3D View: add a simple un-clipped win_to_ray

This commit is contained in:
2018-09-20 12:00:02 +10:00
parent de32dc6b27
commit c9df0ea147
3 changed files with 22 additions and 2 deletions

View File

@@ -186,7 +186,6 @@ static bool stroke_elem_project(
float surface_offset, const float radius,
float r_location_world[3], float r_normal_world[3])
{
View3D *v3d = cdd->vc.v3d;
ARegion *ar = cdd->vc.ar;
RegionView3D *rv3d = cdd->vc.rv3d;
@@ -196,7 +195,7 @@ static bool stroke_elem_project(
if (cdd->project.use_plane) {
/* get the view vector to 'location' */
float ray_origin[3], ray_direction[3];
ED_view3d_win_to_ray_clipped(cdd->vc.ar, v3d, mval_fl, ray_origin, ray_direction, false);
ED_view3d_win_to_ray(ar, mval_fl, ray_origin, ray_direction);
float lambda;
if (isect_ray_plane_v3(ray_origin, ray_direction, cdd->project.plane, &lambda, true)) {

View File

@@ -227,6 +227,9 @@ bool ED_view3d_win_to_ray_clipped(
bool ED_view3d_win_to_ray_clipped_ex(
const struct ARegion *ar, const struct View3D *v3d, const float mval[2],
float r_ray_co[3], float r_ray_normal[3], float r_ray_start[3], bool do_clip);
void ED_view3d_win_to_ray(
const struct ARegion *ar, const float mval[2],
float r_ray_start[3], float r_ray_normal[3]);
void ED_view3d_global_to_vector(const struct RegionView3D *rv3d, const float coord[3], float vec[3]);
void ED_view3d_win_to_3d(
const struct View3D *v3d, const struct ARegion *ar,

View File

@@ -406,6 +406,24 @@ bool ED_view3d_win_to_ray_clipped(
return ED_view3d_win_to_ray_clipped_ex(ar, v3d, mval, NULL, r_ray_normal, r_ray_start, do_clip_planes);
}
/**
* Calculate a 3d viewpoint and direction vector from 2d window coordinates.
* This ray_start is located at the viewpoint, ray_normal is the direction towards mval.
* \param ar The region (used for the window width and height).
* \param mval The area relative 2d location (such as event->mval, converted into float[2]).
* \param r_ray_start The world-space point where the ray intersects the window plane.
* \param r_ray_normal The normalized world-space direction of towards mval.
*
* \note Ignores view near/far clipping, to take this into account use #ED_view3d_win_to_ray_clipped.
*/
void ED_view3d_win_to_ray(
const ARegion *ar, const float mval[2],
float r_ray_start[3], float r_ray_normal[3])
{
ED_view3d_win_to_origin(ar, mval, r_ray_start);
ED_view3d_win_to_vector(ar, mval, r_ray_normal);
}
/**
* Calculate a normalized 3d direction vector from the viewpoint towards a global location.
* In orthographic view the resulting vector will match the view vector.