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authorGermano Cavalcante <germano.costa@ig.com.br>2020-06-18 06:00:43 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2020-06-18 06:01:05 +0300
commitd8206602feed27088b0b07bfb567f67754ad0359 (patch)
tree5b70a8979148b8401d9b8ed15e654a1b922773c3
parent18ccf328ac5611221e073aebaddde1b0b2169984 (diff)
Transform: Snap to the intersection between constraint and geometry
This commit changes the behavior of 4 snapping combinations: **1. While constraining to a plane, snap to an edge element:** The snap is made at the intersection between the edge direction and the constraint plane. **2. While constraining to a plane, snap to a face element:** The snap is made to the nearest point between the snap point and the line that intersects the face plane with the constraint plane. **3. While constraining to an axis, snap to an edge/line element:** The snap is made to the nearest point on the axis to the edge/line. **4. While constraining to an axis, snap to a face element:** The snap is made at the intersection of the axis and the plane defined by the face. To avoid unpredictable jumps outside view boundaries, an alignment check is made for each of these snapping combinations. Resolve/fix T66422 Differential Revision: https://developer.blender.org/D5608
-rw-r--r--source/blender/blenlib/BLI_math_geom.h4
-rw-r--r--source/blender/blenlib/intern/math_geom.c26
-rw-r--r--source/blender/editors/transform/transform_constraints.c143
3 files changed, 140 insertions, 33 deletions
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index 563bcad5d14..f51486c5e7b 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -190,6 +190,10 @@ float dist_squared_to_projected_aabb_simple(const float projmat[4][4],
const float bbmin[3],
const float bbmax[3]);
+float closest_to_ray_v3(float r_close[3],
+ const float p[3],
+ const float ray_orig[3],
+ const float ray_dir[3]);
float closest_to_line_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2]);
double closest_to_line_v2_db(double r_close[2],
const double p[2],
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index e7c1fc8c2d9..d3dc4729617 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -3248,19 +3248,27 @@ bool isect_ray_aabb_v3_simple(const float orig[3],
}
}
-/* find closest point to p on line through (l1, l2) and return lambda,
- * where (0 <= lambda <= 1) when cp is in the line segment (l1, l2)
+float closest_to_ray_v3(float r_close[3],
+ const float p[3],
+ const float ray_orig[3],
+ const float ray_dir[3])
+{
+ float h[3], lambda;
+ sub_v3_v3v3(h, p, ray_orig);
+ lambda = dot_v3v3(ray_dir, h) / dot_v3v3(ray_dir, ray_dir);
+ madd_v3_v3v3fl(r_close, ray_orig, ray_dir, lambda);
+ return lambda;
+}
+
+/**
+ * Find closest point to p on line through (l1, l2) and return lambda,
+ * where (0 <= lambda <= 1) when cp is in the line segment (l1, l2).
*/
float closest_to_line_v3(float r_close[3], const float p[3], const float l1[3], const float l2[3])
{
- float h[3], u[3], lambda;
+ float u[3];
sub_v3_v3v3(u, l2, l1);
- sub_v3_v3v3(h, p, l1);
- lambda = dot_v3v3(u, h) / dot_v3v3(u, u);
- r_close[0] = l1[0] + u[0] * lambda;
- r_close[1] = l1[1] + u[1] * lambda;
- r_close[2] = l1[2] + u[2] * lambda;
- return lambda;
+ return closest_to_ray_v3(r_close, p, l1, u);
}
float closest_to_line_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2])
diff --git a/source/blender/editors/transform/transform_constraints.c b/source/blender/editors/transform/transform_constraints.c
index 838c1880881..97b14d5ddd2 100644
--- a/source/blender/editors/transform/transform_constraints.c
+++ b/source/blender/editors/transform/transform_constraints.c
@@ -79,6 +79,27 @@ static void projection_matrix_calc(const TransInfo *t, float r_pmtx[3][3])
}
/* ************************** CONSTRAINTS ************************* */
+#define CONSTRAIN_EPSILON 0.0001f
+
+static void constraint_plane_calc(TransInfo *t, float r_plane[4])
+{
+ const float *constraint_vector[2];
+ int n = 0;
+ for (int i = 0; i < 3; i++) {
+ if (t->con.mode & (CON_AXIS0 << i)) {
+ constraint_vector[n++] = t->spacemtx[i];
+ if (n == 2) {
+ break;
+ }
+ }
+ }
+ BLI_assert(n == 2);
+
+ cross_v3_v3v3(r_plane, constraint_vector[0], constraint_vector[1]);
+ normalize_v3(r_plane);
+ r_plane[3] = -dot_v3v3(r_plane, t->center_global);
+}
+
static void constraintValuesFinal(TransInfo *t, float vec[3])
{
int mode = t->con.mode;
@@ -297,32 +318,79 @@ static void axisProjection(const TransInfo *t,
}
/**
- * Return true if the 2x axis are both aligned when projected into the view.
- * In this case, we can't usefully project the cursor onto the plane.
+ * Snap to the intersection between the edge direction and the constraint plane.
*/
-static bool isPlaneProjectionViewAligned(const TransInfo *t)
+static void constraint_plane_to_edge(const TransInfo *t, const float plane[4], float r_out[3])
{
- const float eps = 0.001f;
- const float *constraint_vector[2];
- int n = 0;
- for (int i = 0; i < 3; i++) {
- if (t->con.mode & (CON_AXIS0 << i)) {
- constraint_vector[n++] = t->spacemtx[i];
- if (n == 2) {
- break;
- }
- }
+ float lambda;
+ const float *edge_snap_point = t->tsnap.snapPoint;
+ const float *edge_dir = t->tsnap.snapNormal;
+ bool is_aligned = fabsf(dot_v3v3(edge_dir, plane)) < CONSTRAIN_EPSILON;
+ if (!is_aligned && isect_ray_plane_v3(edge_snap_point, edge_dir, plane, &lambda, false)) {
+ madd_v3_v3v3fl(r_out, edge_snap_point, edge_dir, lambda);
+ sub_v3_v3(r_out, t->tsnap.snapTarget);
}
- BLI_assert(n == 2);
+}
+
+/**
+ * Snap to the nearest point between the snap point and the line that
+ * intersects the face plane with the constraint plane.
+ */
+static void constraint_plane_to_face(const TransInfo *t, const float plane[4], float r_out[3])
+{
+ float face_plane[4], isect_orig[3], isect_dir[3];
+ const float *face_snap_point = t->tsnap.snapPoint;
+ const float *face_normal = t->tsnap.snapNormal;
+ plane_from_point_normal_v3(face_plane, face_snap_point, face_normal);
+ bool is_aligned = fabsf(dot_v3v3(plane, face_plane)) > (1.0f - CONSTRAIN_EPSILON);
+ if (!is_aligned && isect_plane_plane_v3(plane, face_plane, isect_orig, isect_dir)) {
+ closest_to_ray_v3(r_out, face_snap_point, isect_orig, isect_dir);
+ sub_v3_v3(r_out, t->tsnap.snapTarget);
+ }
+}
- float view_to_plane[3], plane_normal[3];
+/**
+ * Snap to the nearest point on the axis to the edge/line element.
+ */
+static void constraint_axis_to_edge(const TransInfo *t, const float axis[3], float r_out[3])
+{
+ float lambda;
+ const float *edge_snap_point = t->tsnap.snapPoint;
+ const float *edge_dir = t->tsnap.snapNormal;
+ bool is_aligned = fabsf(dot_v3v3(axis, edge_dir)) > (1.0f - CONSTRAIN_EPSILON);
+ if (!is_aligned &&
+ isect_ray_ray_v3(t->tsnap.snapTarget, axis, edge_snap_point, edge_dir, &lambda, NULL)) {
+ mul_v3_v3fl(r_out, axis, lambda);
+ }
+}
- getViewVector(t, t->center_global, view_to_plane);
+/**
+ * Snap to the intersection of the axis and the plane defined by the face.
+ */
+static void constraint_axis_to_face(const TransInfo *t, const float axis[3], float r_out[3])
+{
+ float lambda;
+ float face_plane[4];
+ const float *face_snap_point = t->tsnap.snapPoint;
+ const float *face_normal = t->tsnap.snapNormal;
+ plane_from_point_normal_v3(face_plane, face_snap_point, face_normal);
+ bool is_aligned = fabsf(dot_v3v3(face_normal, face_plane)) < CONSTRAIN_EPSILON;
+ if (!is_aligned && isect_ray_plane_v3(t->tsnap.snapTarget, axis, face_plane, &lambda, false)) {
+ mul_v3_v3fl(r_out, axis, lambda);
+ }
+}
- cross_v3_v3v3(plane_normal, constraint_vector[0], constraint_vector[1]);
- normalize_v3(plane_normal);
+/**
+ * Return true if the 2x axis are both aligned when projected into the view.
+ * In this case, we can't usefully project the cursor onto the plane.
+ */
+static bool isPlaneProjectionViewAligned(const TransInfo *t, float plane[4])
+{
+ const float eps = 0.001f;
+ float view_to_plane[3];
+ getViewVector(t, t->center_global, view_to_plane);
- float factor = dot_v3v3(plane_normal, view_to_plane);
+ float factor = dot_v3v3(plane, view_to_plane);
return fabsf(factor) < eps;
}
@@ -361,14 +429,31 @@ static void applyAxisConstraintVec(
copy_v3_v3(out, in);
if (!td && t->con.mode & CON_APPLY) {
mul_m3_v3(t->con.pmtx, out);
+ bool is_snap_to_edge = false, is_snap_to_face = false;
+ if (activeSnap(t)) {
+ is_snap_to_edge = (t->tsnap.snapElem & SCE_SNAP_MODE_EDGE) != 0;
+ is_snap_to_face = (t->tsnap.snapElem & SCE_SNAP_MODE_FACE) != 0;
+ }
- // With snap, a projection is alright, no need to correct for view alignment
- if (!validSnap(t)) {
+ /* With snap points, a projection is alright, no adjustments needed. */
+ if (!validSnap(t) || is_snap_to_edge || is_snap_to_face) {
const int dims = getConstraintSpaceDimension(t);
if (dims == 2) {
if (!is_zero_v3(out)) {
- if (!isPlaneProjectionViewAligned(t)) {
- planeProjection(t, in, out);
+ float plane[4];
+ constraint_plane_calc(t, plane);
+
+ if (is_snap_to_edge) {
+ constraint_plane_to_edge(t, plane, out);
+ }
+ else if (is_snap_to_face) {
+ constraint_plane_to_face(t, plane, out);
+ }
+ else {
+ /* View alignment correction. */
+ if (!isPlaneProjectionViewAligned(t, plane)) {
+ planeProjection(t, in, out);
+ }
}
}
}
@@ -384,7 +469,17 @@ static void applyAxisConstraintVec(
else if (t->con.mode & CON_AXIS2) {
copy_v3_v3(c, t->spacemtx[2]);
}
- axisProjection(t, c, in, out);
+
+ if (is_snap_to_edge) {
+ constraint_axis_to_edge(t, c, out);
+ }
+ else if (is_snap_to_face) {
+ constraint_axis_to_face(t, c, out);
+ }
+ else {
+ /* View alignment correction. */
+ axisProjection(t, c, in, out);
+ }
}
}
postConstraintChecks(t, out);