Commit: 950c2eaf614e895f5856d08faa8e86024b75ef85 Author: Germano Cavalcante Date: Wed Jul 6 11:34:28 2016 +1000 Branches: master https://developer.blender.org/rB950c2eaf614e895f5856d08faa8e86024b75ef85
Transform Snap: Replace pixel limit w/ 'dist_to_ray_sq' When snapping to edge/vert, check the distance to the ray instead of the screen-space pixel projection. This also corrects the conversion of `dist_to_ray_sq` to `dist_px` which was being done incorrectly. While this change was planned, it fixes T48791, caused by error in b01a56ee. =================================================================== M source/blender/editors/transform/transform_snap_object.c =================================================================== diff --git a/source/blender/editors/transform/transform_snap_object.c b/source/blender/editors/transform/transform_snap_object.c index e85b686..c703b87 100644 --- a/source/blender/editors/transform/transform_snap_object.c +++ b/source/blender/editors/transform/transform_snap_object.c @@ -221,170 +221,115 @@ static void raycast_all_cb(void *userdata, int index, const BVHTreeRay *ray, BVH /** \name Internal Object Snapping API * \{ */ -static bool snapEdge( - const ARegion *ar, const float v1co[3], const short v1no[3], const float v2co[3], const short v2no[3], - float obmat[4][4], float timat[3][3], const float mval_fl[2], - const float ray_start[3], const float ray_start_local[3], const float ray_normal_local[3], +#define V3_MUL_ELEM(a, b) \ + (a)[0] * (b)[0], \ + (a)[1] * (b)[1], \ + (a)[2] * (b)[2] + +static bool test_vert( + const float vco[3], const float vno[3], const float ray_co[3], const float ray_dir[3], + const float ray_depth_range[2], const float scale[3], const bool is_persp, /* read/write args */ - float *ray_depth, float *dist_px, + float *ray_depth, float *dist_to_ray_sq, /* return args */ - float r_loc[3], float r_no[3]) + float r_co[3], float r_no[3]) { - float intersect[3] = {0, 0, 0}, ray_end[3], dvec[3]; - int result; - bool retval = false; - - copy_v3_v3(ray_end, ray_normal_local); - mul_v3_fl(ray_end, 2000); - add_v3_v3v3(ray_end, ray_start_local, ray_end); + const float vco_sc[3] = {V3_MUL_ELEM(vco, scale)}; + const float co_sc[3] = {V3_MUL_ELEM(ray_co, scale)}; + const float dir_sc[3] = {V3_MUL_ELEM(ray_dir, scale)}; - /* dvec used but we don't care about result */ - result = isect_line_line_v3(v1co, v2co, ray_start_local, ray_end, intersect, dvec); + float depth; + float dist_sq = dist_squared_to_ray_v3(co_sc, dir_sc, vco_sc, &depth); - if (result) { - float edge_loc[3], vec[3]; - float mul; + if (depth < ray_depth_range[0]) { + return false; + } - /* check for behind ray_start */ - sub_v3_v3v3(dvec, intersect, ray_start_local); + if (is_persp) { + dist_sq /= SQUARE(depth); + } - sub_v3_v3v3(edge_loc, v1co, v2co); - sub_v3_v3v3(vec, intersect, v2co); + if ((dist_sq < *dist_to_ray_sq) && (depth < *ray_depth)) { + *dist_to_ray_sq = dist_sq; - mul = dot_v3v3(vec, edge_loc) / dot_v3v3(edge_loc, edge_loc); + copy_v3_v3(r_co, vco); - if (mul > 1) { - mul = 1; - copy_v3_v3(intersect, v1co); - } - else if (mul < 0) { - mul = 0; - copy_v3_v3(intersect, v2co); + if (vno) { + copy_v3_v3(r_no, vno); } - if (dot_v3v3(ray_normal_local, dvec) > 0) { - float location[3]; - float new_depth; - float screen_loc[2]; - float new_dist; - - copy_v3_v3(location, intersect); - - mul_m4_v3(obmat, location); - - new_depth = len_v3v3(location, ray_start); - - if (ED_view3d_project_float_global(ar, location, screen_loc, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) { - new_dist = len_manhattan_v2v2(mval_fl, screen_loc); - } - else { - new_dist = TRANSFORM_DIST_MAX_PX; - } - - /* 10% threshold if edge is closer but a bit further - * this takes care of series of connected edges a bit slanted w.r.t the viewport - * otherwise, it would stick to the verts of the closest edge and not slide along merrily - * */ - if (new_dist <= *dist_px && new_depth < *ray_depth * 1.001f) { - float n1[3], n2[3]; - - *ray_depth = new_depth; - retval = true; - - sub_v3_v3v3(edge_loc, v1co, v2co); - sub_v3_v3v3(vec, intersect, v2co); - - mul = dot_v3v3(vec, edge_loc) / dot_v3v3(edge_loc, edge_loc); - - if (r_no) { - normal_short_to_float_v3(n1, v1no); - normal_short_to_float_v3(n2, v2no); - interp_v3_v3v3(r_no, n2, n1, mul); - mul_m3_v3(timat, r_no); - normalize_v3(r_no); - } - - copy_v3_v3(r_loc, location); - - *dist_px = new_dist; - } - } + *ray_depth = depth; + return true; } - - return retval; + return false; } -static bool snapVertex( - const ARegion *ar, const float vco[3], const float vno[3], - float obmat[4][4], float timat[3][3], const float mval_fl[2], - const float ray_start[3], const float ray_start_local[3], const float ray_normal_local[3], +static bool test_edge( + const float v1[3], const float v2[3], const float ray_co[3], const float ray_dir[3], + const float ray_depth_range[2], const float scale[3], const bool is_persp, /* read/write args */ - float *ray_depth, float *dist_px, + float *ray_depth, float *dist_to_ray_sq, /* return args */ - float r_loc[3], float r_no[3]) + float r_co[3], float r_no[3]) { - bool retval = false; - float dvec[3]; - - sub_v3_v3v3(dvec, vco, ray_start_local); + const float v1_sc[3] = {V3_MUL_ELEM(v1, scale)}; + const float v2_sc[3] = {V3_MUL_ELEM(v2, scale)}; + const float co_sc[3] = {V3_MUL_ELEM(ray_co, scale)}; + const float dir_sc[3] = {V3_MUL_ELEM(ray_dir, scale)}; - if (dot_v3v3(ray_normal_local, dvec) > 0) { - float location[3]; - float new_depth; - float screen_loc[2]; - float new_dist; - - copy_v3_v3(location, vco); - - mul_m4_v3(obmat, location); - - new_depth = len_v3v3(location, ray_start); + float tmp_co[3], depth; + float dist_sq = dist_squared_ray_to_seg_v3(co_sc, dir_sc, v1_sc, v2_sc, tmp_co, &depth); - if (ED_view3d_project_float_global(ar, location, screen_loc, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) { - new_dist = len_manhattan_v2v2(mval_fl, screen_loc); - } - else { - new_dist = TRANSFORM_DIST_MAX_PX; - } + if (depth < ray_depth_range[0]) { + return false; + } + if (is_persp) { + dist_sq /= SQUARE(depth); + } - if (new_dist <= *dist_px && new_depth < *ray_depth) { - *ray_depth = new_depth; - retval = true; + if ((dist_sq < *dist_to_ray_sq) && (depth < *ray_depth)) { + *dist_to_ray_sq = dist_sq; - copy_v3_v3(r_loc, location); + tmp_co[0] /= scale[0]; + tmp_co[1] /= scale[1]; + tmp_co[2] /= scale[2]; - if (r_no) { - copy_v3_v3(r_no, vno); - mul_m3_v3(timat, r_no); - normalize_v3(r_no); - } + copy_v3_v3(r_co, tmp_co); - *dist_px = new_dist; + if (r_no) { + sub_v3_v3v3(r_no, v1, v2); } - } - return retval; + *ray_depth = depth; + return true; + } + return false; } +#undef V3_MUL_ELEM + static bool snapArmature( - const ARegion *ar, Object *ob, bArmature *arm, float obmat[4][4], - const float mval[2], const short snap_to, - const float ray_start[3], const float ray_normal[3], + Object *ob, bArmature *arm, float obmat[4][4], + const short snap_to, const bool is_persp, + const float ray_origin[3], const float ray_normal[3], const float ray_depth_range[2], /* read/write args */ - float *ray_depth, float *dist_px, + float *ray_depth, float *dist_to_ray_sq, /* return args */ float r_loc[3], float *UNUSED(r_no)) { float imat[4][4]; - float ray_start_local[3], ray_normal_local[3]; + float ray_origin_local[3], ray_normal_local[3]; bool retval = false; invert_m4_m4(imat, obmat); - mul_v3_m4v3(ray_start_local, imat, ray_start); + mul_v3_m4v3(ray_origin_local, imat, ray_origin); mul_v3_mat3_m4v3(ray_normal_local, imat, ray_normal); + float ob_scale[3]; + mat4_to_size(ob_scale, obmat); + if (arm->edbo) { EditBone *eBone; @@ -394,21 +339,20 @@ static bool snapArmature( if ((eBone->flag & (BONE_HIDDEN_A | BONE_ROOTSEL | BONE_TIPSEL)) == 0) { switch (snap_to) { case SCE_SNAP_MODE_VERTEX: - retval |= snapVertex( - ar, eBone->head, NULL, obmat, NULL, mval, dist_px, - ray_start, ray_start_local, ray_normal_local, ray_depth, + retval |= test_vert( + eBone->head, NULL, ray_origin_local, ray_normal_local, + ray_depth_range, ob_scale, is_persp, ray_depth, dist_to_ray_sq, r_loc, NULL); - retval |= snapVertex( - ar, eBone->tail, NULL, obmat, NULL, mval, dist_px, - ray_start, ray_start_local, ray_normal_local, ray_depth, + retval |= test_vert( + eBone->tail, NULL, ray_origin_local, ray_normal_local, + ray_depth_range, ob_scale, is_persp, ray_depth, dist_to_ray_sq, r_loc, NULL); break; case SCE_SNAP_MODE_EDGE: - retval |= snapEdge( - ar, eBone->head, NULL, eBone->tail, NULL, - obmat, NULL, mval, dist_px, - ray_start, ray_start_local, ray_normal_local, - ray_depth, r_loc, NULL); + retval |= test_edge( + eBone->head, eBone->tail, ray_origin_local, ray_normal_local, + ray_depth_range, ob_scale, is_persp, ray_depth, dist_to_ray_sq, + r_loc, NULL); break; } } @@ -428,41 +372,43 @@ static bool snapArmature( switch (snap_to) { case SCE_SNAP_MODE_VERTEX: - retval |= snapVertex( - ar, head_vec, NULL, obmat, NULL, mval, dist_px, - ray_start, ray_start_local, ray_normal_local, - ray_depth, r_loc, NULL); - retval |= snapVertex( - ar, tail_vec, NULL, obmat, NULL, mval, dist_px, - ray_start, ray_start_local, ray_normal_local, ray_depth, + retval |= test_vert( + head_vec, NULL, ray_origin_local, ray_normal_local, + ray_depth_range, ob_scale, is_persp, ray_depth, dist_to_ray_sq, + r_loc, NULL); + retval |= test_vert( + tail_vec, NULL, ray_origin_local, ray_normal_local, + ray_depth_range, ob_scale, is_persp, ray_depth, dist_to_ray_sq, r_loc, NULL); break; case SCE_SNAP_MODE_EDGE: - retval |= snapEdge( - ar, head_vec, NULL, tail_vec, NULL, - obmat, NULL, mval, dist_px, - ray_start, ray_start_local, ray_normal_local, - ray_depth, r_loc, NULL); + retval |= test_edge( + head_vec, tail_vec, ray_origin_local, ray_normal_local, + ray_depth_range, ob_scale, is_persp, ray_depth, dist_to_ray_sq, + r_loc, NULL); break; } } } } - - return retval; + @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs