improved method of getting the tangent axis from a bmesh triangle,

rather then getting the longest edge, get the edge which which is most different from the 2 others ends up giving more useful results: for an isosceles triangle it returns the base weather its longer or shorter then the other sides.
This commit is contained in:
Campbell Barton
2013-04-04 08:47:07 +00:00
parent 66aed41d75
commit 82636ab0fb
4 changed files with 46 additions and 23 deletions

View File

@@ -244,6 +244,8 @@ void minmax_v2v2_v2(float min[2], float max[2], const float vec[2]);
void dist_ensure_v3_v3fl(float v1[3], const float v2[3], const float dist);
void dist_ensure_v2_v2fl(float v1[2], const float v2[2], const float dist);
void axis_sort_v3(const float axis_values[3], int r_axis_order[3]);
/***************************** Array Functions *******************************/
/* attempted to follow fixed length vertex functions. names could be improved*/
double dot_vn_vn(const float *array_src_a, const float *array_src_b, const int size);

View File

@@ -527,6 +527,28 @@ void dist_ensure_v2_v2fl(float v1[2], const float v2[2], const float dist)
}
}
void axis_sort_v3(const float axis_values[3], int r_axis_order[3])
{
float v[3];
copy_v3_v3(v, axis_values);
#define SWAP_AXIS(a, b) { \
SWAP(float, v[a], v[b]); \
SWAP(int, r_axis_order[a], r_axis_order[b]); \
} (void)0
if (v[0] < v[1]) {
if (v[2] < v[0]) { SWAP_AXIS(0, 2); }
}
else {
if (v[1] < v[2]) { SWAP_AXIS(0, 1); }
else { SWAP_AXIS(0, 2); }
}
if (v[2] < v[1]) { SWAP_AXIS(1, 2); }
#undef SWAP_AXIS
}
/***************************** Array Functions *******************************/
double dot_vn_vn(const float *array_src_a, const float *array_src_b, const int size)

View File

@@ -710,8 +710,28 @@ void BM_editselection_plane(BMEditSelection *ese, float r_plane[3])
cross_v3_v3v3(r_plane, efa->no, vec);
}
else {
if (efa->len == 4) {
BMVert *verts[4] = {NULL};
if (efa->len == 3) {
BMVert *verts[3];
float lens[3];
float difs[3];
int order[3] = {0, 1, 2};
BM_face_as_array_vert_tri(efa, verts);
lens[0] = len_v3v3(verts[0]->co, verts[1]->co);
lens[1] = len_v3v3(verts[1]->co, verts[2]->co);
lens[2] = len_v3v3(verts[2]->co, verts[0]->co);
/* find the shortest or the longest loop */
difs[0] = fabsf(lens[1] - lens[2]);
difs[1] = fabsf(lens[2] - lens[0]);
difs[2] = fabsf(lens[0] - lens[1]);
axis_sort_v3(difs, order);
sub_v3_v3v3(r_plane, verts[order[0]]->co, verts[(order[0] + 1) % 3]->co);
}
else if (efa->len == 4) {
BMVert *verts[4];
float vecA[3], vecB[3];
// BM_iter_as_array(NULL, BM_VERTS_OF_FACE, efa, (void **)verts, 4);

View File

@@ -841,27 +841,6 @@ static void manipulator_setcolor(View3D *v3d, char axis, int colcode, unsigned c
glColor4ubv(col);
}
static void axis_sort_v3(const float axis_values[3], int r_axis_order[3])
{
float v[3];
copy_v3_v3(v, axis_values);
#define SWAP_AXIS(a, b) { \
SWAP(float, v[a], v[b]); \
SWAP(int, r_axis_order[a], r_axis_order[b]); \
} (void)0
if (v[0] < v[1]) {
if (v[2] < v[0]) { SWAP_AXIS(0, 2); }
}
else {
if (v[1] < v[2]) { SWAP_AXIS(0, 1); }
else { SWAP_AXIS(0, 2); }
}
if (v[2] < v[1]) { SWAP_AXIS(1, 2); }
#undef SWAP_AXIS
}
static void manipulator_axis_order(RegionView3D *rv3d, int r_axis_order[3])
{
float axis_values[3];