Esempio n. 1
0
bool view3d_get_view_aligned_coordinate(ARegion *ar, float fp[3], const int mval[2], const bool do_fallback)
{
	RegionView3D *rv3d = ar->regiondata;
	float dvec[3];
	int mval_cpy[2];
	eV3DProjStatus ret;

	ret = ED_view3d_project_int_global(ar, fp, mval_cpy, V3D_PROJ_TEST_NOP);

	if (ret == V3D_PROJ_RET_OK) {
		const float mval_f[2] = {(float)(mval_cpy[0] - mval[0]),
		                         (float)(mval_cpy[1] - mval[1])};
		const float zfac = ED_view3d_calc_zfac(rv3d, fp, NULL);
		ED_view3d_win_to_delta(ar, mval_f, dvec, zfac);
		sub_v3_v3(fp, dvec);

		return true;
	}
	else {
		/* fallback to the view center */
		if (do_fallback) {
			negate_v3_v3(fp, rv3d->ofs);
			return view3d_get_view_aligned_coordinate(ar, fp, mval, false);
		}
		else {
			return false;
		}
	}
}
Esempio n. 2
0
static int dupli_extrude_cursor(bContext *C, wmOperator *op, wmEvent *event)
{
	ViewContext vc;
	EditVert *eve;
	float min[3], max[3];
	int done= 0;
	short use_proj;

	em_setup_viewcontext(C, &vc);

	use_proj= (vc.scene->toolsettings->snap_flag & SCE_SNAP) &&	(vc.scene->toolsettings->snap_mode==SCE_SNAP_MODE_FACE);
	
	invert_m4_m4(vc.obedit->imat, vc.obedit->obmat); 
	
	INIT_MINMAX(min, max);
	
	for(eve= vc.em->verts.first; eve; eve= eve->next) {
		if(eve->f & SELECT) {
			DO_MINMAX(eve->co, min, max);
			done= 1;
		}
	}

	/* call extrude? */
	if(done) {
		const short rot_src= RNA_boolean_get(op->ptr, "rotate_source");
		EditEdge *eed;
		float vec[3], cent[3], mat[3][3];
		float nor[3]= {0.0, 0.0, 0.0};
		
		/* 2D normal calc */
		float mval_f[2];

		mval_f[0]= (float)event->mval[0];
		mval_f[1]= (float)event->mval[1];

		done= 0;

		/* calculate the normal for selected edges */
		for(eed= vc.em->edges.first; eed; eed= eed->next) {
			if(eed->f & SELECT) {
				float co1[3], co2[3];
				mul_v3_m4v3(co1, vc.obedit->obmat, eed->v1->co);
				mul_v3_m4v3(co2, vc.obedit->obmat, eed->v2->co);
				project_float_noclip(vc.ar, co1, co1);
				project_float_noclip(vc.ar, co2, co2);
				
				/* 2D rotate by 90d while adding.
				 *  (x, y) = (y, -x)
				 *
				 * accumulate the screenspace normal in 2D,
				 * with screenspace edge length weighting the result. */
				if(line_point_side_v2(co1, co2, mval_f) >= 0.0f) {
					nor[0] +=  (co1[1] - co2[1]);
					nor[1] += -(co1[0] - co2[0]);
				}
				else {
					nor[0] +=  (co2[1] - co1[1]);
					nor[1] += -(co2[0] - co1[0]);
				}
				done= 1;
			}
		}

		if(done) {
			float view_vec[3], cross[3];

			/* convert the 2D nomal into 3D */
			mul_mat3_m4_v3(vc.rv3d->viewinv, nor); /* worldspace */
			mul_mat3_m4_v3(vc.obedit->imat, nor); /* local space */
			
			/* correct the normal to be aligned on the view plane */
			copy_v3_v3(view_vec, vc.rv3d->viewinv[2]);
			mul_mat3_m4_v3(vc.obedit->imat, view_vec);
			cross_v3_v3v3(cross, nor, view_vec);
			cross_v3_v3v3(nor, view_vec, cross);
			normalize_v3(nor);
		}
		
		/* center */
		mid_v3_v3v3(cent, min, max);
		copy_v3_v3(min, cent);
		
		mul_m4_v3(vc.obedit->obmat, min);	// view space
		view3d_get_view_aligned_coordinate(&vc, min, event->mval, TRUE);
		mul_m4_v3(vc.obedit->imat, min); // back in object space
		
		sub_v3_v3(min, cent);
		
		/* calculate rotation */
		unit_m3(mat);
		if(done) {
			float dot;
			
			copy_v3_v3(vec, min);
			normalize_v3(vec);
			dot= dot_v3v3(vec, nor);

			if( fabs(dot)<0.999) {
				float cross[3], si, q1[4];
				
				cross_v3_v3v3(cross, nor, vec);
				normalize_v3(cross);
				dot= 0.5f*saacos(dot);
				
				/* halve the rotation if its applied twice */
				if(rot_src) dot *= 0.5f;
				
				si= (float)sin(dot);
				q1[0]= (float)cos(dot);
				q1[1]= cross[0]*si;
				q1[2]= cross[1]*si;
				q1[3]= cross[2]*si;				
				quat_to_mat3( mat,q1);
			}
		}
		
		if(rot_src) {
			rotateflag(vc.em, SELECT, cent, mat);
			/* also project the source, for retopo workflow */
			if(use_proj)
				EM_project_snap_verts(C, vc.ar, vc.obedit, vc.em);
		}
		
		extrudeflag(vc.obedit, vc.em, SELECT, nor, 0);
		rotateflag(vc.em, SELECT, cent, mat);
		translateflag(vc.em, SELECT, min);
		
		recalc_editnormals(vc.em);
	}
	else if(vc.em->selectmode & SCE_SELECT_VERTEX) {

		float imat[4][4];
		const float *curs= give_cursor(vc.scene, vc.v3d);
		
		copy_v3_v3(min, curs);
		view3d_get_view_aligned_coordinate(&vc, min, event->mval, TRUE);

		eve= addvertlist(vc.em, 0, NULL);

		invert_m4_m4(imat, vc.obedit->obmat);
		mul_v3_m4v3(eve->co, imat, min);
		
		eve->f= SELECT;
	}

	if(use_proj)
		EM_project_snap_verts(C, vc.ar, vc.obedit, vc.em);

	WM_event_add_notifier(C, NC_GEOM|ND_DATA, vc.obedit->data); 
	DAG_id_tag_update(vc.obedit->data, 0);
	
	return OPERATOR_FINISHED;
}