Transform<float, 3, Affine, AutoAlign> Plane::get2DArbitraryRefSystem() const { Eigen::Vector3f n = normal_.getUnitNormal(); /// seek for a good unit axis to project on plane /// and then use it as X direction of the 2d local system size_t min_id; n.array().abs().minCoeff(&min_id); DLOG(INFO) << "min id is " << min_id; Vector3f proj_axis = Vector3f::Zero(); proj_axis(min_id) = 1; // unity on that axis // project the selected axis on the plane Vector3f second_ax = projectVectorOnPlane(proj_axis); second_ax.normalize(); Vector3f first_ax = n.cross(second_ax); first_ax.normalize(); Transform<float, 3, Affine, AutoAlign> T; // T.matrix().fill(0); T.matrix().col(0).head(3) = first_ax; T.matrix().col(1).head(3) = second_ax; T.matrix().col(2).head(3) = n; // T.matrix()(3, 3) = 1; DLOG(INFO) << "Transform computed \n " << T.inverse().matrix() << "normal was " << n; DLOG(INFO) << "In fact T*n " <<T.inverse() *n; return T.inverse(); }
vec3_t intersectionOnPlane(vec3_t v, vec3_t A, vec3_t nA, vec3_t B, vec3_t nB) { vec3_t u = B-A; // u.normalise(); v.normalise(); v = u.abs()*v; //cout<<"u="<<u<<" v="<<v<<endl; vec2_t p_A(0,0); vec2_t p_B(1,0); vec2_t p_nA = projectVectorOnPlane(nA,u,v); vec2_t p_nB = projectVectorOnPlane(nB,u,v); vec2_t p_tA = turnRight(p_nA); vec2_t p_tB = turnRight(p_nB); double k1, k2; vec2_t p_K; if(!intersection(k1, k2, p_A, p_tA, p_B, p_tB)) { //qDebug()<<"WARNING: No intersection found!!!"; p_K = 0.5*(p_A + p_B); } else { p_K = p_A + k1*p_tA; } //cout<<"nA="<<nA<<endl; //cout<<"p_nA="<<p_nA<<endl; //cout<<"p_tA="<<p_tA<<endl; //cout<<"p_K="<<p_K<<endl; if(p_K[0]<0) p_K[0] = 0; if(p_K[0]>1) p_K[0] = 1; vec3_t K = A + p_K[0]*u + p_K[1]*v; //cout<<"K="<<K<<endl; return K; }
MStatus MG_dotProduct::compute(const MPlug& plug,MDataBlock& dataBlock) { MStatus returnStatus; if ((plug==dotProductA)|| (plug==dotProductMax)|| (plug==proj1on2)|| (plug==proj2on1)|| (plug==angleInBetweenAttr)|| (plug==angleX)|| (plug==angleY)|| (plug==angleZ)) /*get time */ { //creating handles to the input values MDataHandle vector1DataH = dataBlock.inputValue(vector1); MFloatPoint vector1V = vector1DataH.asFloatVector(); MDataHandle vector2DataH = dataBlock.inputValue(vector2); MFloatPoint vector2V = vector2DataH.asFloatVector(); MDataHandle xAxisH = dataBlock.inputValue(projAxisX); MFloatPoint xAxisData = xAxisH.asFloatVector(); MDataHandle yAxisH = dataBlock.inputValue(projAxisY); MFloatPoint yAxisData = yAxisH.asFloatVector(); MDataHandle zAxisH = dataBlock.inputValue(projAxisZ); MFloatPoint zAxisData = zAxisH.asFloatVector(); MDataHandle normData = dataBlock.inputValue(normalize); bool norm =normData.asBool(); //Creating some neededs variables float dotResult; // variable that will hold the dot product result float maxValue; //variable that will hold the dot product max value float distance1; // variable that will hold the vector 1 lenght float distance2; //variable that will hold the vector 2 lenght float angleDeg; //variable that will hold the angle inbetween the two vectors //float cosRad ; //variable that will hold the cosine value in radiants //Dot product math float vec1Array[3] = {vector1V[0],vector1V[1],vector1V[2]}; vector <float> vec1 = makeVector(vec1Array) ; float vec2Array[3] = {vector2V[0],vector2V[1],vector2V[2]}; vector <float> vec2 = makeVector(vec2Array) ; dotResult = vecDotProduct(vec1,vec2); distance1 = vectorLength(vec1); distance2 = vectorLength(vec2); maxValue = distance1*distance2; if (norm == 1) { if (maxValue ==0) { dotResult=0; }else{ dotResult = dotResult/maxValue; } } //Projection v2 on v1 float projV2=0; //variable that will hold the value projection of v2 projected on v1 vector <float> v1Norm; // variable that will hold the normalized v1 vector vector<float> v2Vec; // variable that will hold the projected vector if (distance1 != 0) { projV2 = projVector(vec2,vec1); v1Norm = normVector(vec1); v2Vec = scalarVector(v1Norm,projV2); }else{ //initialize the vector as 0 0 0 float zeroVec2[3]= {0,0,0}; v2Vec=makeVector(zeroVec2); } //Projection v1 on v2 float projV1=0; //variable that will hold the value projection of v1 projected on v2 vector <float> v2Norm;// variable that will hold the normalized v2 vector vector <float> v1Vec;// variable that will hold the projected vector if (distance2 != 0) { projV1 = projVector(vec1,vec2); v2Norm = normVector(vec2); v1Vec = scalarVector(v2Norm,projV1); }else{ //initialize the vector as 0 0 0 float zeroVec1[3]= {0,0,0}; v1Vec=makeVector(zeroVec1); } //Angle in between if ((distance2*distance1)!=0) { angleDeg=angleInbetweenVector(vec1,vec2); }else{ angleDeg=0; } //Angle inbetween splitted into X,Y,Z world rotation //float dotResultV1X; // splitting inbetween angle into X Y Z rotation //converting axis from node into vector class float xAxisArray[3] = {xAxisData[0],xAxisData[1],xAxisData[2]}; vector<float> xAxisVec = makeVector(xAxisArray) ; float yAxisArray[3] = {yAxisData[0],yAxisData[1],yAxisData[2]}; vector<float> yAxisVec = makeVector(yAxisArray) ; float zAxisArray[3] = {zAxisData[0],zAxisData[1],zAxisData[2]}; vector<float> zAxisVec = makeVector(zAxisArray) ; float angleProjXYDeg=0 ; float angleProjYZDeg=0 ; float angleProjXZDeg=0 ; // angle Z vector<float> projectedV1; vector<float> projectedV2; projectedV1= projectVectorOnPlane(vec1,xAxisVec,yAxisVec); projectedV2= projectVectorOnPlane(vec2,xAxisVec,yAxisVec); angleProjXYDeg=angleInbetweenVector(projectedV1,projectedV2); // angle X projectedV1= projectVectorOnPlane(vec1,zAxisVec,yAxisVec); projectedV2= projectVectorOnPlane(vec2,zAxisVec,yAxisVec); angleProjYZDeg=angleInbetweenVector(projectedV1,projectedV2); // angle Y projectedV1= projectVectorOnPlane(vec1,zAxisVec,xAxisVec); projectedV2= projectVectorOnPlane(vec2,zAxisVec,xAxisVec); angleProjXZDeg=angleInbetweenVector(projectedV1,projectedV2); //Setting output values MDataHandle output = dataBlock.outputValue(dotProductA); MDataHandle outputMax = dataBlock.outputValue(dotProductMax); MDataHandle projV1Output = dataBlock.outputValue(proj1on2); MDataHandle projV2Output = dataBlock.outputValue(proj2on1); MDataHandle angleInBetweenOutput = dataBlock.outputValue(angleInBetweenAttr); MDataHandle angleXout = dataBlock.outputValue(angleX); MDataHandle angleYout = dataBlock.outputValue(angleY); MDataHandle angleZout = dataBlock.outputValue(angleZ); output.set(dotResult); outputMax.set(maxValue); projV1Output.set(v1Vec[0],v1Vec[1],v1Vec[2]); projV2Output.set(v2Vec[0],v2Vec[1],v2Vec[2]); angleInBetweenOutput.set(angleDeg); angleXout.set(angleProjYZDeg); angleYout.set(angleProjXZDeg); angleZout.set(angleProjXYDeg); //SetClean tells maya attribute is update outputMax.setClean(); output.setClean(); projV1Output.setClean(); projV2Output.setClean(); angleInBetweenOutput.setClean(); angleXout.setClean(); angleYout.setClean(); angleZout.setClean(); } return MS::kSuccess; }