);
+ const float dot = dot_v3v3(ray_direction, ray_direction);
+ return (fabsf(dot) > epsilon) ? (dot_v3v3(ray_direction, p_relative) / dot) : fallback;
+}
+
+float ray_point_factor_v3(
+ const float p[3], const float ray_origin[3], const float ray_direction[3])
+{
+ return ray_point_factor_v3_ex(p, ray_origin, ray_direction, 0.0f, 0.0f);
+}
+
/**
* A simplified version of #closest_to_line_v3
* we only need to return the ``lambda``
diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c
index c364148c9f1..cbabc8e56de 100644
--- a/source/blender/editors/space_view3d/view3d_project.c
+++ b/source/blender/editors/space_view3d/view3d_project.c
@@ -481,19 +481,22 @@ void ED_view3d_win_to_3d(const ARegion *ar, const float depth_pt[3], const float
{
RegionView3D *rv3d = ar->regiondata;
- float line_sta[3];
- float line_end[3];
+ float ray_origin[3];
+ float ray_direction[3];
+ float lambda;
if (rv3d->is_persp) {
- float mousevec[3], lambda;
- copy_v3_v3(line_sta, rv3d->viewinv[3]);
- ED_view3d_win_to_vector(ar, mval, mousevec);
- add_v3_v3v3(line_end, line_sta, mousevec);
+ float plane[4];
+
+ copy_v3_v3(ray_origin, rv3d->viewinv[3]);
+ ED_view3d_win_to_vector(ar, mval, ray_direction);
/* note, we could use isect_line_plane_v3() however we want the intersection to be infront of the
* view no matter what, so apply the unsigned factor instead */
- lambda = line_plane_factor_v3(depth_pt, rv3d->viewinv[2], line_sta, line_end);
- interp_v3_v3v3(out, line_sta, line_end, fabsf(lambda));
+ plane_from_point_normal_v3(plane, depth_pt, rv3d->viewinv[2]);
+
+ isect_ray_plane_v3(ray_origin, ray_direction, plane, &lambda, false);
+ lambda = fabsf(lambda);
}
else {
float dx = (2.0f * mval[0] / (float)ar->winx) - 1.0f;
@@ -504,13 +507,15 @@ void ED_view3d_win_to_3d(const ARegion *ar, const float depth_pt[3], const float
dx += rv3d->camdx * zoomfac;
dy += rv3d->camdy * zoomfac;
}
- line_sta[0] = (rv3d->persinv[0][0] * dx) + (rv3d->persinv[1][0] * dy) + rv3d->viewinv[3][0];
- line_sta[1] = (rv3d->persinv[0][1] * dx) + (rv3d->persinv[1][1] * dy) + rv3d->viewinv[3][1];
- line_sta[2] = (rv3d->persinv[0][2] * dx) + (rv3d->persinv[1][2] * dy) + rv3d->viewinv[3][2];
+ ray_origin[0] = (rv3d->persinv[0][0] * dx) + (rv3d->persinv[1][0] * dy) + rv3d->viewinv[3][0];
+ ray_origin[1] = (rv3d->persinv[0][1] * dx) + (rv3d->persinv[1][1] * dy) + rv3d->viewinv[3][1];
+ ray_origin[2] = (rv3d->persinv[0][2] * dx) + (rv3d->persinv[1][2] * dy) + rv3d->viewinv[3][2];
- add_v3_v3v3(line_end, line_sta, rv3d->viewinv[2]);
- closest_to_line_v3(out, depth_pt, line_sta, line_end);
+ copy_v3_v3(ray_direction, rv3d->viewinv[2]);
+ lambda = ray_point_factor_v3(depth_pt, ray_origin, ray_direction);
}
+
+ madd_v3_v3v3fl(out, ray_origin, ray_direction, lambda);
}
void ED_view3d_win_to_3d_int(const ARegion *ar, const float depth_pt[3], const int mval[2], float out[3])