diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2013-12-18 20:34:02 +0400 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2013-12-18 20:34:02 +0400 |
commit | 9efef3c2515bef9cd2928834ab7e29cf32c20593 (patch) | |
tree | 751a028d8ba77fcb14838d15c146352a9ccba9b4 /source/blender/blenkernel/BKE_pbvh.h | |
parent | 355c699dc6b6e95ef9305100a62efa7e70ae93ec (diff) |
Fix T37177, sculpting can act on opposite side of mesh in orthographic camera.
Summary:
Issue here most probably is that the start point in ray-casting is too
far away from the mesh. As a result the triangle intersection code can
sometimes miss the ray intersection. To solve this, we project the ray
segment to the boundary of the root node.
Reviewers: brecht, sergey, campbellbarton
Reviewed By: brecht
Maniphest Tasks: T37177
Differential Revision: http://developer.blender.org/D115
Diffstat (limited to 'source/blender/blenkernel/BKE_pbvh.h')
-rw-r--r-- | source/blender/blenkernel/BKE_pbvh.h | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_pbvh.h b/source/blender/blenkernel/BKE_pbvh.h index f8c21a1fa16..7ef120e26af 100644 --- a/source/blender/blenkernel/BKE_pbvh.h +++ b/source/blender/blenkernel/BKE_pbvh.h @@ -97,6 +97,12 @@ int BKE_pbvh_node_raycast(PBVH *bvh, PBVHNode *node, float (*origco)[3], int use const float ray_start[3], const float ray_normal[3], float *dist); +/* for orthographic cameras, project the far away ray segment points to the root node so + * we can have better precision. Warning, this function assumes that ray begins and ends outside + * bounding box! */ +void BKE_pbvh_raycast_project_ray_root(PBVH *bvh, bool original, float ray_start[3], + float ray_end[3], float ray_normal[3]); + /* Drawing */ void BKE_pbvh_node_draw(PBVHNode *node, void *data); |