Esempio n. 1
0
/**
 * \param r_distance  Distance to the hit point
 */
static bool walk_floor_distance_get(bContext *C, RegionView3D *rv3d, WalkInfo *walk, const float dvec[3], float *r_distance)
{
	float dummy_dist_px = 0;
	float ray_normal[3] = {0, 0, -1}; /* down */
	float ray_start[3];
	float r_location[3];
	float r_normal[3];
	float dvec_tmp[3];
	bool ret;

	*r_distance = TRANSFORM_DIST_MAX_RAY;

	copy_v3_v3(ray_start, rv3d->viewinv[3]);

	mul_v3_v3fl(dvec_tmp, dvec, walk->grid);
	add_v3_v3(ray_start, dvec_tmp);

	ret = snapObjectsRayEx(CTX_data_scene(C), NULL, NULL, NULL, NULL, SCE_SNAP_MODE_FACE,
	                       NULL, NULL,
	                       ray_start, ray_normal, r_distance,
	                       NULL, &dummy_dist_px, r_location, r_normal, SNAP_ALL);

	/* artifically scale the distance to the scene size */
	*r_distance /= walk->grid;
	return ret;
}
Esempio n. 2
0
/**
 * \param ray_distance  Distance to the hit point
 * \param r_location  Location of the hit point
 * \param r_normal  Normal of the hit surface, transformed to always face the camera
 */
static bool walk_ray_cast(bContext *C, RegionView3D *rv3d, WalkInfo *walk, float r_location[3], float r_normal[3], float *ray_distance)
{
	float dummy_dist_px = 0;
	float ray_normal[3] = {0, 0, 1}; /* forward */
	float ray_start[3];
	float mat[3][3]; /* 3x3 copy of the view matrix so we can move along the view axis */
	bool ret;

	*ray_distance = TRANSFORM_DIST_MAX_RAY;

	copy_v3_v3(ray_start, rv3d->viewinv[3]);
	copy_m3_m4(mat, rv3d->viewinv);

	mul_m3_v3(mat, ray_normal);

	mul_v3_fl(ray_normal, -1);
	normalize_v3(ray_normal);

	ret = snapObjectsRayEx(CTX_data_scene(C), NULL, NULL, NULL, NULL, SCE_SNAP_MODE_FACE,
	                       NULL, NULL,
	                       ray_start, ray_normal, ray_distance,
	                       NULL, &dummy_dist_px, r_location, r_normal, SNAP_ALL);


	/* dot is positive if both rays are facing the same direction */
	if (dot_v3v3(ray_normal, r_normal) > 0) {
		copy_v3_fl3(r_normal, -r_normal[0], -r_normal[1], -r_normal[2]);
	}

	/* artifically scale the distance to the scene size */
	*ray_distance /= walk->grid;

	return ret;
}
Esempio n. 3
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static void rna_Scene_ray_cast(Scene *scene, float ray_start[3], float ray_end[3],
                               int *r_success, Object **r_ob, float r_obmat[16],
                               float r_location[3], float r_normal[3])
{
	float dummy_dist_px = 0;
	float ray_nor[3];
	float ray_dist;

	sub_v3_v3v3(ray_nor, ray_end, ray_start);
	ray_dist = normalize_v3(ray_nor);

	if (snapObjectsRayEx(scene, NULL, NULL, NULL, NULL, SCE_SNAP_MODE_FACE,
	                     r_ob, (float(*)[4])r_obmat,
	                     ray_start, ray_nor, &ray_dist,
	                     NULL, &dummy_dist_px, r_location, r_normal, SNAP_ALL))
	{
		*r_success = true;
	}
	else {
		unit_m4((float(*)[4])r_obmat);
		zero_v3(r_location);
		zero_v3(r_normal);

		*r_success = false;
	}
}
Esempio n. 4
0
static bool ED_view3d_snap_ray(bContext *C, float r_co[3],
                               const float ray_start[3], const float ray_normal[3])
{
	float dist_px = MVAL_MAX_PX_DIST;  /* snap dist */
	float r_no_dummy[3];
	float ray_dist = TRANSFORM_DIST_MAX_RAY;
	bool ret;

	Scene *scene = CTX_data_scene(C);
	struct Object *obedit = CTX_data_edit_object(C);

	/* try snap edge, then face if it fails */
	ret = snapObjectsRayEx(scene, NULL, NULL, NULL, obedit, SCE_SNAP_MODE_FACE,
	                       NULL, NULL,
	                       ray_start, ray_normal, &ray_dist,
	                       NULL, &dist_px, r_co, r_no_dummy, SNAP_ALL);

	return ret;
}