From 416064cd5b6d3df577e71e301599fba36264f19b Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 14 Apr 2016 11:45:37 +1000 Subject: 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. --- .../blender/editors/space_view3d/view3d_project.c | 31 +++++++++++++--------- 1 file changed, 18 insertions(+), 13 deletions(-) (limited to 'source/blender/editors') 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]) -- cgit v1.2.3