Revision: 47661
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=47661
Author:   psy-fi
Date:     2012-06-10 09:10:56 +0000 (Sun, 10 Jun 2012)
Log Message:
-----------
UV transform correction tool
=============================
* fix the projection in uv space and some fixes for selecting the face
to project on. The code still does the wrong choise sometimes.

Modified Paths:
--------------
    
branches/soc-2012-bratwurst/source/blender/editors/transform/transform_generics.c

Modified: 
branches/soc-2012-bratwurst/source/blender/editors/transform/transform_generics.c
===================================================================
--- 
branches/soc-2012-bratwurst/source/blender/editors/transform/transform_generics.c
   2012-06-10 09:05:49 UTC (rev 47660)
+++ 
branches/soc-2012-bratwurst/source/blender/editors/transform/transform_generics.c
   2012-06-10 09:10:56 UTC (rev 47661)
@@ -1724,11 +1724,11 @@
 
                        BM_ITER_ELEM(l, &iter, v, BM_LOOPS_OF_VERT) {
                                float angle1, angle2, angle_boundary;
-                               float cross1[3], cross2[3];
+                               float cross1[3], cross2[3], cross[3];
                                float normal[3], projv[3];
                                float edge_len_init, edge_len_init2;
                                float edge_len_final, edge_len_final2;
-                               float edge_vec_init[3], edge_vec_init2[3];
+                               float edge_vec_init[3], edge_vec_init2[3], 
neg_edge_prev[3];
                                //float edge_vec_final[3], edge_vec_final2[3];
                                float edge_uv_init[2], edge_uv_init2[2];
                                float uvdiff[2], uvdiff2[2];
@@ -1772,21 +1772,24 @@
                                        break;
                                }
 
+                               /* get the vector pointing inside the face (not 
sure if this will work) */
                                cross_v3_v3v3(cross1, l->f->no, edge_vec_init);
-                               cross_v3_v3v3(cross2, l->f->no, edge_vec_init2);
+                               /* we need to negate the second edge to follow 
the loop flow */
+                               negate_v3_v3(neg_edge_prev, edge_vec_init2);
+                               cross_v3_v3v3(cross2, l->f->no, neg_edge_prev);
 
-                               add_v3_v3(cross1, cross2);
+                               add_v3_v3(cross, cross2);
+                               negate_v3(cross);
 
                                /* now get angles */
                                angle1 = acos(dot_v3v3(projv, 
edge_vec_init)/(len_v3(projv)*len_v3(edge_vec_init)));
                                angle_boundary = acos(dot_v3v3(edge_vec_init, 
edge_vec_init2)/(len_v3(edge_vec_init)*len_v3(edge_vec_init2)));
 
-                               edge_len_final = len_v3(projv)*sin(M_PI - 
angle1 - angle_boundary)/sin(angle_boundary);
+                               edge_len_final = 
len_v3(projv)*sin(angle_boundary - angle1)/sin(M_PI - angle_boundary);
 
                                angle2 = acos(dot_v3v3(projv, 
edge_vec_init2)/(len_v3(projv)*len_v3(edge_vec_init2)));
-                               edge_len_final2 = len_v3(projv)*sin(M_PI - 
angle2 - angle_boundary)/sin(angle_boundary);
+                               edge_len_final2 = 
len_v3(projv)*sin(angle_boundary - angle2)/sin(M_PI - angle_boundary);
 
-                               //printf("angle1 : %f, angle2 : %f, 
angle_boundary : %f\n", angle1, angle2, angle_boundary);
                                /*
                                mul1 = dot_v3v3(edge_vec_final, edge_vec_init) 
/ dot_v3v3(edge_vec_init, edge_vec_init);
                                mul_v3_v3fl(edge_vec_final, edge_vec_init, 
mul1);
@@ -1804,11 +1807,31 @@
                                mul_v2_v2fl(uvdiff2, edge_uv_init2, 
edge_len_final2/edge_len_init2);
 
                                /* fonud optimal direction */
-                               if((dot_v3v3(cross1, projv) > 0.0) && 
!(angle_boundary > (angle1 + angle2 - 0.1))) {
+                               if((dot_v3v3(cross1, projv) > 0.0) && 
(angle_boundary < (angle1 + angle2 + 0.1))) {
+                                       BMIter iter2;
+                                       BMLoop *ltmp;
                                        optimal_found = TRUE;
                                        uv_tot[0] = uv_tot[1] = 0.0;
                                        add_v2_v2(uv_tot, uvdiff);
                                        add_v2_v2(uv_tot, uvdiff2);
+
+                                       print_v3("normal 1\n", l->f->no);
+                                       print_v3("coord 1", edge_vec_init);
+                                       print_v3("cross product 1\n", cross1);
+                                       print_v3("coord 2", edge_vec_init2);
+                                       print_v3("cross product 2\n", cross2);
+                                       print_v3("cross total\n", cross);
+                                       print_v3("diff vector\n", projv);
+                                       printf("angle1 : %f, angle2 : %f, 
angle_boundary : %f\n", angle1, angle2, angle_boundary);
+
+                                       BM_ITER_ELEM(ltmp, &iter2, v, 
BM_LOOPS_OF_VERT) {
+                                               ltmp->next->v->co[2] = 
uvtc->init_vec[BM_elem_index_get(ltmp->next->v)][2];
+                                               ltmp->prev->v->co[2] = 
uvtc->init_vec[BM_elem_index_get(ltmp->prev->v)][2];
+                                       }
+
+                                       l_next->v->co[2] = 
uvtc->init_vec[index_next][2] + 0.05;
+                                       l_prev->v->co[2] = 
uvtc->init_vec[index_prev][2] + 0.05;
+
                                        break;
                                }
 

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