diff options
author | Martin Poirier <theeth@yahoo.com> | 2008-06-09 21:16:20 +0400 |
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committer | Martin Poirier <theeth@yahoo.com> | 2008-06-09 21:16:20 +0400 |
commit | ac0a91920af0c9de9f6dfbbf493ecb9e2509c15e (patch) | |
tree | 076b67eff10128d117a5580fe0cc7ae99758bb33 /source/blender/src/view.c | |
parent | 83af2c1757d7ce76842dd13d92395d4bf5f0c410 (diff) |
Revision 14894 merged from apricot
----------------------------------
Arith:
- axis angle to quat conversion function
- short to float / float to short normals conversion function (eventually, we could go over the go and replace copy/pasted code everywhere)
- ray triangle intersection (to complement the line triangle intersection function)
View:
- viewray / viewline (get near plane point under mouse and ray normal/far point)
Particles:
- extract viewline from brush_add function
Diffstat (limited to 'source/blender/src/view.c')
-rw-r--r-- | source/blender/src/view.c | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/source/blender/src/view.c b/source/blender/src/view.c index f53bcb3a9f7..835aeb9bb30 100644 --- a/source/blender/src/view.c +++ b/source/blender/src/view.c @@ -144,6 +144,48 @@ void persp(int a) } } +/* create intersection ray in view Z direction at mouse coordinates */ +void viewray(short mval[2], float ray_start[3], float ray_normal[3]) +{ + float ray_end[3]; + viewline(mval, ray_start, ray_end); + VecSubf(ray_normal, ray_end, ray_start); + Normalize(ray_normal); +} + +/* create intersection coordinates in view Z direction at mouse coordinates */ +void viewline(short mval[2], float ray_start[3], float ray_end[3]) +{ + float vec[3]; + + if(G.vd->persp != V3D_ORTHO){ + vec[0]= 2.0f * mval[0] / curarea->winx - 1; + vec[1]= 2.0f * mval[1] / curarea->winy - 1; + vec[2]= -1.0f; + vec[3]= 1.0f; + + Mat4MulVec4fl(G.vd->persinv, vec); + VecMulf(vec, 1.0f / vec[3]); + + VECCOPY(ray_start, G.vd->viewinv[3]); + VECSUB(vec, vec, ray_start); + Normalize(vec); + + VECADDFAC(ray_start, G.vd->viewinv[3], vec, G.vd->near); + VECADDFAC(ray_end, G.vd->viewinv[3], vec, G.vd->far); + } + else { + vec[0] = 2.0f * mval[0] / curarea->winx - 1; + vec[1] = 2.0f * mval[1] / curarea->winy - 1; + vec[2] = 0.0f; + vec[3] = 1.0f; + + Mat4MulVec4fl(G.vd->persinv, vec); + + VECADDFAC(ray_start, vec, G.vd->viewinv[2], 1000.0f); + VECADDFAC(ray_end, vec, G.vd->viewinv[2], -1000.0f); + } +} void initgrabz(float x, float y, float z) { |